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Terrific Terrains & Terrible Travels

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Terrific Terrains & Terrible Travels Table of Contents Arctic Circle - Arctic Hag Canyon Depths - Canyon Hag Desolate Deserts - Desert Hag Wild Forests - Forest Hag Upper Ranges - Upper Ranges Hag Living Oasis - Oasis Hag Vast Oceans - Ocean Hag Endless Plains - Plains Hag Plunging Valley - Valley Hag Flooded Wetlands - Wetlands Hag Hag Contracts Hag Covens Legal

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Arctic Circle

The further one heads towards the planet’s poles the more likely they are to encounter biomes of ice sheets and icy waters. Vast distances of land covered in a thick layer of ice and frozen earth, or where the water itself has frozen into a solid surface. Landmasses and oceans shift in location and size as the seasons pass.

On the polar ends of nearly all worlds lie the vast frozen deserts of The Arctic Circles. These regions consist of miles of landscape filled with frozen tundras, glacial expanses, and icy depths. Inexperienced travelers may picture ice, snow and near-freezing waters when imagining the northern and southern poles. In truth, the lands provide a vastly more diverse, unique, and beautiful landscape than one would come to expect. Tundras, consisting of two differing biomes – alpine and lowland – form the more earthen and inner sections of the polar terrains with settlements, diverse ecosystems, and more common areas of travel within. Glacial biomes fill the extreme edges of the world. These harsh landscapes consist of frozen snowfields or vast expanses of ice water with little to no flora and only the most resilient fauna. Civilization is rare to nonexistent, with those that do occupy the areas being more nomadic in their habitation. Travel is only sought here by those in dire circumstance or seeking the unknown. While often avoided by most of the world, the Arctic offers breathtaking views, expansive lands, and a unique experience unlike travel seen anywhere else.

Origin and History The origins of these regions are often based on the whims of the gods and the movement of the lands. As the Arctic terrain is heavily reliant upon the landmass’s location within the world, its formation can be brought about from the upheaval of primal forces during the planet’s formation, or the natural twisting and turning of the land over the eons. Rarely sought out by neither beast nor humanoid, habitation within the Circles seldom results from choice or design. Tribes and creatures are frequently found to have taken to these areas by forced relocation or removal. Those creatures born of the bitter, frigid lands often find more comfort in the cold and inhospitable environments, their bodies and minds fashioned to withstand the abnormal conditions.

Formation As a terrain that can contain numerous internal biomes, the formation of the Arctic Circles is variable at the best of times. Grassland Plateaus and Lowlands: The grassy plateaus and lowlands of the Arctic tundra form both within the alpine heights and upon the coastal lowlands. These regions are situated between the extremes of the icy waters and frozen heights, and the surrounding biomes of warmer climates. The grassland forms around the strong flora and fauna that cling to the earth. The plants and animals that live here eke out a meager existence during the warmer months of the year and survive when possible during the colder. Alpine Peaks: The alpine peaks of the frozen lands form in a similar method to many other mountainous terrains across the world. Whether at the edge of tectonic plates or the result of immense volcanoes, these heights are rumored to be as old as the gods themselves.

Terrain From grassland plateaus, immense alpine peaks, solid ice sheets, island archipelagos, and expansive fjords, the Arctic Circles offer a variety of terrain types to encounter. These areas are often spread in a specific manner cross the northern and southern hemispheres relative to the distance between each landmass and the planet’s magnetic pole, along with its axial tilt. On the very edge of these regions sit either perpetually shifting masses of water and ice, or areas of solid ground permanently frozen. The more arable lands of the biomes – grassy tundras, fjords and waterways, and the island archipelagos – are closer to the equator and contain civilization alongside plant and animal life to support it. These lands lie normally just outside of other biomes and are separated by a significant decrease in average temperature and lower levels of precipitation. 3

Ice Sheets: The vast and arid ice sheets of the Artic Circles form in two common methods, depending on the time of year and location. Those upon landmasses build a few inches to feet above the solid earth. Those upon the icy waters turn solid, with the ice sometimes sinking to the ocean floor. In both circumstances the frozen sheets can be permanent or temporary fixtures to the environment, the location either so cold the ground and water remain frozen year-round, or the variable temperature causing the sheets to melt during the warmer months. Island Archipelagos: Like the alpine peaks, the island archipelagos of the Arctic are often the result of volcanic eruptions. These, however, form when the volcano lies below the ocean floor, pumping lava up into the water and creating new landmasses. These areas often replicate the conditions of the surrounding biome. Fjords: One of the more beautiful locations found within the Arctic Circles are the naturally forming fjords. Formed by a glacier of ice (not to be confused with glacial terrain) retreating between mountains and plateaus, “Fjord” is the name given to the gorge left behind. Often created during ice ages, or by the destructive force of gods and titans, these areas often lie closed for thousands of years before the ice rips away.

a similar vein to traveling over sand, the snow and icefields are treacherous and constantly shifting underfoot. One might easily be walking upon a hard surface one moment, to be sinking under snow the next. This difficult and unruly terrain also affects the use of more traditional and common forms of transport. Horses and mules struggle to navigate the terrain, the heavy beasts of burden unused to the unpredictable soft ground. Carts and caravans are also of little use, with wheelbased travel often unreliable and slow going. As is quickly learnt by all who travel the Arctic realms, weight dispersion is key to efficient travel. Sleds and Sleighs: The most common forms of transport across the tundras and glacial ice of the Arctic Circles are upon sleds and sleighs of wood or metal. Built in a multitude of shapes, sizes, and materials, these devices of personal and commercial transport are seen across the biome wherever a solid surface can be found. Built in a similar method to a cart, the vehicle replaces the circular wheels with runners, long stretches of wood or metal that run the length of the base on parallel sides. Raised away from the base of the cart these horizontal poles allow for a greater dispersion of weight across the ground and allow the vehicle to slide upon snow and ice. Generally crafted in two sizes, the larger vehicles are designed to be pulled by beasts of burden and allow for quicker and heavier transport. Smaller sleds are crafted for single users and are often pulled while loaded with gear. Snow Chains: Should a person decide that wheel-based transport is required upon the snow and icefields, then the attachment of snow chains to the vehicle’s wheels is a must. Lengths of chain wrapped around the tires give greater traction and control to the vehicle but help little with weight dispersion or the sudden changes in density in the ground below. Snowshoes: For those traveling within the harsher regions of the Arctic biomes on foot – an ill-advised route – the use of snowshoes allows for faster and safer travel. Essentially large flat bases attacked to the soles of shoes, these devices stop wearers’ feet from sinking into the snow and allow for a greater distribution of weight. Snowshoes are typically made of a lightweight material, held in place by thin wooden frames or stretched hide.

Traveling Travel is the means through which communities live, merchants prosper, travelers explore, adventure begins and long lives end. Travel is the bedrock of civilization and the first steps of any new discovery in the mighty and wondrous world. Within this section we will cover the varied and harsh realities of travel within the Arctic Circles; the what, the when, and the how of traversing cold and icy plains so far removed from society.

Common Methods of Travel Travel across the desolate snowy deserts of the Arctic can be divided into two major methods: by land and by sea. As a region constantly changing depending on the time of year, many travelers often find the need for both forms of transport. Traversing an inconstant terrain of ice, snow, water, and stone presents unique issues brought about by the frozen earth. In 4

Beasts of Burden: Similar to other areas of the world, beasts of burden are used to transport people and goods around the Arctic Circles. The manner in which they are used, however, is somewhat different. Horses, mules, and larger animals are rarely used, due to the soft snow and slippery ice being too dangerous for their heavy frames. Instead, smaller and more agile companions are found in these frigid environments. Teams of dogs, reindeer and even wolves are used by sledding teams, merchants and caravanners to pull transport and people across the frozen landscape. Used in small crews of usually four to eight, the lightweight beasts can often carry significant loads across huge distances with minimal effort. Single person transport is more limited in this part of the world, due to the scarcity of sole animals that can bear the weight of a person. Some travel with a dog or wolf to pull a lone sled, and those of smaller races – such as halflings and gnomes – occasionally ride such beasts, but these are rare sights. Boats: With the large expanses of water and ice that are often found within Arctic regions come the frequent use of boats, kayaks, and rafts. The diet and commerce of the biomes are largely supported by the abundance of fish and mammals found underwater. From schools of salmon to the blubbery fat of whales and seals, knowing the correct boat for transit and fishing is a must. Alongside this sit the difficulties of navigating frigid seas filled with behemoth icebergs and shifting tide lines. Smaller boats made of light material are effective and efficient, with kayaks used regularly to travel shorter distances. Even rafts are a frequent sight in villages within the Arctic archipelagos, to travel across the constantly changing watery expanses.

of Rangers and Barbarians. A ritual only undertaken by the bravest of the tribes that roam the Arctic Circles, the beasts only fall under the sway of those able to wrestle them to the ground and force them to submit. An almost impossible task, many a brave warrior has failed to return from their trip into the wild in search of a beast to control. Ice and Water Elementals: A rare but incredible sight amongst the waters and ice sheets of the outer realms are that of elementals enthralled under the arcane influence of magic users. Elementals are lashed to boats and sleighs with beams of raw energy, and pull the rider across the Arctic at breakneck speeds, the creatures constantly on the verge of breaking control and turning their wrath upon their masters. Seals and Whales: A less extreme, though still as rare, sight amongst the icy waters are that of boats being led by teams of seals, or the majestic titans of the sea, whales. The happy and friendly beasts are often seen free amongst the cold waters, searching for krill and fish while they evade predators. But every now and then these creatures are found pulling the boats of the local druid clans, defenders of nature found whispering commands to the creatures as they glide across the water. Mammoths: Mammoths, or ice elephants as they are often called by travelers, are the giant placid land mammals of the Arctic realms. With thick fur and immense tusks, the herds are often seen slowly ambling about tundras in search of coarse vegetation. Fierce protectors of their own kind, mammoths are ripped away from their families and treated as mere beasts of burden, the rest often slaughtered for fur and ivory. Those enslaved by the giants and trolls of the Arctic are often poorly treated and cruelly driven about the lands. Amphibious Vehicles: An ingenious invention sometimes found within the craftier gnome and dwarven communities of the Arctic are amphibious vehicles of land and sea. Often larger, more complex sleighs designed with collapsible runners and sectioned areas for animal teams, these vehicles are used with mixed results. The more thoroughly designed and tested can be seen coasting the waters to easily push onto land, taking off across the tundra moments later. Others are quickly found to flounder upon the water and sink into the cold depths below.

Uncommon Methods of Travel While most travelers and inhabitants of the Arctic Circles use simple methods of travel like sleds, boats, and dog teams, more uncommon methods of transport are sometimes encountered as one traverses the vast areas of the frozen realms. Polar Bears and Yetis: Powerful beasts that tower high into the sky, these killers and monsters of the icy plateaus are a sight one hopes to never see when traveling, doubly so when alone. Polar bears, and occasionally yetis, are sometimes found under the sway 5

Types of Roads

proven the tests of time and climate. The pillars are generally built by stacking thick, heavy stones upon one another, layering them for stability. The height of the markers is determined by the snowfall of the area, as they are designed to be seen during even the harshest of winters. The larger, more commonly used cairns even contain small enclosures for travelers to leave supplies or notes to one another. Buoys: The markers of the sea, buoys are used across the icy waters in a similar method to stone cairns. A common sight amongst the Arctic seas, these barrels of iron or wood are filled with air and layered with hide before being weighted to the seabed below. While less frequently used and less durable than stone cairns, their importance for travel and passage is paramount during the colder seasons. Buoys are often used for two primary purposes within the seas. The first is to offer navigation, with their design or markings giving directional bearing to those with knowledge. The second is to warn of ice levels, with the distance to land measured as an indication of how long the passages would remain open.

Physical roads within the Arctic biomes are a rare sight, especially outside the more central tundras. With shifting landmasses and immense areas of land often covered by feet of snow, the concept of roads has never held strong amongst settlers or travelers. Routes and passageways of the Arctic Circles, however. are not rare and often extremely important for accessibility and survival. As the seasons change and passageways are lost to water, or as the temperatures shift and markers are lost behind layers of ice and snow, the knowledge of where to travel and when is essential. These “roads” are concepts of the mind, with their locations often long, and tightly held secrets of merchants, clans and tribes. A common roadway, though dangerous when the climate is not fully considered, is the use of frozen riverways as routes, the ice often more manageable than snow-covered rock. As will be further discussed in the next section, these roads are often only spotted by stone cairns or geographic markers, which if missed, lead to death and despair within the icy wastelands. Any traditional roads that do exist are often found with the tundras, in the lands closer to the equator. Roads of dirt and stone, often linked to other more climate friendly towns and villages, are more typically seen throughout the world. The use of salt to clear snow on important paths is a regular occurrence where the mineral is available. Though, even these roads struggle to survive long in the constantly changing conditions, pools of water muddying the locations in the warmer months and layers of snow in the colder.

Travel Tips The Arctic is a place of extreme danger and requires the utmost care and respect should one wish to cross its plains. A few small suggestions have been included to help guide wary travelers on their journey through ice and snow. Seasonal Approach: One of the best ways to approach travel within the Arctic is to do so during the warmer seasons. The thick layers of ice and snow will often have receded at the height of summer, allowing for clearer paths, more active game and wildlife, and temperatures which are easier to manage. Should this not be possible, ensure that the routes you take are designed for the season you are currently in. Travelers often become lost and perish upon paths only meant to be used in the opposing time of year. Body Temperature: Clothes and heat a cure a curse to all who travel within colder climates. While most travelers have the sense of mind to rug up before engaging on their voyages, an often-misguided choice is to over layer. Wearing too many clothes leads adventurers to fall foul to one of the deadliest dangers in the cold: sweat. After embarking on their long hike, they become

Road Markers With the inability for those within the Arctic Circles to use traditional roads across the lands, the use of road markers is of extreme importance. Both land and sea markers give hunters the ability to find game, merchants the ability to travel between towns and villages, and nomadic clans the knowledge of where to head and when. Stone Cairns: The markers of the land, stone cairns are giant pillars of stacked stone that rise high into the air. While seemingly basic in design, these traditional pillars are both versatile and stable, having 6

Ecology

covered in sweat before the first leg of the journey is complete. The problem only worsens when the body cools down, as the sweat turns clothing wet or leaves the skin damp. And this damp, wet body pulls at the ice and cold around it, freezing the traveler, their own heat causing them to be overcome by frostbite and hypothermia. It is vital at all times to avoid overheating and sweating, for they will kill you as fast as the cold will. Food Sources: As with traveling in any part of the world, the need for food is always paramount. For travelers who are unable to bring all required provisions, who become lost, or who simply find themselves in an unexpected situation, staving off hunger is a primary concern. As the Arctic is a desolate place, knowing where to obtain food is key to survival. A few common sources of food are: ● Fish: Either gathered from the water’s edge, or by digging holes into the ice atop frozen rivers or oceans. At a minimum, travelers must ensure to bring a lure and wire to help gather these essential sources of nutrients and calories. ● Large Game: In the tundras of the Arctic, roaming reindeer or oxen can be caught in similar method to the hunting of game in other terrain, the creatures’ thick hides offering precious warmth and meat. ● Water Mammals: When desperate, seals – and less commonly, whales – are good sources of fat to survive the more extreme regions of the Arctic. While often terrible on the palette, they have been known to keep local tribes alive in times of great need. Fuel: While shrubs and vegetation are not impossible to find in the more inner lands of the Arctic Circles, a strong supply of fuel is one of the key components for successful navigation. For travelers heading into the desolate glacial realms, it is always recommended to bring wood and burnable materials. Mammoth dung can be a source of fuel in a pinch, though the smell is not nearly as pleasant as oak or elm. Ensure fires are used sparingly and only when needed, to help retain fuel. Fire is a precious resource in the cold and wasting them by leaving them on overnight is another common mistake made by travelers.

The Arctic Circles are among the most unique and diverse terrains in the world, housing extreme climates, treacherous landscapes, and unrivaled yearly transformations. These conditions create a home for some of the most interesting, if scarce, flora and fauna imaginable, from the giant whales hunting plankton and krill in the frozen depths, to the edible lichen on the alpine tundras, to the fearsome frost giants. This section will detail the plants, animals and people often found within the Arctic spheres, with the hope of giving travelers enough information to safely traverse the dangers of the terrain in one piece.

Flora The plants, shrubs, grass, flowers, and fungi that thrive within the desolate and unwelcoming terrains of the Arctic are by far the hardiest and most resilient of flora within the realms. However, this is counteracted by their scarce nature and limited availability. Of the two major biomes found in the Arctic, only the tundra is home to flora, the ice plains being too cold and desolate for anything to survive. The tundra, too, sees little to no vegetation when the harsh long winters cover the arid earth in layers of ice and snow. In the lower tundras, closer to other biomes, a traveler will encounter flowering plants, as well as lichens and moss. In these areas, oxen, mammoths and goats can be found grazing on Arctic cotton grass and ice grass. Dwarf birch and willow number amongst the more common the more common shrubs and plants that litter the countryside. A number of plants that are worth keeping an eye upon by travelers to the region: ● Arctic Poppy: Found by riverbeds, these delicate flowers with yellow petals grow nearly 25cm tall.” While beautiful to see within the Arctic, they are a deadly plant, the stems containing a toxic resin that can kill beasts if too much is eaten. ● Sun Lichen: Hardy and able to survive extreme colds, this lichen of orangey-red appearance is the main food source of herbivores within the Arctic. Its source as a fuel, once passed through the beasts, is valuable to travelers as well. 7

● Bearberry: These small red berries are a treat for travelers but are never far from polar bears who often make their lairs within range of the plant. While an easy source of food for the hungry, beware of other creatures who feed upon it.

● Cod: One of the most abundant fish in the Arctic oceans. Easily found in vast schools, they can easily be cooked into a tasty meal and contain oils and vitamins to keep any traveler fighting fit. Predators: Yetis, polar bears, wolves and killer whales are best avoided whilst traveling the Arctic Circles. Each is an apex predator, quickly killing the unaware and ill prepared. Fire and sharp blades may be required to survive an encounter with these creatures. Killer whales often attack humans who venture too close to their seal hunting grounds. The local population is always the best source of knowledge for where and when to avoid predators. Their stone cairns also warn of the dangers in the area, should travelers be able to read the signs.

Fauna Just as rare as flora, though easily more diverse, is the fauna of the Arctic region. Upon land, one may find Arctic foxes, reindeer, elk, oxen, mammoths, snow leopards, hares, yetis and polar bears. Through the sky, geese, terns, falcons and owls. Under the sea, whales, walrus, seals and the uncountable varieties of fish and smaller sea life. The beasts of the Arctic are always either predator or prey, with little room for error in this unforgiving land.

Some common examples: ● Ice Wolves: Found across the Arctic, these carnivores stalk and hunt their game in packs across the wintry landscape. Upon first noticing prey, they will howl to call their pack to them. They will proceed to stalk their victim for hours before attacking. They will purposely lie prone in snowfall to cover their bodies, leaping from their hiding spot to ambush prey. ● Killer Whale: Gargantuan hunters of seal and shark, these immense killers are one of the most dangerous beasts in the Arctic. A true apex predator that will kill anything between them and their food. When in the waters they are known to work together to capsize kayaks and small boats to kill fisherman and take their catches. ● Yeti: While a rare sight amongst the Arctic Circles, it is a sight one never wishes to see. Standing two or three times the height of an average human, they loom over even the mightiest of polar bears. Smart, brutal, and incredible hunters, their only weakness is the heat of an open flame. A quick and violent death is common for those caught in a yeti’s sights.

A number of these creatures should be sought for food, others should be avoided for safety. Prey: Hares, reindeer, seal, and fish are the best sources of meat within the Arctic. They provide precious subsistence, fur, hide, and essential fats, and most can be caught easily by simple means of snare, bow or fishing rod. A simple guide to determining what to hunt is best based on how cold the location is. The colder it is, the lower to the earth your target should be. In the warmer tundras aim for elk and reindeer. In the alpine heights or on the edges of glacial regions look for hares or birds upon the ground. And in the deepest frozen depths of the Arctic, look below the ice for fish and seals. Some common examples: ● Reindeer: Often found grazing on the sun lichen or drinking from melted pools of snow, these graceful four-legged beasts are great sources of meat and hide for travelers in need. While often better as companions and beasts of burden, they often fall prey to predators or the occasional desperation of the local populace. ● Hare: Found across the tundras and alpine heights of the Arctic biome. Hares are prey to both larger carnivores and hunters for their meat and fur. They are often found in burrows and flee at even the lightest of disturbances. Cousin to the rabbit, but larger, more aggressive, and covered in thick matted fur.

Residents The residents of the Arctic fall within two categories: those that are natives of the ice and cold, or those that have come to desolate areas through relocation and removal. Scattered across the vast ice deserts, or on the plateaus of alpine tundras, travelers will find numerous tribes, clans, villages, and sentient beings. 8

Living in small close-knit communities, or alone in isolation, those of the Arctic match their surroundings, cold and hardy with a focus on survival. While a seemingly cruel and desolate place, the locals often find an enthralling magnificence amongst the calm and serene moments of beauty that can be found within the Arctic Circles. Four distinct communities that are found within the regions are documented below, though many more are thought to nomadically roam across the vast frigid lands. Arctic Gnomes: Found in villages within the alpine peaks and grassland plateaus. As mischievous and excitable as their cousins from warmer climates, these gnomes are more practical when it comes to survival and life within the cold lands. Often found building new devices to fish with, or the latest amphibious vehicle, gnomes regularly pleasure in finding new ways to overcome their environment. Friendly and welcoming to travelers, small gnomish communes are often sought as places of rest between trips, or as destinations for merchants and traders. These villages can be identified by the presence perfectly stacked stone cairns near homes of grandeur dug into the cold earth. Ice Kobolds: The ice kobold clan have resided in the Arctic for many centuries. Driven away from their ancestral homes for the worship of Yellroth, God of Ice, they crept towards the colder reaches of the realm in search of their deity. Having found a home in darkness and ice, they took to the land, building vast structures in the glacial wasteland. During the colder months of endless night, they roam the lands hunting seals, fishing and performing rituals to Yellroth. In the warm months of endless sun, they hide within their homes, digging further into the ice and earth. While ice kobolds rarely see outsiders enter their homes, they are known to trade with travelers for goods, particularly viewing wooden objects as rare and valuable treasures. The kobolds are superstitious, and strictly adhere to their laws and scripture. It is not uncommon for lost travelers to be saved by the kobolds, only to then be sacrificed to Yellroth for failing to reward their saviors with appropriate gifts or trophies. The Tribe of Day and Night: A native tribe of humans found within Arctic. Worshipers of Darsa, Goddess of Darkness, and Larsa,

Goddess of Light, they are a tribe of seminomadic druids and barbarians who roam the tundras and glacial domains. Worshiping Darsa during winter, the clan is found to inhabit immense igloos built by the barbarian strength and magic of the druids. During summer, the tribe is found within the friendlier grass tundras in homes of earth and stone, in worship of Larsa. The tribe adopts a different personality depending on the season. They are friendly and welcoming during summer and cold and warlike during winter. While happy to trade and host guests in their earthen homes, meeting them under the moon upon the ice sheets is often a death sentence. The clan can be regularly found in search of yetis to dominate or frost giants to slay within the Arctic depths. Frost Giants and White Dragons: Some of the most powerful beings to walk the frozen lands are that of the bloodthirsty frost giants and white dragons. Solitary creatures of little intelligence and even less patience, especially in comparison to their kin elsewhere, they roam the polar lands in search of food, treasure, and kobolds to subjugate. Natural foes to one another, tales of legendary battles between giants and dragons are passed down through Arctic dwellers for generations. Few can claim to have seen them up close, but for many unlucky travelers, the sight of these mighty lords of ice is their last.

Environment In drawing together the ecological components of the Arctic terrain, a wider, more thorough understanding of the ecosystem can be seen. As with most things within the Arctic it can be split between two major sources of difference: night and day, winter and summer, the frozen glacial expanses and the diverse tundras. The tundra, which is more hospitable for villages, wildlife, and vegetation, is where most travelers will find themselves whilst on the road. While passing through grassy plateaus that sit overlooking vast fjords, travelers may find reindeer and oxen eating cotton grass, before being welcomed into a village of Arctic gnomes. The glacial expanses are desolate ice deserts filled with sea life, kobold tribes and beasts of wonder and strength. While lacking in vegetation or an abundance in wildlife, its vast empty skies and incredible giant 9

Tundra: The tundra biome consists of the grassland plateaus and lowlands, alpine peaks, island archipelagos and fjords. These areas can be laid out within the biome in many ways, some containing only grassy lowlands before reaching the giant glacial ice sheets, others a smattering of all the variations. A consistent feature across these regions is that the higher the temperature, the more persistent fauna and flora, and more prevalent earth, rock and water. Tundras are often found closer to other terrains. While ice and snow are a consistent sight across these biomes, they see some slight variation according to the weather and seasonal changes. Grassland Plateaus and Lowlands: The most common areas found within the tundras. Filled with shrubs and short grass, these large expanses sit on the edge of the Arctic biome, climb into the heights of alpine peaks, trace their way along fjords, and end at oceans, island archipelagos or frozen sheets of ice. The grasslands contain the bulk of the fauna, flora, and Inhabitants of the Arctic biome with larger communities, herds, and plants able to survive the warmer climates. These areas can be clearly discerned from non-Arctic grassland by the ready availability of vegetation, and the lack of tall trees and plants. The grasslands are also more commonly prone to greater variation in day-night cycles and weather. Generally, the furthest arctic biomes from the poles are able to operate at almost normal day-night schedules year-round. Alpine Peaks: The mountainous heights of the Arctic region. Often found at the edge of landmasses or the site of ancient volcanoes, they tower high into the cold air. The mountains frequently drop down into grassland plateaus or oceans. These peaks are typically more desolate and unpredictable than mountainous areas within other regions. With little to no game or vegetation, scaling their heights often requires immense preparation and planning. The mountains also hold incredibly low temperatures and thin air. The alpine peaks are also one of the few terrains within the Arctic biome that can appear in other locations around the world. Though rare, if a significant series of mountains rises high enough, the climate and terrain will match that of the Arctic alpines.

icebergs are not lacking in beauty or splendor. A place of hard people and harder climate, travel is not for those with weak constitution or little resolve. While plants, animals and sentient creatures work relentlessly to survive in the cold and barren terrain, they do so in hardfought harmony with resilience not seen anywhere else in the world.

Physical Geography The physical geography of the Arctic Circles is one that any traveler must fully consider before stepping foot in the realm. Unlike more common areas of the world, like forests, highlands, or wetlands, the Arctic is always volatile, constantly changing, and barren of aid or readily available recourse for times when disaster strikes. This section on terrain is designed to allow travelers to fully determine where to travel and how to know when they have entered a new biome. Preparation and knowledge are key to passing these terrains safely.

Terrain The Arctic Circles are composed of the primary tundra and glacial biomes, with the frigid oceans being beasts unto their own. This extremely variable terrain carries harsh conditions, difficult topography, and evershifting rules. Where one day finds clear passage or open waters, the next will see thick ice and treacherous snow-covered pathways. Where one year stood vast glacial ice sheets, the following stands an ocean of frigid water. Understanding these terrains allows travelers to better judge their ability to survive the Arctic.

Types While the Arctic regions are formed around tundra and glacial biomes, these regions can be further broken down into six types of terrain, each with their own distinctive characteristics and design. Outside these six types lie the oceans, which uniquely drift in and out of the Arctic ecosystem, with entire regions sometimes containing no standing bodies of water. It is important to note that the six types of terrain are not mutually exclusive. For example, icebergs could potentially form around island archipelagos, or grassy plateaus could grow atop a frozen sea. 10

Island Archipelagos: Rising out of the ocean, these islands of earth, pumice and rock are the children of underwater volcanoes. Heated hot springs or constant smoke are good indicators of their intensity. Characterized by the irregular rising of dark stone and rock from the water, these islands are often found near alpine peaks and grassland plateaus. While a rarer sight within the Arctic biome they are found to dot a number of seaside tundras that lie close to the underground tectonic plates. The archipelagos can usually be seen quite plainly above the sea with, at most, a small reflection of the local tundra biome across them. Underwater, they are home to unique and diverse life outside of the standard ecosystem, the potential for heated underwater vents giving rise to new plants and creatures.

The surface terrain of glaciers consists of open, desolate ice, not unlike the ice sheets. However, glaciers, as a single body, often shift and move over centuries. Should travelers stand near the edge of a glacier, they may be lucky enough to witness sections of it break away and crash into the land or water below. Ice Sheets: At the edges of the world lie the vast expanses of ice that shape the polar caps. Formed through the freezing of oceans, or the covering of landmass with perpetual snow, these areas are the most extreme and desolate within the Arctic biome. With little to no vegetation and only the sturdiest of creatures, it offers little aid to those traveling upon it. The size and location of these massive glacial regions often shift and change as the seasons flow, especially those over water or those that spread over the depths during winter. A variable environment, the solid ice can be filled with hidden crevasses, areas of deep snow, or melted water in the warmer months. The edges of these areas, if over water, also contain the danger of collapsing into the cold depths or breaking away from the main landmass. A severe and unforgiving terrain that most travelers should best avoid. Oceans: The oceans of the Arctic are colder and more treacherous than others that travelers may be familiar with. In colder months, oceans turn to ice, making landmasses bigger and causing ice sheets to form. What could be water one half of the year could be ice the other. Arctic oceans often hold shifting bodies of ice in constant ebb, flow and migration. From the breaking of glaciers to immovable icebergs, the seas contain obstacles in the environment that sailors need to traverse. The depths of Arctic oceans are often found to be shallower that those in more tropical climates. Some shorelines are long and slope into the depths, while others are distinct, significant drops along tectonic plates. The ocean is home to an incredible amount of sea life that helps keep the Arctic thriving. The freezing waters mixed with underground volcanoes provide a variety of conditions for sea life to propagate in. A place of danger to most travelers, with freezing waters, constantly changing conditions, dangerous animals, and immense icebergs, traversing the deeper sections of the Arctic ocean should only be undertaken be experienced captains.

Fjords: Amongst the mountains and plateaus of the Arctic lie rivers and passageways of vast lengths. During ice ages, and immense periods of cold and snow, these regions are filled with ice that freeze in place. Layer upon layer rise until the region becomes a giant field of ice known as a glacier. After hundreds, if not thousands of years, these glaciers shift and move from their original home, or break apart over time, revealing the majestic Ushaped inlets that are known as fjords. Picturesque plateaus drop into valleys with these small snaking riverways that lie as a reminder of their glacial past. Located between the grassier, warmer tundras and the ice sheets, fjords often reclaim their vegetation and wildlife, adding to the geographical marvels of the Arctic Circles. Glacial: The glacial biome consists of – true to its name – glaciers, as well as immense ice sheets that reach to the tips of the world’s poles. Cold and desolate even in the warmer months, these biomes lack the flora and fauna of the tundra, while also being significantly colder and drier. Not every Arctic biome holds oceans, but if they do, the ratio between ice and water fluctuates depending on the temperature and time of year. While harsh and desolate, glaciers generate unique and beautiful views across the open ice and the skies above. Glaciers: These large masses of solid ice and snow are built over eons or from powerful freezing conditions brought about by significant ecological change or powerful magics. Rising from valleys or breaks in the land, they often are found near the coastal edges of the Arctic realm. 11

Classification

Icebergs: Glaciers of the sea, these are giant masses of ice that hold their general shape as they bob and sway through the Arctic currents. Formed by the collapsing of glaciers into the ocean, or the partial melting of landmasses of ice, they are often seen towards the colder extremes of the glacial biomes. Most icebergs are so enormous they only show an exceedingly small proportion of their surface area above the sea. As they litter the oceans, they create obstacles which even seasoned sailors struggle to navigate. With icebergs sometimes lying hundreds of feet in length and weighing thousands of tons, their immense bodies are a marvel to see dotting the oceans for those enjoying the sights. Ice Crevasses: Splintering across the ice sheets and glaciers of the Arctic biome are cracks and slivers in the ground that open into crevasses of ice and snow. Formed by the twisting and buckling of moving earth and shifting ice, torrential forces rip the ground apart to form deep fissures that can drop hundreds of feet below. These dangerous tears in the earth can be concealed by recent snowfall or during active blizzards, causing unwary travelers to fall to their doom. However, some crevasses can offer convenient access to lower areas of glaciers, or ice sheets that were initially difficult to reach. They can also create pools of water to gather through the ice, which allows for easy fishing. Ice Caves and Tunnels: The natural shifting of ice, earth, and sea creates caves and tunnels of ice unique to the Arctic. Elegant and serene, these are often formed around glaciers and alpine heights, appearing in brilliant displays of blue and white light reflecting off the translucent inner surfaces. Caves and tunnels are filled with stalactites and stalagmites of ice, pools of freezing water, and dens of frost giants, yetis and polar bears. These awe-inspiring structures must be seen to be fully believed.

Most explorers and mapmakers classify Arctic biomes as any landmass or ocean that lies above 60° north of the equator, or below 60° south of the equator. A similar, yet different, method of defining the biome is by cutting the planet into sections, with the bottom and top 20 to 30% of the planet. A major factor in this classification is also temperature and precipitation. The summers should not produce an average temperature above 39 to 53°F (3 to 12°C), with winters to have long periods where temperatures drop between −4.0 and −22.0°F (-20 and -30°C).

Resources While seldom a bountiful region, The Arctic still holds some economic value. The lands hold many natural resources, from immense oil supplies to minerals such as nickel and copper ore. Alongside these are gemstones and rare earth elements deep under ice, earth, and ocean. Mining operations within the Arctic are extremely dependent on weather. Machinery can freeze in the winter, with the frozen ground becoming too hard to pierce with pick or shovel. In warmer weather, the Arctic permafrost can thaw, and the excess water leads to an unstable environment fraught with danger. Another major resource within the Arctic biome is that of furs and hide. While animal life is much sparser in the cold environment it has led to the surviving creatures being often covered in thick coats. Incredibly useful for the creation of clothing and traveling apparel, they are often sought across the realms. The final resource of the Arctic comes from the seas. While the cold provides a hostile terrain to humanoids and land creatures, fish and sea life have no trouble thriving. Due to this, Arctic fishing for salmon, mackerel, cod, whale, shark and a plethora of other fish and mammals is a common pastime for commercial fishers and whalers.

Unique Features The Arctic is home to many beautiful and majestic features that set it apart. These range from behemoth underwater icebergs to dangerous crevasses hidden within the ice sheets, to the caves and tunnels of pure ice scattered throughout the biome. 12

Phenomena

Slightly higher levels of precipitation (800 to 1,000mm [31 to 39 inches] annually) are found in the more central tundra regions, generally in the form of snow, sleet, and ice pellets. This dry climate can catch many travelers off guard, and while snow and ice can easily be melted, it is wise to always carry water. Seasonal Changes: The seasonal changes of the Arctic biome play a significant role in the behavior of the terrain. The passing of summer to winter causes massive changes, from the vast differences in temperature extremes to the immense shift of day and night cycles. These changes affect nomadic populations, herds, and the growth of vegetation and plant life. These seasonal changes are one of the primary impediments for unprepared explorers of the Arctic. The constant transitioning light and darkness can take a toll on one’s psyche, as can the unbreaking cold of an endless winter. Incredible physical and mental preparation must be made, especially if traversing the inner glacial biomes. The following table gives a simple guide to suggested seasonal cycles. The numbers represent the proportion of Day/Night.

The Arctic is a place of extreme chaos, wonder, and change, with conditions and events unlike any seen around the world. From the freezing, unending nights of winter at the polar caps, to watching the mighty display of lights upon the sky while bathing in heated springs, it is a place of bewilderment and desolation to be enjoyed, observed, and carefully negotiated. In this section we examine the non-earthen natural phenomena of the biome, from the impacts of climate on travel, to the dangers they bring, to the wonders they produce.

Weather The weather of the Arctic biomes is one of, if not the key feature that determines nearly every factor at play within its domain. The cold, dry climate affects the terrain, flora, fauna and civilization within it. Freezing temperatures, dry planes, (what does dry planes mean?) and constant change have created a biome unlike any other. Temperature: Pertinent to both terrain and season, the temperature across the Arctic can vary from a relatively warm 53°F (12°C) to a freezing −22°F (-30°C). Splitting the terrains between tundra and glacial, winter and summer further displays this diversity. The following table gives a simple guide to suggested seasonal temperatures. The numbers represent the average High/Low. Average

Tundra

Summer 54/37°F (12/3°C) Winter

Longitude Spring Summer Autumn Winter 60-70°

50/50

65/35

50/50

35/65

70-80°

65/35

85/15

35/65

15/85

80-90°

90/10

100/0

10/90

0/100

Glacial

Natural

37/14°F (3/−10°C)

The Arctic Circles are home to many natural phenomena which bring amazement to those who view them. The beautiful aurora and relaxing hot springs are some of the most sought-after wonders of the Arctic. Aurora: The Arctic region is home to spectacular displays of light across its dark, open skies. Said to be the winds of the ethereal realms touching the material plane, these vivid streaks of green, red, and violet are awe-inspiring to behold. Their true splendor can only be seen close to the poles, as the lights spread across the breadth of the sky for hours of end. Midnight Sun: While not as celebrated as an aurora, none can doubt the incredible sight of a bright sun beating down across the ice flats at the turn of midnight. Conjuring a feeling unfelt anywhere else in the realms, this dislocation of time and day is a source of constant bewilderment

23/−4°F (–5/−20°C) 14/−22°F (−10/−30°C)

These temperature changes and extremes are exacerbated by the long day-night cycles that occur within the Arctic, with days and nights stretching longer the closer one gets to the poles. The polar caps sometimes hold six months of night during winter, followed by six months of day in summer. Certain regions within the tundra with a more normal day-night cycle deal with more lenient temperatures than others. Precipitation: Low levels of precipitation is common amongst Arctic biomes, with glacial regions often producing less than 300mm (12 inches) per year. With freezing temperatures year-round, water is unable to leave the skies in liquid form, blanketing the land as snow instead. 13

amongst those that travel beneath it. Monks and seers spend weeks in contemplation under the perpetual light in hopes of gaining visions or insights into the world. The Stars: One of the most beautiful sights provided by the Arctic is of the skies opening after the fall of day. Far from any light pollution, there is no greater place to observe the heavens. Beautiful dots twinkling across black skies crafting shapes of exquisite design. Myths and legends spawn out of these linking stars, filling the mind with stories of past glories or future prophecies The constant low levels of precipitation mixed with long winter nights have led many magical schools and universities to place outposts and observatories in the heart of the Arctic. Many of the world’s mysteries are said to have been answered within the depths of these frigid lands. Hot Springs: Pools of heated sulfurous water which can be found across the Arctic biome, but more typically in alpine peaks and grassy highlands where volcanic mountains rise. Created by the rise of geothermal water in the volcanic depths, these pools are often frequented by travelers and locals alike. While sometimes dangerously unpredictable in their location and temperament, the right locals can direct travelers to serene and warming natural baths. Extremely relaxing, hot springs offer therapeutic healing to those with sore muscles and tired bones.

Natural lightning is a rare occurrence in the Arctic. Therefore, travelers are warned that the strike of multiple thundering beams is often a sign of the oncoming rage of a giant. Dragons Lair Effects: The white dragons that roam and inhabit the Arctic realms are perilous beasts who care little for those around them. The lairs of the more ancient and powerful dragons often leave a strong mark upon the surrounding land. The first effect is normally an instant drop in temperature a set distance from its lair, a single step in its direction turning the air cold and freezing. The second effect is the dancing of ice crystals across the skies. Giant flakes of patterned snow slowly drifting across the land make for an enthralling sight, but they warn of coming danger. The last effect is a deep and chilling fog, often near the entrance of the lair. Obscuring all vision, it floats around all passageways and doors of the dragon’s lair. Ice Elementals: On nights of magical significance, such as the winter solstice, travelers may observe a mesmerizing movement deep within the ice sheets. Hundreds of ice elementals gather to perform an arcane ritual of creation, their bodies twisting and leaping through the ice as they form together and disperse in grand displays of entanglement and dance. The conclusion of the performance sees the elementals explode in a colossal blast of ice and vapor, before slowly reforming into newer, stronger bodies of ice.

Known Conditions/Effects

Non-Natural

If travelers are ill prepared, or reckless in their treatment of the weather, they will find themselves overcome with severe and often fatal conditions. The cold winds, freezing temperatures, and constant snowfall leave travelers lost, cold and often unable to resolve the predicament they have found themselves in. Detailed here are but a small number of common problems to look for. Frostbite: Often the result of long-term exposure to the cold, frostbite slowly envelops the outer extremities before fully creeping in. The injury is initially painless, with the cold numbing the affected area so much it begins to die. Frostbite exists in three stages: ● Light Frostbite: The skin takes on a dull whitish pallor, easily fixed with heat, and rubbing of the skin. ● Deep Frostbite: The tissue beneath the skin becomes solid and immovable. Feet,

In comparison the natural wonders of the Arctic lie those created by the creatures and elementals in the regions. The terrifying claps of frost giant thunder, the freezing depths of white dragon lairs, and the encapsulating dance of the ice elementals are but some examples. While these phenomena created by the forces of ice are enthralling and brilliant, they should fill any traveler with dread and despair, for they are often fraught with imminent danger. Frost Giants’ Thunder: Frost giants are one of the most fearsome creatures in the Arctic. They live within fortresses of ice in the deepest reaches of the land. An uncommon and terrifying sound is that of the frost giants’ horn. Marking an oncoming raid, the horn calls upon the skies and smashes bolts of lightning into the lands below. Snow and hail give way to blizzards as lightning clashes above. 14

hands, and exposed facial areas are particularly vulnerable to this level of frostbite. While recoverable, it often leads to lost fingers or toes. ● Advanced Frostbite: The final stage of frostbite leads to tissue death and permanent loss of skin, limb, and life. Hypothermia: A quick killer in the Arctic, hypothermia occurs when the body’s temperature lowers at a faster rate than it can produce heat. It may be caused by general exposure to the cold, or more commonly from the sudden drenching of a body falling into icy water. Fire and heat are the only recourse against hypothermia, though avoidance is the best solution. Snow Blindness: The reflection of the sun’s rays off a snow-covered area causes this condition. The symptoms of snow blindness are a sensation of grit in the eyes, pain in and over the eyes that increases with eyeball movement, red and teary eyes, and a headache that intensifies with continued exposure to light. It is important for travelers to rest their eyes regularly. It’s also possible to craft blinders for a humanoid in a similar manner to that of a horse, though many are uncomfortable giving up visibility. Windburn: Exposed skin can be sunburned even when the air temperature is below freezing, these effects often misattributed to the wind. The sun’s rays reflect off snow, ice, and water, hitting sensitive areas of skin from all angles. As with most cold weather concerns, covering up is key.

weapons takes the form of weather. Blizzards bring cold temperatures, strong winds, and see large quantities of snow falling, blowing, or some combination of the two. Blizzards contain winds strong enough to force travelers to their knees, and last for hours at a time. Anyone who finds themselves in the middle of a blizzard without shelter is unlikely to survive. With zero visibility, and the likelihood that their body will rapidly freeze, the best recourse is to dig into the snow or find immediate shelter. Snowstorms: While not as severe as blizzards, snowstorms are nonetheless dangerous. Snow quickly covers pathways, crevasses, and thin ice, hampering movement and dampening clothing. Snowstorms themselves rarely kill or severely hinder travelers but make it easier for other forces to finish the job. The best advice for travelers caught in a snowstorm is to find cover as quickly as possible. Freezing Winds: When traveling over the glacial lands or the alpine heights, the increase in wind is a dangerous and constant concern for all. The cold, often rapidly increasing, winds of the Arctic can lead travelers to perilous falls, losing their way, or hypothermia in mere moments, with winds on the ice sheets reaching gale forces and dropping temperatures significantly. If hit by freezing winds in unfavorable conditions, then seeking shelter or low ground is always advisable.

Environmental Dangers The environment can be treacherous no matter which biome or terrain travelers may cross. Some common environmental dangers to look out for are explained here. Caution and knowledge are the best tools for survival, especially in the harsh lands of the Arctic Circles. Avalanches: Whenever a mass of solid matter falls or moves down a slope, an avalanche can occur. Avalanches are common on moderate to severe slopes in any mountainous region that has seen heavy snow. They are more likely to occur during the daytime when the sun is shining. The temperature rises, and the heat partially melts the snow, which becomes heavier due to its greater water content. Noise, movement, or one final increase in weight can cause the ice to shift and come crashing down on the unsuspecting. Blizzards: One of nature’s most powerful 15

Hags of the Arctic Circles

alone within their lair, patient and calm, then one day rain blizzards, storms, and death upon the local village at the slightest provocation. It is interesting to observe the ways they treat locals, compared to how they treat travelers. To the locals the Arctic hag acts in a similar method to many of her counterparts, often waiting for them to struggle so they come to her in search of aid, sometimes nudging events in her favor if needed. A common ploy used against locals is to force them into sending travelers into the hag’s domain. Travelers often meet much harsher and swifter fates, as the hag is under no assumption they will return if they are ever given a chance to leave. A quick death or lifelong servitude are the most likely outcomes.

About the Hag The Arctic hag is one of the most powerful, devious, and cruel fey creatures found across the realm. Finding warmth in the bitter cold, she spends her time in ice and snow, luring lost and desperate travelers to their doom. If she is truly bored, she will invite them into to her home, where she will twist her words to manipulate them into servitude, or directly into her cooking pot.

Names Arctic hags adopt monikers associated with their frigid homeland. While the standard use of “mother,” “auntie,” and “grandmother” apply, they so rarely have children of their own that most are only called these names at an old age. Some common Arctic hag nicknames include: Abominable, Chillnosed, Drylump, Freezella, Frostwart, Glacialnose, Iceowl, Sealbones, Sleetfoot, Snoweyed, Titchsled, Whalegut, Winteress, Wolfcoat, Yetibreath.

Ideals, Bonds, and Flaws d6 1 2

3

Quote

4

“There is nothing tastier than a stew of frostbitten toes offered freely from a poor soul whose only desire is to find warmth again.”

5 6

Age Due to the harsh climate, low levels of population, and formidable terrain, hags number few and far between across the Arctic realms. With little chance of competition and few humanoids or beasts to cause them issue, Arctic hags are some of the oldest of their kind, some tracing their lineage back to the formation of the land. It is rare to find a young hag within the frozen lands; most are over 1,000 years old, if not significantly older.

d6 1

Personality

5

2 3 4

Hags are notorious for their patience, cruelty, and devious deals, The Arctic hag taking these tenets to the furthest possible length. A creature of extremes matching their climate, they can spend centuries

6

16

Ideals I will force the next set of travelers that come my way into my servitude. I will acquire a powerful weapon or artifact, potentially from a nearby white dragon’s lair. I will build a shrine of ice that reaches the heavens in reverence to my power. I will create blizzards and winds to rival the gods. I will bring ruin and death upon a local settlement that has wronged me. I will slaughter and eat the next set of travelers that pass my way. Bonds I have a deal with the local village elder to send travelers to my home through the icy depths. My lair of ice has been built over centuries and is my greatest creation. My favorite jewel was taken by an abominable yeti. I must have it back. I protect a local village from blizzards in return for a child sacrifice every fifteen years. I am destined to be alone here forever, bound to this land by an arch-hag. I have a frost giant indebted to me; he brings me ice kobolds.

d6 1 2 3 4 5 6

Flaws I love the taste of frostbitten flesh and will feast as soon as I see it. I cannot resist cackling out loud when people slip and fall upon the ice. I am deathly afraid of fire. I am eager to hear of news from the inner realms. I cannot resist killing those who are uglier than me. I will always trade for yeti pelts.

Disfigurations: Pox covered skin, frostbitten appendages and shriveled eyes are but a few of the common sights seen afflicting the Arctic hag. The below table offers variations: d6 Disfigurations 1 Frostbite runs the length of the hag’s arms and legs. Her fingers and toes are covered in sepsis and gangrene. 2 Scars and pits of ragged skin cover the hag’s blemished face, many sores still weeping pus. 3 The hag’s nose has been torn off, leaving behind a scarred mess of a face, the work of an abominable yeti that adorns her mantlepiece. 4 The hag’s skin is a sickly blue, a thin layer of ice covering her like a sheen, emanating the cold out from it. 5 The hag’s arm is torn off, replaced with a magical hand of ice from the elbow down. 6 The hag’s skin is covered in ice crystals, bulging from the skin like a diseased growth in blues and purples.

Appearance As with all hags, the Arctic hag can transform between her true from and her false form. Ravaged by centuries of existence, these fey creatures of the ice shape both their appearances to reflect the environment around them. False Form: The hag’s false form often resembles the barbarian warriors of the polar caps. In hard leather armor, fur coats, and dark hide clothes, the facade matches the harsh biome she inhabits. These rugged outfits are lined by bright hair and thick facial markings or tattoos.

Playing the Hag The Arctic hag is a distillation of anger and patience. She is wisdom and recklessness personified. As some of the oldest hags within the realm, their deals, contracts, traps, and manipulations are often longwinded, every minutia calculated. However, these schemes are regularly thrown into disarray or forgotten when the hag is overcome by desire or temper. Many plans have been destroyed by a hungry hag devouring a traveler who was merely passing a message. It is important to keep these personality traits in mind. While the hags may be happy to bargain or make pacts with lost travelers, they will also happily try to eat them should they be angered or annoyed. Or if the travelers simply look tasty.

As with all hags, their false forms are youthful, handsome, and extravagant, appearing as a warrior to entice adventurers into believing she is a powerful nomad. True Form: The true form of the Arctic hag more realistically portrays a creature who has spent centuries in the frigid lands. Shriveled, small, and covered in pockmarks, the hags match their surroundings with blue-tinged skin, and fingers and toes in a permanent state of frostbite. Clothing: In both forms the hag will wear dark furs, cloaks, and hides, typically from ice wolves, oxen, or reindeer. It is not uncommon to see an Arctic hag adorned in shawls or embellishments of yeti fur if she is concerned about her external appearance. The skin and bones of ice kobolds or Arctic gnomes are used as belts, bags, and necklaces. The hag in her false form will appear less grotesque and generally be covered in hardier clothing, dark armors or cloaks commonly seen in nomadic tribes.

Roleplaying Arctic hags typically act in accordance with the form they are wearing. In their true forms they walk slowly, speak sparingly, and appear old and fragile. In their false forms they are brash, violent, and aggressive, matching the barbarians they are attempting to portray. 17

Encounters

Their attitude in either form reflects their emotional state. While they always aim to focus on their goals, or long running plans, travelers frequently incite their rage, throwing all those plans out the proverbial window. On the Road: Arctic hags rarely leave their lairs, except to lure in lost travelers or people who can be easily manipulated. The hag will appear in whichever form is least likely to draw the suspicion of a traveling party, or one that suits her schemes. She may appear to be a warrior under attack or injured, or as a hag come to tell of a prophecy under the borealis. However the hag meets the party, her initial goal will often be to entice them back to her lair of ice, either to devour them, or bargain with them. As it is easy to encounter lost or desperate parties in the Arctic, this is not a hard task to complete. At Home: Within the hag’s lair she will be confident and more upfront with the truth than she might have been out on the ice sheets or tundras. With the unsuspecting travelers firmly within her grasp, and miles away from civilization, she will dispense of any pretense of friendliness and frankly inform them of the realities they now face. Making a Deal: As the Arctic hag rarely receives visitors, she will grow curious of the outside world, or requires the retrieval of an artifact, or the deliverance of messages. If she is in a calm mindset, and not hungry, she is happy to make deals with locals and travelers. These deals are based around the hag’s ability to guide travelers where they need to go or to provide supplies they may lack. The climate and terrain are perfect obstacles for the hag to help a party overcome. In Battle: In the Arctic Circles the hag will only initiate combat when she has the upper ground. From the use of creatures attacking the party first, or a barrage of ice and snow upon their weary bodies, combat will come when least desired. The Arctic hag is more aggressive in her lair. Knowledge of escape plans, location of magic items and trinkets, and the presence of her cronies or coven will give her the confidence to attack people on sight, or more likely, on offense.

The Arctic hag can be encountered in several scenarios both in and out of combat. The below tables list a few scenarios she may be found in: Combat: The Arctic hag will rarely attack head on, except when she is in her lair and surrounded by traps, magic, and cronies. d6 Combat 1 The hag will send ice wolves to slowly wear down the party and send them towards her for help. 2 The hag will send another lost adventuring party to kill them, wanting their bodies for a feast. 3 The hag will approach in her false form before attacking the weakest. 4

The hag will batter the party at range with spells, pushing them deeper into the Arctic. 5 The hag will bring a blizzard upon the party, attacking them while they deal with the bitter snow and wind. 6 The hag will attack them upon the back of a mammoth. Non-Combat: In most cases, parties will encounter an Arctic hag for the first time in a non-combat scenario. d6 Non-Combat 1 Each party member must make a dexterity saving throw (DC 10). Whoever fails slips and falls on the ice. A sinister cackle is immediately heard echoing towards the party, the hag unable to control her laughter. 2 The next time the party rest they are approached by a hag (in her true form) offering help. 3 A blizzard overwhelms the party. No matter how they struggle through it, they arrive in front of the hag’s lair. 4 The party will hear a cry for help from nearby. The hag (in her false form) will be found faking an injury or in a staged incident. 5 The hag will approach the party (in her false form) offering what they are searching for, for a price. 6 The next directions the party receive lead towards the hag’s lair.

18

Deals and Danger

d6 1

Whether a party believes it or not, every interaction with a hag is a dangerous encounter, and the Arctic hag is no exception. Her words rarely mean what they initially seem, her deeds are darker and sinister than they appear, and those who escape her clutches are luckier than they think. When the dangerous climate and terrain of the Arctic are added to this threat of manipulation and deceit, most people are better off avoiding the hag altogether. The Fine Print: The Arctic hag’s contracts are never as they appear. Her most common bargains are made with locals or travelers, revolving around two main needs raised by the location. The first is the delivery of messages or objects to nomadic clans or faraway villages, and the second is the collection of unique materials within the snow and ice. A request as simple as collecting rare material from a certain town or dungeon fails to mention that the material is a prized possession of the town and not for sale, or that the area is guarded by a white dragon. Other tasks such as delivering a message to a nomadic tribe does not account for the fact that the tribe are cannibals who attack travelers on sight. Manipulation: The Arctic hag is incredibly smart and deceptive, capable of manipulating the environment to play the party’s weaknesses against them. In the Arctic Circles this often means a slow and painful death. Contracts and deals emphasize this: a hag will make a fair deal, only to alter the lands and climate to cause the party to renegotiate at a significant loss. The hag is also devious in her use of simple tasks to bring conflict to the disparate and struggling villages of the frozen lands. She often pits townsfolk against travelers to complete her dark deeds.

2

3 4

5

6

Contract Terms that require 1 year of service within the next decade. The hag pretends this will be in a few years however plans to claim it immediately. The hag needs the fur of a yeti; conveniently one has been plaguing the area. The hag requires two frostbitten toes of a living person. The hag has lost contact with a tribe of seal hunters that roam the ice sheets, they owe her a sacrifice. The party must go collect it. A white dragon (any age) has encroached into the hag’s territory. The party must kill it for her and return with its skull as proof. The party must deliver a letter to a local village;not allowed to read it. It tells the village elder that the party are there to collect the little finger of every villager as is the hag’s due.

Covens and Cronies The life of an Arctic hag is one of loneliness and isolation. Hags purposefully come to the desolate lands due to their hatred of people and desire for peace and quiet. While a hag’s use of cronies and covens is not unheard, they are only temporary alliances and servants, discarded once their purpose is achieved. The covens that do arise are normally united by a common cause such as the destruction of a powerful evil – such as an ancient white dragon or a clan of frost giants – or in rare cases, the birth of a new Arctic hag. The cronies captured or enthralled by an Arctic hag normally only last a short while. The hag’s aggressive and cruel nature often finds the unfortunate creatures within her oven at a moment’s notice. d6 Cronies 1 2d6 ice kobolds enthralled to the hag, doing her bidding. 2 A yeti servant lumbers behind the hag, attached by a chain to her waist. It appears dejected and beaten. 3 The hag’s lair is filled with 2d4 ice elementals performing basic tasks.

Common Contracts These contracts assume that the hag has something the party requires, be it information or directions or a particular item. They are examples of what the hag will initially ask the party to deal with. The following are based on the needs of the hag, such as dealing with a creature, transferring a message, or collecting items or debt. 19

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Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 16, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: hold person, ray of frost, frostbite, Snilloc's snowball swarm, fog cloud 3/day each: cone of cold, wall of ice, dominate beast, ice storm 1/day each: control weather Shared Spellcasting (Coven Only). While all three members of a hag’s coven are within 30 ft. of one another, they can each cast the following spells but must share the spell slots among themselves: 1st level (4 slots): identify, ray of sickness, ice knife 2nd level (4 slots): hold person, moonbeam

A ship’s captain has been enslaved, her crew dead in the icy waters. She traded her freedom to be saved. 1d4 wolves creep at the hag’s side, telepathically linked to her. An Arctic gnome acts as a butler to the hag. In love with her false form, he will do anything to be in her presence.

Strange Magic Amongst a lair of ice and stone a party will find many trinkets of magic and mayhem. A common pastime of hags is to infuse magic into mundane items. These oftentemperamental devices accompany the hag in case of combat or danger and are rarely reusable. Hags will gift these cursed or easily misunderstood devices to unwary parties, bringing misfortune and ruin. Many devices, if not used correctly, will cast the spell onto the wielder, not their target. Common spells infused into items by Arctic hags are: ● Ray of Frost (PHB pg.271 ● Call Lightning (PHB pg.220) ● Fog Cloud (PHB pg.243) ● Wall of Ice (PHB pg.285) ● Blight (PHB pg.219) ● Ray of Enfeeblement (PHB pg.271)

3rd level (3 slots): bestow curse, counterspell, lightning bolt 4th level (3 slots): polymorph, ice storm 5th level (3 slots): scrying, cone of cold 6th level (1 slot): wall of ice Actions Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d8+2 slashing damage plus 1d8 cold damage. Frostbitten Flesh. The Arctic hag feasts on living frostbitten flesh within 5 ft. of her (a failed frostbite spell Constitution saving throw can generate this frostbitten effect). Each creature of the hag's choice that can see her must succeed on a DC 16 Wisdom saving throw or be frightened of her for 1 minute. Creatures frightened in this way are incapacitated, can't understand what others say, can't read, and speak only in gibberish, running from the hag if possible. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on success. The creature is immune to the hag's Frostbitten Flesh for 24 hours upon a successful save or the effect ending.

Stat Block Arctic Hag Medium fey, chaotic evil Armor Class: 17 (natural armor) Hit Points: 123 Speed: 30 ft. STR DEX CON INT WIS CHA 14 (+2) 17 (+4) 15 (+3) 12 (+1) 12 (+1) 15 (+3)

Saving Throws: Wis +5, Cha +7 Skills: Nature +5, Perception +5, Stealth +8, Survival +5 Damage Immunities: cold Senses: darkvision 60 ft., passive Perception 15 Languages: Auran, Common, Giant, Sylvan Challenge: 10 (2,900 XP) or 12 (5,000 XP) when part of a coven Arctic Glide. The hag can move through, across, and over icy and snowy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost her any extra movement. 20

The Hag’s Lair

Regional Effects Within the realm of the Arctic hag, magical effects spread their way into the local climate and environment. These effects spread further the longer the hag stays within the region and the older and more powerful she becomes. All or none of these effects may occur depending on her whim and needs. ● Avalanches occur frequently in places that have held stable for centuries, often with little warning. ● Blizzards occur more frequently and last significantly longer than they normally would. During blizzards visibility is quartered and exhaustion rates are quadrupled. Blizzards last 1d4 hours. ● Ice sheets melt and freeze at perplexing rates, contradicting the season and climate.

The Arctic hag’s lair is a place of freezing ice, twisted magic, and a cold frigid death. Well prepared travelers should know to avoid these lairs whenever they can. Whether made of stone or ice, in a building of material or natural design, the lairs evoke fear from all who see them. Arctic hags are temperamental creatures, likely to eat intruders as they are to offer them a deal.

Lair Types Arctic hag lairs all look different, even if they all share similar surroundings. Even if a hag chooses a man made building to be her lair, she will encase it within a cave of ice first. If she decides to build a lair atop the ice sheets, she will bring down a blizzard to hide her home within ice and snow. Some common types of lairs are: ● On the side of a mountain or glacier. ● An immense igloo that appears as a mountain from far away. ● In the massive skull of a slain dragon. ● In a maze of ice underneath an expansive ice sheet. ● Behind an icy waterfall near the edge of a fjord. ● Carved into an iceberg, disappearing into the cold depths below.

● Ice kobolds hear the words of the hag creep into their dreams. The weakest among them will head towards a hag’s lair to serve her, or to be fed to her. On average a clan of ice kobolds will lose 1d4 kobolds per month.

Lair Traps, Lures, and Defenses Hags live long lives due to many factors, chief among which is preparation. A hag’s lair and region are filled with traps, lures, and defenses to capture victims and hide escapes. Lair traps focus on damaging or capturing those who try to sneak into the lair. Lair lures focus on drawing a party into the lair, typically into a trap. Lair defenses alert the hag or her cronies to an intruder’s presence. d6 Lair Traps 1 Thin fragile ice sheets sit above deep pits. Any weight over 40 pounds shatters the ice. Anyone atop the ice must make a DC 12 DEX save to dive away. Fail leads to a 30 ft. drop, dealing 3d6 bludgeoning damage. 2 Humanoids enslaved to the hag are frozen in walls of ice, dead. However, they appear alive to anyone who would investigate. If the party tries to dig them out, the undead creature will attack them. 3 Stalactites hang precariously in her lair. The hag has prepared a spell to dislodge them on to unsuspecting victims. Anyone below must pass a DC 12 DEX save to dive away or take 2d8 bludgeoning damage.

Lair Actions During combat, within their lairs, Arctic hags obtain additional skills and abilities to aid them in defending their home or disposing of intruders. The older and more powerful the hag is, the stronger the effects may be. These events occur on initiative count 20, losing ties. One effect occurring at once: ● The hag can telepathically speak to any creature within her lair. ● The hag can pass through ice or snow. ● The hag can cause stalactites to drop from the roof. A more powerful Arctic hag may also: ● Summon 1d6 ice mephits or 1d2 ice elementals (use water elemental stats). ● Cast fog cloud (PHB pg.243) at the 3rd level. 21

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The floor of the lair is covered in a thin sheen of magical water. When someone steps onto it, the water surrounds their feet and freezes them in place. They must roll a DC 16 Dexterity saving throw to avoid being captured. Once frozen, a DC 14 Strength check or magical flame is required to break the ice’s hold. An encased creature takes 1d4 cold damage per turn. Thin ice sits above bodies of freezing water. Any weight over 40 pounds shatters the ice. Anyone atop the ice must make a DC 12 Dexterity saving throw to dive away. Once the ice breaks, it freezes over again in 1d4 turns. Consider suffocation rules (PHB pg.183). The weak cave walls collapse upon loud noises or vibrations. Everyone in the party must make a DC 12 Dexterity saving throw, taking 2d8 bludgeoning damage on a failed save, or half as much on a successful one. Failed saves may cause the party to become trapped under ice and rock. Lair Lures An avalanche occurs, forcing the party towards the entrance of the hag’s lair. The party hear a cry of help from towards the lair, potentially seeing the outline of the hag in her false form. Road markers have been altered to push the party towards the hag’s lair. Snow and ice have obscured roads and paths, forcing the party in circles or into the hag’s lair. Tracks (creatures/people) in the snow lead in the direction of the hag’s lair, potentially with blood lining the trail. Heavy clouds and rolling fog warn of an oncoming blizzard, forcing the party away from it, towards the hag. Lair Defenses An alarm spell is placed onto doors entering the lair. Secret doors lie hidden behind thin layers of ice, the hag able to traverse them with ease, to surprise intruders or fleeing attackers. A yeti stands guard at the main entrance to the lair.

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Thin, almost imperceptible sheets of ice are scattered within the hag’s lair. Players must make a DC 16 Perception check to spot them, or they shatter on impact, alerting the hag. Rolling fog is attracted to people entering the lair uninvited. It will surround them causing confusion. Dispel magic or magical vision are required to see through it. An ice wolf pack patrols the lair entrance searching for intruders.

Treasure Within the lair of an Arctic hag are magical, powerful items. These may be crafted over decades in bizarre magical experiments or taken from adventures through manipulation and deals gone awry. It should always be assumed that these items are cursed or contain dire ramifications if stolen or traded. d6 Treasure 1 A pendant containing the fog cloud spell (PHB pg.243). Single Use. 2 A lantern that shines light 60ft without the need for fuel. 3 A Cloak of Ice Protection. Removes the need for skill checks when walking on ice or deep snow. Makes the terrain normal, instead of difficult. 4 A snow globe that summons 2d4 ice mephits (MM pg.215) upon breaking. Single use. 5 A Potion of Gaseous Form (DMG pg.187) which has been modified to allow the drinker to pass through ice and snow. 6 Counterspell Ring. The ring protects the wearer from a single spell cast directly at them. It shatters upon consumption and does not require the user to know the spell is being cast.

Strange Items An Arctic hag’s lair is filled with unique and strange items that have been crafted or taken from about her frozen land. Many of these objects share some connection with the inhabitants of the glacial and tundra biomes, from beasts to humanoids. While many of these items appear to offer some form of benefit to the wielder, they are often crafted from the misfortune of others. 22

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Strange Items A small snow globe contains a vessel at sea, helmed by a miniature crew seen running around the deck. The weather within the snow globe matches that of the surrounding region. The ship and crew are real people captured by the hag. Pinned to a wall is a map of a nearby village. Close inspection shows small dots moving across the map, showing villagers indebted to the hag. On a table sits a thick tome with a seal carved onto the outer cover. Whenever the book opens it makes the noise of a seal barking aggressively. The book contains details on the capturing, enthralling, and cooking of seals.

● The party has become disoriented while traversing the Arctic, and the hag appears offering aid. ● A blizzard or snowstorm forces the party towards the hag’s lair, the only place where they can escape its dangerous torment. ● A nomadic tribe tells tales to the party of the local hag who watches over the region, offering advice on how to find her should they need her services. ● While in an Arctic gnome village, the party hear gossip of a young man who became enthralled by the hag, now trapped as her servant forever. ● The party come across another band of travelers who claim to have just tricked a hag into aiding them. Upon traveling further, they come across the travelers again, all dead upon the ice.

Attached to a chain is the shriveled head of an Arctic gnome. Captured, killed, shrunk, and revived by the hag, it comes alive when held. They will beg to be destroyed if the hag is not around. They know everything about local Arctic gnome villages. The teeth of a frost giant align a handcrafted mouth of ivory. When held they translate the words of the holder into giant, the words coming out of the ivory mouth. An ice pick of dark iron, weighing nearly nothing and acting similarly to an immovable rod. It has a 1d4 chance to not adhere to its holding position on the pressing of the button, releasing its grip on a roll of 1.

● The party are directed towards the hag’s lair by a lying local that claims to give them directions their destination.

Rumors and Gossip Many rumors of varying veracity can be overheard about Arctic hags over nomadic tribal fires or under village tavern roofs. Below lists some that travelers may hear: d10 Rumors and Gossip 1 “It’s said if you get lost it’s better to take a cold death than to deal with the devil herself. She appears like a maiden come to save the day, but she only brings a colder, darker death.” 2 “Did you hear of the fishing ship ‘Codder’s Haul’? It smashed upon the rocks a few miles away, the crew were found all dead, their frozen bodies covered in humanoid bite marks.” 3 “Trenja swears she saw a horde of ice kobolds carrying a sled with a witch upon their backs. Not pulling mind you, literally carrying above their heads. I wonder if she was drunk.” 4 “I overheard the elder speaking of an owed debt of some kind. They appeared scared and overwhelmed; I wonder what it was about.” 5 “I saw the ice hag once. I swear it. Her skin was as blue as the sky, and she had nails like claws. Her face was a mess of holes and scars. I’ve never ran from a creature faster in my life.”

The Hag and your Campaign The Arctic hag’s introduction into any story often revolves around desperation and disaster in the depths of the frigid Arctic wastelands. Whether through manipulation of the environment by the hag herself, or the pure misfortune of a lost and desperate party, meetings are rarely happenstance, nor at a loss to the hag.

Hooks and Plots An Arctic hag can be encountered in many ways, from forced events to unlucky incidents drawing her eye upon the party. A few are listed below: 23

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“They say the Arctic hags are actually beautiful, but to keep their magic they must look extremely ugly for one year out of every ten. Almost a price worth paying I say.” “A witch of the ice lives in a den of pure evil, she sleeps with yetis and curses all who are lost on the snow.” “It’s said that in the dead of the night, upon the ice sheets. under the lights of the gods, that if you say the name ‘Titchsled’ three times, a hag will appear. She will tell you your future, but it won’t be one you wish to hear.” “Them explorers that came through last week haven’t come back yet. Said they would only be gone two days. Don’t think the directions the elder gave them helped much.” “I once heard a story from a trader who came across an Arctic hag. Said she saw the witch cause ice to rise 20 feet out of the ground to protect her from a yeti. Then the witch brought the ice hurtling down upon the beast, crushing it like an ant.”

The Locals The locals of the Arctic realms have a tenuous relationship with hags at the best of times. Those at the very edge of her domain tend to be treated with mercy compared to those within a day’s travel. They are employed by the hag to gather rare materials or objects foreign to the Arctic. Many tribes and villages do their best to placate the hags, seeing the destruction of their violent temperament firsthand. Relationships between locals and the hag typically begin amicably, such as the hag providing protection from the weather or a powerful nearby frost giant or white dragon. However, these relationships frequently end in one-sided debts. Alongside supplying the hag with materials and goods, villagers are also tasked with sending unsuspecting travelers in the hag’s direction, or towards her traps. Community elders prefer to sacrifice visitors over their own people. Due to the harsh environment, it is extremely rare for people enthralled by or indebted to the Arctic hags to rise against them, with limited means for further aid or assistance.

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Canyon Depths

Tropical: The most chaotic of the three climates, with canyons as old as time buried in the forest depths. Many canyons are built by collapsed caves or a heavy flow of water underneath canopies of trees. Unlike arid canyons that remold regularly, or the temperate canyons that slowly build over time, tropical canyons have existed for countless eons, with many staying the same as the day they were first formed.

Nestled between lands, upon vast deserts, buried within forest hearts, and cutting across grassland glades, are the magnificent canyons of the world. These deep trenches of rock sliced into the earth run through all biomes across the planet in various forms. Examples include the supernatural desert slot canyons, their desolate depths filled with darkness, and the classical river canyons formed by water winding its way between mountain peaks, eroding the ground below it over centuries. Canyons are some of the most widespread, beautiful, and varied terrains that can be found. They are known by many names, such as chasms, gorges, ravines, or steep-sided valleys. There are three major variations of canyons (or gorges, as they are sometimes known): the box, the slot, and the classical. These are typically found within the three major canyon climates: arid, temperate, and tropical. These combinations and locations, while sharing similar geographies and origins, contain vastly differing ecosystems, methods of travel, and approaches to be taken by wise and prepared travelers.

Origin and History Each canyon across the world will have its own unique story to tell. Whether a simple tale of a winding river slowly eating away at the earth below it, to a clash between two earthen plates forming immense mountain ranges. These stories are often lost to time or at the whims of the gods. Other canyons, however, carry more arcane and bewildering stories. Legends tell of powerful spells upheaving earth and stone, or rivers being enlarged by grand architectural schemes to create canyons for ships to pass through. One such story is that of Windspire Gorge. Deep within the heart of the Windspire Mountains lived an ancient and powerful Mountain hag named Grandmother Tilly “Highwind” Clagfoot. Paranoid yet steadfast, she would only leave her lair in times of great need. Due to this, she failed to notice the rising of the lake within the mountain above her home. One unlucky day its reservoir broke, and the water crashed upon her, destroying her lair and all she loved. In a fit of rage, she cast a spell to shatter the earth, stone, and water around her. The resulting blast and landslide killed the hag and left a canyon straight through the heart of the mountain.

Terrain There exist many kinds of canyon terrains. Large rainforests grow out of tropical canyons, and grassland gorges are filled with running rapids flowing throughout. A simple way to track terrain variation is to compare the local climate with the type of canyon present. Arid: Found within the steppes, deserts, and arctic biomes. From fjords built from glaciers to slot canyons within deserts, arid terrains contain the highest number and variety of canyons. In the drylands, where temperatures violently swing between hot and cold and the earth is split open, canyons form in every shape and style. These shifts are often the source of the newest and quickest-forming canyons. Soft sand and brittle stone are malleable tools. Temperate: Found in traditionally occupied lands. Here canyons contain long winding rivers or slowly eroding plateaus. These canyons may grow out of valleys or have mountain ranges grow out of them. Often filled with grassland or forests, they are the most populated variety of canyon. Here, travelers will find long-lasting structures, civilizations, and roads.

Formation Canyons are formed through multiple methods, from the movement of tectonic plates to the erosion of earth by wind and sand over millennia. Long-term erosion forms canyons by breaking away brittle stone and earth through a constant barrage of wind, or by water seeping through porous stone and splitting it apart as its shrinks and expands with the changing of weather. The shifting of tectonic plates creates mountain ranges, and canyons form in the spaces between them.

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Canyons are also formed through more uncommon means. When underground cave systems collapse, the resulting hole becomes a canyon. When asteroids crash into the planet’s crust, the immense cut left in their wake creates a canyon. Arctic canyons, known as fjords, are caused by glacial planes collapsing across a large area, leaving behind a canyon. Most fjords seen today were formed half a millennia ago. Classical Canyons: The most common form of canyon are those built over eons by the erosion of sedimentary rock through water and wind, to form a dip within the earth. They contain running rivers, twisting and turning with the waterflow. Other classical canyons are crafted by the collision of the tectonic plates. As the earth rises to create mountains over time, the weak earth washes away, creating an open area buffeted by steep inclines and plateaus. Box Canyons: A rarer sight are the threesided box canyons. While formed in a similar method to classical canyons, box canyons align with the end of a watercourse or with the encirclement of more hardened stone against porous or soft earth. They also regularly form after the upheaval of rivers, facilitating the erosion of the earth below. These canyons are often found against mountain edges or on the borders of arid locations where water tends to dry up. Slot Canyons: The rarest of the three major canyon types the is primarily found in arid biomes. These narrow and misshapen structures form most commonly by the erosion of specific stone and rock under the immense pressure of flash flooding water. Unlike normal canyons that are vast and open, and built by wind and water over time, slot canyons are created in quicker succession by the corrosion of weak stone by high amounts of downwards pressure through the earth.

For the purpose of discussing travel and canyon ecosystems, the different types of canyons must again be discussed, as well as how they form within various regions. As with any large subject of learning, this is not a complete guide. Ingenuity and survival skills will play a strong part in navigating the ever-changing formations of canyons.

Common Methods of Travel While common methods of traversing canyons are easy to plan and execute – typically walking, climbing and water travel – they often rely on pre-existing construction and preparation. Examples include bridges across narrow gorges, stairs dug into canyon walls, or simple docks and jetties along river edges. Without these structures in place and maintained by local societies or businesses, these convenient methods of travel disappear rapidly. Walking: Extremely lucky travelers – or those with time to spare – can often walk to the edges of normal canyons and find a ledge to climb down and across. Walking can also suffice when traversing the length of a canyon, as long as the course is not impeded by outside factors. Running rivers, a common occurrence in temperate and tropical locations, are often a hindrance when on foot. Alongside this can be dense forests in tropical locales or hidden chasms or crevasses in arid areas. While walking is physically easy, and the least reliant on other forms of buildings or tools, it will often take a considerable amount of time to determine how a canyon can be crossed, if it is even possible. While primitive paths may lead to and from canyons, especially near civilization, they are usually not well-maintained or reliable. Bridges: Bridges are commonly seen across canyons. Though their construction and maintenance are reliant on nearby towns, bridges are the simplest way to cross a canyon. However, there are factors to consider with them. Bridges of sturdy material, such as stone or iron, are only able to be built on small, narrow canyons and are only ever found close to civilization. Large, wide canyons, and those found in the wilderness, are regularly serviced by rudimentary wood and rope bridges.

Traveling A journey across a canyon can be an exhilarating affair, or a mundane tour, depending on preference. Canyon travel is often split between crossing the width of a canyon or its length. With vast differences in size, shape, and ecology, traversing a canyon is a new and exciting experience each time it occurs. From traveling down whitewater rapids, to crossing precarious rope bridges hanging over vast chasms, to climbing down stretches of broken cliff faces, adventure is there to be taken. 26

Bridges are a common place for beasts and intelligent creatures to ambush unsuspecting travelers. They may also be taxed and controlled by local lords and landowners. Those that are unmanned or in the wilds are also affected by the local climate and are more likely to be damaged or broken. Of all the manmade methods of traversing a canyon, bridges are the most varied, unpredictable, and perilous. Distance from Civilization

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unprepared. Those in calmer, temperate areas, are more likely used to still rivers that require oars or sails to travel upon. Tunnels: Tunnels and mineshafts dug into the ground are also commonly accessible in the central lower sections of a canyon, and its opposing heights. Frequently found in regions home to dwarves, gnomes, and halflings, tunnels can be elegantly designed from sturdy material or simple shafts ploughed hastily into the earth. In locations where significant minerals, ores, or gems are located, it is not uncommon to see a labyrinth of mineshafts and tunnels that eventually lead to a canyon floor. Tunnels are another travel method which should be scrupulously checked before use, due to the prevalent dangers of collapsing roofs and hidden beasts, especially in tunnels long abandoned in the wilds.

Chance Broken

Stairs: A common sight amongst traversable canyons are stairs or ladders carved into the stone walls. Often found where canyons intercede roadways or merchant routes, stairs come in various shapes, sizes, and utility. Stairs built into canyons often range back and forth along the edge of the canyon, sometimes forcing travelers hundreds of feet from their starting position before curving around back to the beginning. Within arid canyons it is common to find huge slabs of limestone or shale carved away to create sweeping stairs that even caravans can traverse. In tropical locations, the harder stone is cut into narrow, steep passages that lead to underground waterways. Less traveled or accessible canyons sometimes contain ladders carved into the walls taking the form of huge chunks evenly placed along the height of the canyon for those able to climb. Boat: In temperate and tropical locations the forming of canyons from deep flowing water is a common sight. Some rivers can fill a canyon from edge to edge, rising high up the walls, while others flow slowly through its center, rising and falling with the seasons. Canyons that do contain a substantive body of water can often be traversed by boat. In locations close to civilization or on trade routes it is not uncommon to find merchant barges or transfer ships available for crossing or traveling up and down stream. A major feature in canyons with traversable waterways is the pressure and terrain of the watercourse. Those living in mountainous regions are accustomed to fast flowing waters and rocky, churning rivers, making travel dangerous and difficult for the

Uncommon Methods of Travel Atypical forms of transportation and navigation may be at the disposal of canyon explorers or may even be their only choice. Some of these, such as hot air balloons or griffons, are expensive luxuries, a unique experience to savor. Others, like swings or climbing, are dangerous gambles with exhilarating rewards. Climbing: While a basic concept in principle, climbing the treacherous facades of a canyon wall is a journey left best to those trained in the skill of mountaineering. In some locations this method of descending and ascending a canyon’s edges can be easily done with a rope and a solid understanding of knots. In others it requires belaying gear, strong muscles, and a sturdy heart. Climbing should always be approached at the lowest point in the canyon, or where others have left suitable lines, markings or even attempted stairs. In some locations, such as slot canyons, climbing is the only option. Travelers with no option but to climb should ensure to source travel guides, know the area, and prepare their gear well. Swings and Ziplines: These are dangerous – yet enjoyable – means of crossing canyons or reaching their floors. Across smaller canyons, especially in tropical environments where giant elven trees soar into the air, rope swings and vines are regularly left behind by locals. Especially common amongst wood elves, they are not for the lighthearted. Ziplines are a similar approach to crossing and descending canyons. 27

Starting at higher locations, these lines of taut metal or rope propel the rider across at breakneck speeds. Stopping at the end is a battle unto itself. Air Balloons: Air balloons and zeppelins are luxurious vehicles that soar through the skies. They are only seen when cities border the edges of canyons, or when such a place separates mighty empires or realms of prominence. They can transfer travelers across vast distances at a steep price. Creatures: Two types of beasts are used to traverse canyons: the ibex and of the griffon. Ibexes have been herded by canyon dwarf clans since they first began to occupy the landscapes, making use of the beasts’ ability to carry the full weight of creatures up and down the precarious slopes. Griffons such as those found amongst the dwarven sky clans have also been found to offer passage across great distances on their backs. Neither of these methods are suggested for those that fear heights or those who are unable to be carried.

dangerous affair and it is always suggested to seek local guidance on the depth and strength of a river. When a location is filled with rapids, rock outcroppings or waterfalls, a skilled navigator and well-designed boat is essential, with many ill prepared travelers found drowned or dashed against rocks.

Road Markers Within and around canyons, road markers are used to describe to travelers the difficulties and dangers of each location. Often found on roadways, cliff edges, and waterways, markers are easily missed, frequently unreliable, yet always important. Trail Signs: Signs upon trails and roads are the most common marker near canyons. They vary from simple signage that gives direction and distance to towns, to signs that detail locations of safety and danger. Signs often reflect the means of nearby civilization, from simple wooden posts to stone cairns or pillars. When looking for signs ensure to search a few hundred feet in either direction of the canyon edge as wind, beasts, or human interference often play havoc upon them. Most signs are written in common or have basic symbols displayed on them, denoting things such as stairs, bridges, collapsing ledges or rapid water. Structural Signs: Common markers found near canyons are those that indicate towards the location of structures used to cross or pass along its length. While some structures, such as bridges, are easy to spot from even a vast distance, others are hard to find, especially if standing above them, such as small staircases, climbing rungs, or piers. These markers often use symbols to show the type of transport and how far away they are located. Some even detail their difficulty of use. Boat Signs: Alongside signs directing towards piers and docks are signs the run the length of canyons filled with waterways. Often placed by barge and merchant crews, these signs point towards dangerous rocky outcroppings or waterfalls. They are often written in code to keep trade secrets. Markers are also used to show the height of water, especially in arid locations where levels can often beach unprepared vessels. Dangers: Some of the most important signs are those that warn of dangers, both natural and living. They are commonly seen at treacherous cliff edges prone to collapse or

Types of Roads Three major types of roads can be found leading to, though, and across canyons. While roads are a rare sight due to the general design of canyons, they do often give an indication of how often the area is traversed, and what methods of travel will best be used to negotiate the location. Stone: The safest and most advanced method of transportation through a canyon are stone roads at the edge of a canyon, or for the luckiest of travelers, through it. Mainly found near civilization, roads of stone often lead to bridges, traversable stairs, or jetties. Dirt: Roads of dirt or sand are found more frequently than those of stone. Reflecting how often they are traveled, some contain edgings or clearly defined laneways, while others are barely more than a mark on the ground. Dirt roads often come in a wide variety of shapes and sizes across canyons, though they are seldom reliable. It is always best to scout the area thoroughly to determine if the path leads where it should. Water: A common means of passing the length of a canyon is upon waterways. Whether they be slow rivers of the grasslands or turbulent rapids in mountainous terrain, a raft, boat, or similar vessel is always advised. Attempting to swim even the width of a canyon can be a 28

Equipment: When traversing a canyon, it is always best to ensure that travelers are appropriately equipped, even if readily available means of passage are found. Rope to secure bridges, pitons for passing collapsed stairs, and poles to test water depth never go amiss. Most gear required for traversing a canyon are useful in a multitude of circumstances. Suggested gear to bring per person. � Double a normal day’s rations. � 100 feet of rope. � At least ten pitons. � A hammer. � A pole or similar 10 foot long implement. � A harness or study bag to attach rope to. Water: Water is a vital part of survival. Finding water is not a major concern around canyons containing flowing rivers, but water must be packed to survive deserts and arid regions. It is not uncommon for travelers to get stuck within immense canyons, dying of thirst. Desperate travelers may consider digging down through the floor of a dry canyon. Watercourses can be found during wet seasons, with the land drying up in the hotter months. This water may only be sitting a few feet below the surface of the earth. It is scarce and most likely requires boiling, but it could mean the difference between life and death. Food Sources: Canyon wildlife is another resource that varies heavily upon the biome it is found in. Canyons in grassy valleys or jungles are teeming with animals and game for hunters to search out. Arid canyons have little game, so food is best sought elsewhere before descending within. See the section below on fauna and flora for potential food sources within the biomes.

landslide. Other signs point towards areas of flash flooding or hidden dens of ferocious creatures. Impassable rapids or damaged bridges are also frequent risks, and signs give travelers fair warning of which paths to take, or more importantly, avoid.

Travel Tips Traveling through canyons is a unique and challenging experience, whether braving the heat of a desert canyon, descending the sheer cliffs of a mountainous gorge, or traversing the whitewater rapids of a twisting river. Knowledge of how to approach the most common situations and what signs of danger to watch out for will give travelers the best chances of safely navigating a canyon. Route Knowledge: The most vital knowledge a traveler can hold in a canyon is its layout and how they will navigate it. Local maps, native guides, or information from townsfolk are all steps to be taken before setting off on a trek. The use of familiars or magical sight can aid endeavors in hostile environments or deep within the wilderness. Travelers in dire circumstances should seek the highest point of the canyon and plan their routes from there. Ascension and Descension: Navigating up and down a canyon wall is a hefty obstacle for travelers. For some canyons this can be achieved with common rope, but others measure thousands of feet down or have little room for handholds or advantageous climbing locations. Travelers in a large canyon bereft of any means of passage should consider the following: � Ensure to have the correct equipment before climbing, since getting caught halfway down an edge with not enough rope or pitons can be a death sentence. � Seek the shortest route. Note, this might not always be the lowest point of the canyon as the bottom of the canyon may also have a staggered height. � If in more extreme climes, such as deserts, the Arctic, or mountainous biomes, ensure to have the correct clothing and supplies. This ensures that getting stuck on lower levels of the canyon for a few days does not mean death. � If the area is prone to water, ensure to measure its depth and speed before diving into it. Many rivers hide underwater currents or sharp rocks that are difficult to see from high.

Ecology Canyons are simple in many ways. They are chasms in the land filled with running water or dried earth, located wherever the earth twists its mantle or where rivers have run their courses over soft stone. Their simple construction has led to them being found across the realms in vastly different biomes and ecosystems. Whether the depths of a wild jungle, to the heights of forested mountains, to the dry deserts, canyons weave their way around the whole world. 29

Canyon ecology is best categorized into these diverse biomes, with the three main focuses being arid, temperate and tropical canyons. While some basic ecology is shared between the biomes, especially where they intersect upon the fringes of each area, unique circumstances occur at their cores. In the same way that traversing canyons near a city will be different to doing so in the wilds, canyon plants and animals found in forests are different to the ones found in the wastelands of a desert.

regions commonly consist of tree variations that can survive in higher climates, as well as grasslands and plants found in the surrounding biomes. Common types of flora that can be found within the different elevations are: � Canyon Floors: Aspen, cottonwood, water birch, willow, bush cinquefoil, cattail, yellow water lily, floating duckweed, water hyacinth. � Ridgeline Canyon Plateaus: Pine, spruce, fir trees, with bitterbrush, red oat, star grass and lemon grass on the ground. Tropical: Found in the hearts of jungles, swamps, and rainforests, these canyons of hard stone and fast flowing water are filled to the brim with life. Plants, trees, fungus, and everything in between cling to vast canyon walls, tops of plateaus, and floors filled with water or swampy deluge. Vines, moss, and lichen are also widespread in these areas, due to higher levels of precipitation able to push their growth. Common types of flora that can be found within the different elevations are: � Canyon Floors: Lily, orchid, pitcher plant, heliconia, fly agaric, wolf lichen, mangroves. � Ridgeline Canyon Plateaus: Palm, rubber, bamboo, oak, tualang, quinine, liana, running fern, poison ivy, kudzu, honeysuckle.

Flora Plant life and vegetation across canyons are widespread and diverse, heavily reflecting the local climate and the elevation of the canyon itself. Arid locations, like deserts or Arctic fjords, comprise of tough species such as cactus, lichen, or moss. Temperate and tropical locations hold most variations seen in other terrains, such as pine, oak, willow, shrubs, flowers, brush, and grass variations. The role of canyon elevation is heavily affected by the availability of water and sunlight, depending on the sun’s position in the sky and if water flows through the canyon. Arid: While desolate and barren environments are favorable for the formation of canyons, they are the harshest for flora to try and survive in. Often containing minimal flowing water, low levels of precipitation, high temperatures during the day, and freezing nights, it is difficult for plant life to flourish. Arid canyon flora commonly consist of dwarf shrub and tree variations, with bunchgrass and succulents more common than pure grasslands. Common types of flora that can be found in different elevations are: � Canyon Floors: Brittlebush, sagebrush, mariola, white bursage, arrow weed, seep willow, fishhook succulent, prickly pear. � Ridgeline Canyon Plateaus: Yucca, needlegrass, pinyon pine, juniper, camel thorn, rabbitbrush. Temperate: Found between mountains or near lowland plateaus, temperate canyons are regularly surrounded by grasslands, sparse forests, or woodlands. These canyons will have flowing water to some degree running through their length, which facilitates a flourishing biome, and the more normalized temperatures lead to growth and prosperity of plant life. Flora in temperate

Fauna Beasts, creatures, and animals of the canyon region are another element of the ecosystem dependent upon the surrounding biome. The creatures haunting arid clifftops are far different from those that swing through the trees of forested plateaus. The deadly bites of piranhas dwelling in watery canyon bases are a harsh contrast with the ground-crunching chomp of a bulette. As with any environment, fauna is best divided by prey and predator, giving the wise and ever watchful traveler a better chance at surviving their journey. These lists provide a guide to creatures that can regularly be encountered, but they are by no means comprehensive. Arid: There are more diverse predators than prey in arid canyons, with carnivorous monstrosities feeding on herds of game and unwary travelers. All creatures spend their days searching for food and water, eking out 30

Residents

harsh lives in frozen fjords or desert canyons. Predators spend long hours stalking their catch, letting their prey struggle before striking. Land creatures struggle to find sources of food within dry riverbeds, and smaller beasts are found burrowed into canyon walls or in large herds on the plateaus above. � Prey: Courser, iguana, camel, antelope, oryx, addax, mule, goat, hare, beetle. � Predators: Hyena, jackal, coyote, scorpion, vulture, cockatrice, wolf, gnoll, lion, ankheg, bulette, basilisk, and roc. Temperate: Fauna of temperate canyons spread from mountaintops to riverbanks. The lands are often plentiful with game to hunt and fish, keeping travelers well fed. Local predators are the same found in surrounding temperate biomes. Griffons and great eagles are known to haunt canyon clifftops, while wolves and boars stalk the surrounding grasslands and forests. Within deep canyons, either by creek streams or deep rivers, quippers and bulettes can be found around unsuspecting corners. � Prey: Gazelle, deer, jackrabbit, badger, mountain goat, elk, sheep, owl, jay, raven, bullhead, trout, salmon, bass. � Predators: Prairie dog, wolf, fox, great eagle, bear, boar, hippogriff, griffon, basilisk, bulette, quipper, harpy. Tropical: Tropical rainforests, swamps, and riverways cause canyons to teem with life, water and plants. A place where the line between fauna and flora thins, traversing these terrains is a constant challenge. Vine blights wrap themselves around unwary climbers descending canyon edges, piranhas lie in wait under reeds and lilies, and deadly spiders and snakes cover every imaginable surface. Larger creatures stalk the treetops, ready to strike those below. Edible creatures can also be found within canyons, with the waters filled with edible fish and slower, smaller mammals for the taking by those with a keen eye and sharp weapon. � Prey: Rat, weasel, okapi, monkey, capybara, sloth, raccoon, trout, walleye, catfish, toucan, hornbill. � Predators: Blight, panther, ape, crocodile, piranha, spider, basilisk, ettercap, owlbear, wood woad, corpse flower, snake.

The people who inhabit canyons and the surrounding regions are as diverse as the local flora and fauna. Human cities straddle the cusps of plateaus, and entire dwarven strongholds can be found within mountainous canyons. Below lists the native folks found within canyons in their relative environments. Arid: Canyon dwarves, cousins to hill dwarves, make their homes across the drylands. Hardy people, they build immense cities into the walls of deep canyons, mining the soft stone around them for gems, elements, and ores. Spread amongst the mightiest of desert, savannah, and steppe canyons, their homes are often missed by inattentive travelers. Building only below ground, they carve grand ornate entryways into their kingdom out of the surrounding stone. These megalithic sites are maintained for centuries before being abandoned when the mines run dry, as the dwarves pack up and move further into the canyon to start anew. The dwarves themselves are a determined and secluded clan who rarely allow visitors into their active mines. They are not harsh or aggressive and will often trade or make deals with outsiders in the outer canyon bed. The inner canyon is restricted to the outside in case of imminent threat or danger. Temperate: From the heights of civilization to the fringes of the wilds, travelers must take care to avoid the villainous bandits known as the Gorge’ous Georges. The gang is not often known to let people pass with their goods, or their lives. They are led by the brutish and ugly George the Gorge, a large half-orc who is more muscle and sinew than man. The bandits are known to haunt canyon passes and bridges, roaming along their lengths to climb cliff walls like spiders and pounce upon unsuspecting travelers. Their most common tactic is deployed at bridges that cross simple canyons. The brigands will place a man upon the bridge, normally George himself, while the remainder of the gang hang from the cliff edge below unsuspecting travelers. As their victims step onto the bridge, the thieves will spring over the cliff lip and surround them, as George blocks their exit with his fearsome frame. 31

Tropical: Amongst the dense trees and swamps found at the bottom of many tropical canyons lie the Lizardfolk of The Eternal Vale. Centuries prior, this clan of lizardfolk lived with their kin on the fringes of civilization, yet not a part of it. One lost morning they came upon a grandmother hag passing through the region. Offended by her cryptic manner of speech, they attempted to kill her. However, the hag was more powerful than she seemed, effortlessly slaying those who touched her and casting plague and pestilence upon the remaining clan members. Forced to flee their home, they ran for days before coming upon a vast canyon dug into the earth. Descending into its depths, they found the effects of the hag’s curse could no longer reach them. They built a new home within this deep forested canyon, and pledged never to leave it, naming themselves the Lizardfolk of the Eternal Vale.

Temperate: Canyons in temperate regions contain idle rivers, grassland plateaus and structured crossings. Civilization, construction, and the movement of merchants and travelers all occur within their walls. The environment is often forgiving and approachable, offering fuel, water, and food for those who need it. Temperate canyons hold towns, with inns or taverns next to vast wooden or stone bridges. The nearby woodlands and rivers supply these towns with goods and produce. While visiting these canyons may sound pleasant, there are dangers to consider. The proximity to civilization often brings an increase in bandits, the Gorge’ous Georges being but one example of such a gang. And while temperate areas allow for fertile lands and large populations of game to hunt, they are also warm invitations for hungry predators. These idyllic conditions lead some travelers to underestimate the dangers they may encounter. While grasslands, forests, roads, and bridges provide safe traversal, collapsing bridges, torrential rain, or wild beasts are potential threats. Tropical: From dense, almost impenetrable jungles lining canyon plateaus to the marshes and rainforests within canyon beds, tropical canyons are filled with rich vegetation and thriving beasts. Tropical canyons are filled to the brim with lichen, moss, or vines strung across walls, and densely packed lilies and reeds amongst swampy rivers. Unlike arid and temperate canyons that are eroded away by the elements, tropical canyons are overcome by ever-growing flora. Animals, be they predator, prey, and everything in between, fill these plant-filled terrains, governed by underwater and flying creatures. Travelers must always be wary of a chance encounter with a creature, insect, or carnivorous plant. No part of a canyon is safe from the flora and fauna of the biome.

Environment Canyons are made of adaptive and diverse components, similarly to their surrounding biomes, but with the added influence of unstable elevation and water. In categorizing these components by arid, temperate and tropical, it is best to remember that these are not definitive or exclusive traits. Many features cross over at the fringes between lands. Arid: The arid environment is one of harsh realities, little water, and minimal sustenance. From fjords to desert canyons, travel amongst these barren terrains should only be attempted by prepared and knowledgeable travelers. In arid climes, there is no water to be found on canyon floors and little rain to compensate. While the snowfall in frozen lands can counter this, it is not always a guarantee. Plants and animals within arid terrains usually favor predators, due to grim conditions creating a world requiring a constant need to hunt for food. Places with water and edible plants are teeming with wolves, coyotes, basilisks, or polar bears waiting to strike on any needy creature who comes near. Arid regions are not without recourse, however. Game and edible plants are available, but a discerning eye is needed to spot them.

Physical Geography Below the rim of the land, carved and jagged across the winding landscapes of the world, lie the deep and wavering canyon depths. Ranging anywhere from hundreds to thousands of feet in depth and length, from long corridors to short boxes, these earthen gullies slice down via tectonic shifts or due to slow erosion over time by water and wind. 32

Canyons are physically made of water and stone, the shifting of time and seasons, and the passage of centuries untold slowly defining the shape of the land. Travelers across the realms will find the immense grand canyons that mark the landscape, the small and dangerously beautiful slot canyons of desert wastes, or the flowing ravines of mountain cradles. Canyon geography tells a tale of time and creation and offers both life and death to those who travel through it. Unique and wondrous, canyons appear in some of the most unfathomable biomes of the world and are so varied in their appearance, formation, and design that each is a matchless marvel to encounter.

Temperate canyons are frequently surrounded by plains of grassy hillock, forests of spruce and pine, and rivers that hold both fauna and flora. Temperate terrain holds variations of all canyon types, from gorges that drop deep into white rapids below, to the large open and angled walls that dip to a river surging within the earth. Tropical: Tropical canyons are wild and unpredictable, with constantly flowing water, hidden caves, and treacherous waterfalls. Found between mountains and in jungles and rainforests, these watery expanses can be small gaps between a clifftop waterfall, or open places with flowing rivers and sunken stones. Unlike arid or temperate areas, tropical regions contain rapid water fighting against hard stone surfaces. Canyons that are not found within tropical mountains are often based at their feet. Water pools from numerous sources, and passes through the route of least resistance, carving a canyon into the ground. With constant heat and water, life flourishes around these canyons, which makes them appear smaller from the outside than they really are. A common characteristic that sets tropical canyons apart is the presence of cave systems, whether along canyon walls, or underwater. Caves often riddle the landscape of tropical canyons, the stone walls directing water towards the soft earth. When cave systems collapse around canyons, they often create a drastic change in the region, creating even larger canyons or permanently altering the flow of water.

Terrain The terrain of canyons is both unique to its local environment yet regulated in its design, and while canyons form in many distinctive ways, they all contain similar elements. Water coursing through earthen channels digs down through layers of igneous or sedimentary rock. These channels, aided by the formation of plateaus or mountains, slowly wear away at the rock, carving their path into the ground. From here the local variations in the biome and terrain begin to show, from rainforests that plunge through large canyons to flash flooding that crafts desert slot canyons. Arid: There are more arid canyons in the world than any other. With their steep, layered walls, they sink into the hard earth surrounded by a habitually dry and barren land. Arid canyons are commonly made of sedimentary rock, such as limestone or sandstone, with narrower courses of water flowing through their base. The water beats a slow path as it evaporates during summer months and returns with the rise of winter. The ground often contains little vegetation or life, a victim to the local climate. Arid regions are where one will encounter slot canyons and fjords, the polar extremes of ice and desert creating mirroring conditions, showing two extreme examples of the canyon process. Temperate: Temperate canyons made of earth, stone and vegetation are formed from rivers coursing across plateaus, or between the rising of mountain peaks. Temperate canyons possess similar features to those found in both arid and tropical regions, though often to a less extreme extent

Types While canyons can come in various shapes and sizes, most can be classed into four simple types: classical canyon seen across the world, box canyons found against mountain edges, slot canyons of desert plateaus, and fjords of the arctic wasteland. These canyon types are unique in design and description, and as such some imagination should be used when placing them into the following categories. Classical Canyon: Seen across the arid, temperate, and tropical biomes, made of layered rock, twisting waterways, and steep declines. There are two kinds; those that are tall and narrow and those that are long and wide. While both types have ledges, slanted rock faces, and canyon beds with vegetation, animals and water, traversing them requires different approaches. 33

� Tall and Narrow: These canyons are formed in temperate areas where fast, continual sources of water are found. These canyons cut hard and fast into the earth, at the base or edge of a mountain range, or a valley leading from a large body of water. On rare occasions these canyons are formed out of great schisms of the earth created from strong magics. These narrow canyons often contain bridges across their breadth made of rope, stone, magic, or iron. They contain high amounts of vegetation compared to the plateaus above, with vines, moss, small creatures, and birds found on the cliff edges. Their depths often lead straight to water, with little to no canyon bed to stand upon. � Long and Wide: The largest of the canyons present in deserts and steppes often contain smaller canyons of the same type within them. With highly layered levels, central plateaus, and even multiple bodies water, they stretch across the land in a never-ending search for the lowest point under the earth. The ledges of these canyons often vary from sharp declines to gradual descents. Layers of flat ground are present between locations where long periods of drought or flash flooding had occurred. The canyons are wider than they are tall, especially where water flows slowly, or the land was already in the shape of a valley before the arrival of the current riverbed. These canyons teem with life in various layers and dimensions, with some holding entire miniature ecosystems. Box Canyon: Unique and troublesome, the box canyon is found against mountain bases or within larger canyons. The name of these canyons comes from their shape: unlike standard canyons that rise and sink into the ground at their ends, the box canyon halts sharply, and is shaped by three major walls boxing it in. Found where the earth has shifted near mountains, or where rivers have suddenly changed course, box canyons end their length at cliff walls. While an interesting sight, box canyons can sometimes cause issues when travelers become stuck at their base or are forced into the area by bandits or beasts. Slot Canyon: In the harshest of arid environments, where water is rare and the earth is hard, slot canyons can be found. When flash flooding occurs, and the water gushes across the ground at high speed, it often takes the path of least resistance

heading downwards. What begins as a simple tear in the stony earth sinks deeper, creating underground canyons that can be as little as three feet wide, yet up to 300 feet deep. With caves expanding out from deep within, these canyons lead further down and away from the initial source of water before completely drying up or spilling out of a mountain or plateau onto another part of the land. The innards of slot canyons are filled with extremely smooth and naturally polished layers of stone, from fast-flowing water rubbing the harsh edges smooth over centuries. With little to no light creeping into their depths, they are also known for being mysterious, and are frequently used in rituals and ceremonies to contact the world of the dead. Fjords: While further discussed in the Arctic Circles section of this book, see pgs. xyz, fjords are a type of canyon formed in the ice. In these frigid conditions, glaciers form over gaps in the ground, be they streams or rifts. The glaciers shift over time, the earth below recedes into the shape of canyon, and upon the eventual collapse or movement of the glacier, a fjord is left behind. The glacier itself is often lost to time, or splits into a cavalcade of icebergs.

Classification Canyon classification is often left up to those who practice cartography or travel professionally. Some argue that there is little difference between a canyon, gorge, fjord, abyss, valley, or ravine, while others dictate specifics rules and measurements to a canyon’s design. A simple method in determining if an area should be classified as a canyon is through the following three variables: � Shape: A canyon should have declining sides that are greater than 45° for at least half the length of its wall. � Size: A canyon should be gigantic in size and depth. � Formation: A canyon should be formed by the passage of water and wind over time, sometimes aided with the rising of the earth below. � Traversing: A canyon is often impossible to traverse directly by walking, especially in a direct line.

34

Resources

Unique Features

Canyons often possess limited resources, with local biomes playing a large factor in their ability to provide bounties of nature and earth. However, all canyons will provide for two basic supplies: mining activity and water. Water: In arid lands, water may be difficult to encounter, especially during warmer months. To best find it travelers should search for the lowest point of the canyon bed, look for other signs of life or vegetation, or at worst, dig. Digging into the canyon bed can sometimes reveal water that has seeped into the earth as it had grown hot and expanded with the rise in temperature. It is not easy, nor always viable, but it is an option no others are available. In temperate and tropical locations water is almost always guaranteed year-round. Whether in whirling rapids or the slow currents of an idle river, its precious lifesaving qualities can easily be found and used, if not always easily reached. Fast flowing water is found in vertically designed canyons, which heavily increases both the difficulty of any descent and the dangers within the water itself. Waters that sit tepid within wide canyon beds, barely moving across time, possess their own dangers in disease and plague. In either location, safety, caution, and the boiling of all water is advised. Mining: Minerals, ores, and gems are other resources found across canyons worldwide Canyon dwarves have long known that the hollows of a canyon provide easy access to the riches of the earth, and they are frequently found excavating mines and searching for new veins and to dig. With the erosion of weak stone by flowing water, these resources are sometimes even found on canyon walls, easy for picking. Be it copper, gold, emerald, or quartz, many treasures can be found within the depths of a canyon for travelers with the time and resources for excavation. The table below shows the percentage chance of coming across riches within a canyon, relative to how far it is from civilization and how deep they are found.

Canyons contain sprawling water, layered stone, and treacherous heights. They create wonders across the realm, from immense stone pillars that jag across a canyon’s base, to swirling rapids found within a colossal tear in the earth.

Depth of Riches Distance from Civilization

10ft

50 Miles 20%

100ft

1000ft

10% 20% 35%

20% 35% 50%

Island Plateaus: In the middle of grand canyons of deserts and temperate lands lie tall and resolute plateaus. Formed by coursing rivers within deep canyons, these islands rise out of the ground to soar back up to the rim of the canyon mouth. Whether it be a singular island or a sprawl of them across the length of the canyon, they often have little to no means of access apart from climbing their terrifying walls. Plateaus of greater size and stature, that offer reliable stability, often hold bridges to help cross canyons. Some have been known to hold watchtowers or outposts, like the Tower of Fjormun built by the Stonedweller Clan of canyon dwarves. The Tower’s mighty spire rises 200 feet above the ground and offers strategic views for nearly 100 miles in any direction. Entire villages of dwarves or gnomes can be spotted atop these earthen islands, due to their natural defenses, dependable water, and solitude. Water Rapids: Within mighty mountains, or the hearts of the rainforests, canyons are filled with flowing water and dark caves. These rivers, filled with rocks, waterfalls, and vegetation, churn the water as they hastily cascade through internal passages. These exhilarating routes can be traversed by travelers with a flair for risk and adventure, but they will likely drown swimmers or crush them against rocks. Rapids are often found within the walls of tall, narrow canyons, with little access to land or quick escape should travel go awry. The likes of the Gorge’ous George gang are found within these parts, ready to ambush struggling travelers. Vertical Drops: A feature quite unique to canyons is that of its yawning, sharp, vertical drops. From those that fall only a few dozen feet, to those that drop thousands, they riddle the edges of canyons like grass on a hill. While similar sights can be seen amidst mountains, the location of these drops, at ground level, is often a surprise to those who stumble across them. Unlike mountains that require scaling a surface to 35

encounter such heights, many travelers find simple, pleasant hills to end at a steep and treacherous drop into an endless void. Difficult to traverse, filled with danger, and often resulting in a hard and sharp floor or violent rivers, these cliffs offer little aid to those who wish to traverse them. They do, however, provide unique and wonderful sights, offering a spectacular perspective of the canyon around it, as if a god had torn the ground asunder in rage.

While shade offered by canyon walls on a hot day may give the perception of a temperature drop, the opposite is often likely. A common rule to follow is that for every 500 feet a canyon falls, the temperature is increased 2.75°F (1.5°C). This increase is present regardless of whether the canyon was located above sea level or in a more standard climate. Major conditional changes such as flash flooding, monsoons, or avalanches cause abnormal temperature shifts within canyons and must be accounted for by travelers. Most canyons face temperature fluctuations so it is best to be over-prepared when gauging climate. As with all locations, shade will cause temperatures to feel 20 to 30% cooler, with canyon walls creating huge pools of darkness to seek sanctuary from the elements.

Phenomena Canyons are majestic to behold, as layers of sedimentary rock descend under the land as streams and earthen beds swirl through the belly of the planet. Travelers often stumble upon awe-inspiring views of massive open gorges or sheer cliff walls. While the phenomena present in a canyon are shaped by the local climate and environment, they contain unique features of both natural and un-natural design. With the chaotic forces of wind, water, and earth, canyons are as surprising and dangerous as they are picturesque.

Canyon Floor Depth

Temperature Decrease

500ft

+2.75°F / 1.5°C

1,000ft

+5.5°F / 3°C

2,000ft

+11°F / 6°C

3,000ft

+16.5°F / +9°C

Precipitation: The precipitation gained at the upper levels of canyons does not equate to the amount that finally reaches the bases of canyons or the rivers therein. In most canyons, the lower the depth of the floor, the lower the level of precipitation. This occurs due to several factors: � Slanted walls create barriers which catch rain, depending on the type of canyon and angle of the rain. � If the air is hot enough it can cause the water to evaporate before reaching the base, especially in deeper canyons. This phenomenon is known as virga. � Depending on the time of day, the temperature pressurizes the air, which creates wind that evaporates rain and snow, or pushes them into canyon walls. The table below represents a rough guide to estimating the decrease in precipitation in most canyon regions, except for monsoons or floods.

Weather Canyon weather is reflective of the conditions generated by the local biome. Arid canyons face long periods of drought with little to no precipitation, while canyons within rainforests are continually besieged by heavy rain. Canyons within temperate regions face the wrath of all four seasons while the fjords of the Arctic deal with harsh variations of winter and summer. However, some weather factors affect all canyons evenly. Temperature alterations occur with changes in elevation. Height alterations can affect precipitation as evaporation, canyon walls, and temperature determine how much water is able to reach the canyon bed. When comparing the weather around classical, box and slot canyons, similar climates and features can be seen between the first two. However, slot canyons are unique in their appearance, and therefore lack the direct touch of nature upon their surfaces. Temperature: Temperate canyons near mountains and arid desert canyons face huge variations of weather, from freezing winter nights to scorching summer days.

Canyon Floor Depth

36

Precipitation Decrease

500ft

30%

1,000ft

40%

2,000ft

50%

3,000ft

60%

Seasonal Changes: Seasonal changes affect canyons at a fundamental level and play a large part in their formation. Canyons in high altitudes, or dry locations like deserts and steppes are hit by varying weather that causes the porous stone to shrink and expand. The flowing water erodes rocks over centuries, forming a canyon. Canyons experience not just daily variations in temperature, but seasonally as well. Common canyons across temperate and arid locations can temperatures between 100°F (37°C) in summer, to -25°F (-32°C) in winter. These huge shifts are exacerbated in more extreme biomes.

from afar, but immense walkways are extensively used by travelers. Should a natural bridge be encountered it is highly recommended to test their strength thoroughly before using.

Non-Natural In the wilds where canyons are often found, non-natural phenomena are frequent causes for panic or concern. These are usually caused by the works of insignificant magics, or by another danger that has long departed. Diligence, caution and care allow travelers to enjoy the sights of canyons. Ankheg Pillaring: A wondrous yet often terrifying sight is of ankhegs pillaring on the walls of canyons. These monstrosities of teeth and carapace tear their way through the earth leaving behind tunnels in the ground. These tunnels form unique and intricate patterns against the layers of sedimentary rock, especially if an ankheg is conducting a mating ritual. Travelers looking to see these patterns up close must be wary of that an ankheg is not lying in wait below the surface. Elemental Statues: Earth elementals are a common sight amongst dry and arid canyons. Creatures of the Elemental Plane of Earth are summoned to the world by several means. Usually, they return to their home upon destruction, or in finishing their tasks. Some, however, are stranded in the material plane, unable to return. These creatures will seek the lowest point in the earth they can find that still connects to the sky, often in the hearts of canyons, and turn to pure stone. This ritual allows them to finally return to their plane. It also leaves behind statues of the rocky creatures for travelers to admire, though it is important to make sure that it is not still in the middle of its ritual when doing so. The Bridge of Tha’lastra: In times unknown a powerful elven wizard named Tha’Lastra found herself stuck atop an immense canyon while on a journey of discovery. She could find no easy way to traverse it, lacking the proper materials to cast spells she would normally use in similar situations. Deciding to meditate on the situation the elf spent 7 days and 7 nights in contemplation before divining a solution to her problem. Drawing upon the raw elements of earth and stone around her she infused them with magic of transmutative power and formed a bridge across the expanse.

Natural The natural phenomena of canyons are often based on their two core structural roots, that of water and earth. The passage of water through canyons over years form impressive earthen structures while the cycle of precipitation creates its own spectacular sights. Plateau Clouds: When canyons form in high altitudes between mountain passes or on grassy plateaus, their rims may be high enough to rise above the clouds them., as if piercing the sky. The clouds hover between canyon rims, if not sink down into the canyon. These dense balls of water and ice sometimes signify the presence of nearby cloud or storm giants. Virga: Within areas of extreme heat and low humidity, a rare and peculiar sight is that of a virga. This occurrence is when clouds are seen to produce rain, but the heat causes the water to evaporate before it hits the ground. Some see virgas as a mocking insult by Fornar, God of the Skies, to those dying of dehydration in the lands below. Sediment Waves: As water eats through sedimentary rocks of porous canyon floors, it often does so in waves, especially in places that face huge temperature swings or regular flash flooding. These waves of destruction, over time, can leave canyons to have extremely smooth and layered walls. The waves of sedimentary rock are often quite beautiful to view, with shades of yellow and red layered atop the other. Natural Bridges: In some situations, when the passage of water travels under the earth while a canyon is forming, a bridge of earth and stone can be left behind. Perilous narrow stretches cannot support the weight of a person, and should only be admired 37

The bridge floats thousands of feet into the air across the vast gorge, made of huge disks of round stone, the edges of which softly touch. The bridge stands to this day, and many come in attempt to recreate its powers or cross its magical breadth. The Devil’s Hour: The Devil’s Hour is a ritual held within the depths of slot canyons. In depths of greater than 300 feet, the light of the sun is still able to filter down to the canyon’s narrow base, where the ritual can be conducted to allow greater contact with the underworld. Some canyons only gain direct light for precious minutes every few years. These unique circumstances and precise sacrificial timing are imperative for the ritual to function correctly and is thus only performed by powerful necromancers or those in desperate need. Travelers may witness these rituals or their sites while traversing slot canyons. They should be avoided, as necrotic magic is known to linger within canyon walls.

canyon walls as they slide downwards. It is also quite common for people to be caught in landslides or collapse off cliffs. These events cause abrasions on the skin, the grating of flesh being a painful experience. These wounds are best cleaned and treated quickly lest they turn infected, and travelers must ensure clean boiled water or alcohol is used to do so. Temperature Shifts: Canyons contain massive shifts in temperature between the top rim and the bed floor. Travelers commonly misjudge or underprepare for these extreme conditions, either by bringing not enough water or too little clothing. Travelers should assume the temperature within canyons will shift 20 or 30% in either direction of the local biome. Waterborne Disease: Waterborne diseases are also afflictions faced by travelers passing the length of a canyon. Depending on the source of the river that flows through the canyon, and the its depth, it may be too still for normal consumption. As always, boiling water before consuming it is recommended.

Known Conditions and Effects Environmental Dangers

As canyons are found in nearly all climates and biomes of the world, travelers can be afflicted with many conditions during their journeys. The local environment should first be considered when a canyon is found. A number of common conditions that do occur to canyon travelers is listed below, but it is by no means conclusive: Acrophobia: Heights is one of the most common fears across most races. Canyons are where some travelers first experience this fear, when they find themselves at the edge of a deadly drop, staring into the dark abyss, or when they are in the middle of a bridge. The best way to overcome this fear is by simply not looking down or by finding a point to focus all vision. Finger Pulley Tears: The straining of finger muscles while climbing cliff faces is one of the most prevalent injuries in both experienced and novice climbers. When climbing significant cliff faces, it is best to avoid the straining of fingers through stretching and rest. The use of pitons to avoid a constant requirement of handholds can also help alleviate the chance of strain. Abrasions: Falling off a cliffside is frequently a trip that ends in death. Luckily for some, falling can result in lesser injuries. Many climbers fall short distances while climbing to be saved by pitons, ropes, or other climbers, their bodies bashing against

Through their shape and design, canyons create additional banes and boons to for travelers. From protection from the harsh sun or unending rain under canyon walls, to unscalable heights or unsuspecting landslides, canyons are places where a traveler’s navigation, skill, and knowledge are tested. Landslides: A constant concern while traversing a canyon. Whether caused by the environment and erosion, or the devious movements of bandits or creatures, the collapse of the canyon rims or angled walls can be devastating for those in the middle of climbing or without a means of escape. Constant awareness of the area and testing the ground before stepping on it is the only way to avoid these perilous events. Unstable Rims: In a similar manner to landslides, the collapsing of the brittle and treacherous edges of a canyon’s rim is devastating to those at the other end. Difficult to spot and hard to avoid, unstable edges are responsible for the deaths of travelers who are too enthralled by the sights to pay attention to their surroundings. This is a scenario in which bringing a ten-foot pole would prove beneficial, for testing the ground before walking upon it. 38

Flash Floods: Flash floods are a deadly and often unpredictable occurrence within canyons. Due to the design and location of canyons, many are affected by winter snow, or the sudden downpour of water after weeks of drought, the shift of water as the earth moves, or by the breaking of dammed water. These events and many more can cause water to spread across canyon beds at a moment’s notice and drown or crush unwary travelers. If in a location prone to flooding, always ensure a safe exit route is within reach, and that ropes are at the ready. Hidden Fissures and Potholes: Fissures and potholes in broken earth are easily missed across canyon beds, walls, and plateaus, and hidden underwater. Some of these lead to the creation of beautiful slot canyons, while others lead to dead ends of little value. These holes within holes can easily injury or kill the unwary, particularly underwater fissure and caves, which are confusing and deadly to even the greatest of swimmers. Underwater Currents: An often-misjudged occurrence within canyons. With varying levels of terrain, water depths and water sources, travelers frequently assume that the current will regular and specific in its direction and flow. However, this is rarely the case, as underwater fissures, rocks, and water sources interfere with the current. A simple underwater ridgeline alone can increase water speeds exponentially, with rapids forming by even small increases in water levels. The ability to swim, or the removal of heavy armor is recommended for any water travel within canyons.

39

The Hag of the Canyon Depths

constant travelers to complete solitude, attracting older hags who have a specific goal in mind but do not wish to tread upon the domain of a similar hag who controls the local area. While grandmother hags of over 1,000 years in age may inhabit a canyon, it is extremely unlikely.

About the Hag Slinking under bridges that cross gorges, nestled deep within slot canyons, and hidden away within rainforest caves, lost and weary travelers will find the hag of the Canyon Depths. Fey creatures of whimsy, cruelty, and gregarious behavior, they stand apart from their more reclusive cousins. Found within a canyon’s deepest depths, or nearest to foot traffic, canyon hags are a meddlesome and intrusive lot, liking nothing more than causing havoc to unwary travelers and merchants. Unlike other hags, they enjoy approaching their victims or inciting incidents as soon as they can. Whether in search for gossip, trinkets, food, or simply a new servant, the canyon hag is always happy to strike up a conversation with those who enter her domain.

Personality The common canyon hags are young, aggressive, mischievous, and social creatures, in comparison to their kin of the other terrains. They lurk nearby popular places of canyon crossing, be they bridges, climbing locations, or docks, and are quick to interject themselves into a party in need, or force that need upon them should the occasion arise. Wicked as they are, the hags gain enjoyment from sending travelers and merchants falling from bridges or cliff faces. Some common ploys involve increasing the strength of winds along the canyon trough, creating an illusion of a working bridge where there is none, or churning the earth to cause avalanches or brittle cliff edges. Alongside this the canyon hag craves for information and gossip. As nearby villages and towns are rare, most of her interactions are with people passing through the region, many unlikely to return this way soon. As such, the hag is often forced, and frequently happy, to interact with a party, offering aid in turn for the news and happenings of the world.

Names Canyon hags adopt varying monikers that relate to the type of canyon they reside within. Canyon hags are typically young or middling hags, with grandmothers rarely found within the area. Some common canyon hag nicknames include: Abysseyes, Bridgebelly, Bulettekeeper, Cliffnose, Craggleface, Deviltounge, Dwarfbane, Goateater, Gorgemouth, Quipperbreath, Ridgebrow, Rocfrock, Slotty, Stonewart, Trenchfoot.

Ideals, Bonds, and Flaws d6 1

Quote “You may have a fresh start any moment, for this thing we call ‘failure’ is not the falling down, but the staying down. And when you come to my canyon, you stay deep, deep down and failure is the only option.”

2

3

Age 4

Most canyon hags are young, with many seeking these locations upon leaving the coven of their mother or auntie. As canyons are spread across the realms, and can occur into many different biomes, younger hags can shift between terrains and learn where they best fit. The lower locations offer easier communion with the fey and underworld. Canyons also allow wild extremes, from

5 6

40

Ideals I will organize the construction of a grand bridge near my lair to attract more travelers. I will seek revenge on a merchant caravan that broke their contract. I will force them back in this direction. I will flood this barren canyon with deep and flowing water. I will enslave the next traveler who passes my canyon. I will break the earth below this canyon to increase the size of my lair. I will empty the canyon of water and force the local village to seek my help.

d6

Bonds

1

I have a deal with the local Gorge’ous George gang, in return for providing information on travelers they bring me one from every group. The slot canyon or canyon depths I reside within allows immense connection with the other planes of existence, giving me more power. A shrewdness of giant apes is under my control guarding the jungle or forest above my canyon. I am forming a temporary coven with another canyon hag to destroy a nearby storm giant. I keep the canyon flowing to feed the rivers of a local town, and they repay me with a sacrifice yearly.

2

3

4

5

6

My grandmother has sent me to this canyon to gain control of its travel routes. I will fulfil her wish.

d6

Flaws

1

My hatred for the dwarves who infest my canyons knows no bounds. I will attack all dwarves on sight. I cannot resist sending winds to buffet those who climb the cliff faces, even if I could manipulate them later for my own purposes. I am afraid of the light and will only leave my slot canyon or canyon depths when the sun has set. I am always willing to trade for items that hold illusionary power or magic, even at a cost. I am eager to learn of gossip from distant towns, striking conversations with local merchants and travelers. I enjoy watching folks fall from the nearby bridge, even if I must repair it myself afterwards.

2

3

4

5

6

False Form: The hag’s false form is typically of a traveler or merchant. Canyon hags love interacting with everyone near their realm and as such will inhabit in places that facilitate interaction. Their false form is friendly and approachable, with useful tools and gear at the ready to offer false aid. True Form: Her true form, in contrast to the friendly false form, terrible and disfigured. Their terrifying faces, mangled bodies, and sharp claws incite fear and dread. Many an unsuspecting traveler has stood on the precipice of a canyon only to be shocked by a hag’s true, the scare sending them tumbling to their death. Clothing: As canyon hags spend time traversing the lands around their abodes, or in hot and desolate locations, their attire is practical and utilitarian in design. Their false form clothing matches the trader or traveler they are pretending to be. Disfigurations: Canyon hags delight in causing shock and fear with their disfigurations. Their bodies misshapen or merged with nightmarish creatures. Their disfigurations may also be practical, allowing them to traverse their lands freely.

d6

Disfigurations

1

The hag’s skull is contorted and deformed, the skin pulled so tight and thin it almost does not exist. Deep scars and cracks run across the hag’s body. A small imitation of the canyon she lives within. The hag’s knees twist backwards, inverted like the hind legs of dog. Arachnid-like appendages break away from the hag’s abdomen. The hairy, disturbing limbs are used to scale walls or hug her “friends”. The hag’s eyes push out from her skull. Small stalks hold them in the air a few inches from her face. The hag’s spine curves sharply, huge bones pushing outwards like spikes.

2

3 4

5

6

Appearance Hags of the Canyon Depths are one of the few types to enjoy inhabiting their false form, the illusion of normalcy used to interact with travelers. Her true form is a sheer contrast, a shocking image compared to her other approachable self. Both forms are beloved by the canyon hag as each serves a purpose.

Playing the Hag Wild, mischievous, and unpredictable, the canyon hag is as likely to collapse a canyon wall onto a traveler as she is to pretend to be a weary maiden in search of a warm campfire. Young, bored, and in need of entertainment, most canyon hags seek out travelers to fill their needs. 41

Canyon hags are typically seen in their false forms, especially near travelers and merchants, so discerning their true self is difficult. When dealing with a canyon hag the best approach involves sure footing and an even temperament.

As travelers rarely return to the region, most deals are short, one-dimensional contracts that provide the hag with her end of the bargain before the victim gains theirs. Canyon hags are fond of inflating or bending the truth about navigation, giving misleading or distorted directions. In Battle: Canyon hags are unlikely to start a direct confrontation outside their lair, with any aggressive action towards travelers done with spells and from a distance. The canyon hag is most likely to use illusion or nature spells to trick or injure travelers, making them believe it was ill luck or bad footing that caused their demise, not foul magic.

Roleplaying In their false form the canyon hag will be inquisitive and friendly towards those she meets, especially if she believes they can offer her information. She often appears as a traveler herself, pretending to rest by the canyon or require assistance. While in her true form the canyon hag’s more devilish side is brought to the forefront. It is in these times she will be found cackling while an unwary traveler slips through a broken plank and falls to their doom, or an unprepared caravan becomes stuck just as bandits approach. As with all hags her needs affect her approach to travelers, with the added dash of unpredictable youth, for a hag, thrown in. On the Road: The most common place for travelers to encounter a hag is upon the road, either in the middle of their passage through or across a canyon, or just before they enter her domain. Most commonly the canyon hag will appear in her false form, happy to play a lost or injured traveler. She will appear in her true form should she desire a relationship built on fear over trickery. Canyon hags enjoy heights, happy to hang precariously over long drops, with an amulet of Feather Fall at the ready should something go wrong. Some even gain enjoyment from pretending to fall off ledges in front of travelers, begging their aid first. At Home: Due to the location and nature of the hag’s lair, they will be quick to reveal their true nature within their lair, happy to surprise an unsuspecting victim. They tend to often be impulsive in their actions, contracts, and conversations while within their lair. Their arrogance mixes with their youth to detract from the cunning and intrigue that hags are renown for. Making a Deal: Canyon hags are most notorious for making deals around the need for news, information, or transmitting messages. In return they help lost or injured travelers, even if the hags themselves were likely responsible.

Encounters The canyon hag can be encountered in many scenarios both in and out of combat. The tables below list a few of common scenarios she can be found in. Combat: Canyon hags are unlikely to attack travelers head-on alone, using the canyon’s natural dangers to her advantage, or her beasts and minions.

d6 1

Combat

Enraged by the excavations of a local canyon dwarf clan, the hag has decided to take her frustrations out on the next traveler she comes across. She attacks them as they try to pass the canyon. 2 Bored, the hag has decided to pummel the party with immense winds as they try to cross the canyon. 3 Desiring a new servant, the hag has decided to capture the prettiest traveler they can find. 4 In need of a sacrifice for a dark ritual, the hag is determined to kill the next person she comes across. 5 Bored, the hag will approach travelers in her false form, offering to assist them across the canyon, before hurling someone off a ledge, or crushing them under a cliff wall. 6 Having recently enslaved a roc as a mount the hag searches for victims to feed the mighty beast. Non-Combat: Inquisitive and searching for news and information, the canyon hag is likely to encounter travelers in an unaggressive manner. The following interactions are rarely conducted in the hag’s true form: 42

d6 1

2

3

4

5

6

Non-Combat In need of someone to take a message to a nearby town, the hag awaits at the nearest crossing to ensnare a traveler. Bored and not having interacted with anyone for a few months, the hag is searching for travelers, desiring conversation, and news from the world. She will be immensely annoyed if none are forthcoming. In her true form the hag will approach the party offering to read their fortunes. This is a ruse to gather information from them, and to trick them into thinking a dire future is heading for them. The hag will appear in her false form as a traveler lost upon the canyon. She will seek the party’s aid and attempt to confuse them into getting lost themselves. Thus, she will be able to approach in her true form and offer aid herself. In her false form, the canyon hag approaches the party, desperate for help, stuck within the depths of the canyon. She will lead them to her lair pretending she has an injured sister. The hag needs ink and paper. She desires the party’s stores, or for them to fetch her some.

grasp, a small number of contracts play over a longer period. These deceptive deals typically involve the ambiguous wording of the agreement. Hags will give easily misinterpreted directions or direct travelers to passes plagued by bandits or monsters under her control. While contracts are not a common concern with the canyon hag, it is important to be wary. Manipulation: Manipulation is the stronger and more commonly used ploy of the hag of the Canyon Depths. Whether freely tricking travelers to fork over information or goods while in her false form or bending the natural environment to plague weary merchants, the hag prefers easy, short term gains over long cons. These manipulations depend on the hag avoiding blame for travelers’ ill fortunes or appearing as something she is not. A canyon hag is at her happiest when she can stumble upon a traveling party, relieve them of their goods and stories, before departing with them none the wiser of her true self.

Common Contracts While rare, contracts are still used by canyons hags when the need arises. These contracts are usually based on the hag’s needs other than information or news, normally involving another contract, hag, or local issue important to her. It is rare for these contracts to be complicated or involve a tremendous amount of time, with most being fulfilled by flighty travelers. d6 Contract 1 The hag is in the middle of organizing a coven with another canyon hag and wants to send the party to the hag with a message written in Sylvan: “Here is a present for your cauldron.” 2 A child is to be collected and brought to the hag from a caravan that will arrive the following day. 3 A nearby clan of canyon dwarves have begun mining a few miles down the canyon. The hag wants to know how many of them there are, how large the mine is, and the direction they are mining towards. 4 A merchant caravan is crossing the nearby bridge in a day’s time at noon. The party are to hold them there for an hour. The hag plans to collapse the bridge and take the merchants’ goods and bodies.

Deals and Danger The most dangerous factor in determining a hag’s interaction with travelers is her mood. And even more unfortunately for parties and merchants, this mood has little to do with their interactions with the hag or her domain. This determining factor falls to the conflict between her desire for information, and how utterly bored she is. While deals with any hag hold the inherit danger of backfiring, the canyon hag’s boredom is the true source of her danger. Manipulation and deception are tactics still utilized by the hag, but as most travelers never return to the canyon, she employs more direct and straightforward plans. The Fine Print: Canyon hags rarely need to enter into an agreement with travelers that would require a formal contract. Most scenarios revolve around an offer of aid in turn for an instant reward such as items or information. And while most deals brokered by the canyon hag revolve around saving or aiding travelers stuck within a canyon’s 43

5

6

The hag requires the party to track down a merchant that failed her contract dues, and to return with her left hand as payment. The hag requires a message to be delivered to the nearest town. The message speaks of a debt owed.

negotiation. Other times they are used by the hag for combat or evasion. Some common spells infused into items within the hag’s canyon lair are: ● Gust of Wind (PHB pg.248) ● Shatter (PHB pg.275) ● Move Earth (PHB pg.275) ● Feather Fall (PHB pg.239) ● Spider Climb (PHB pg.277) ● Major Image (PHB pg.258)

Covens and Cronies Canyon hags are employ cronies or covens when access to travelers is limited within their location. The younger hags, in need of company or vanquishing boredom, are quick to enslave people or group together in the diverse canyons of the world. Creatures or humanoids captured by canyon hags are often those of the earth and stone themselves, with earth-crunching beasts or deep diving dwarves found enthralled to the hags. d6 Cronies 1 A canyon dwarf has been enslaved by the hag. Her arms and legs are bound by heavy chains, and her head and beard are fully shaven. 2 1d4 bulettes can be found curled up by the hag’s bed, asleep like puppies. 3 1d4 basilisks are chained to the hag, slowly scurrying around with her. 4 2d8 bandits are found working amidst the hag’s lair, the captured members of a Gorge’ous George gang. 5 A roc acts as a mount and companion to the hag. 6 1d6 earth elementals are found within the hag’s domain, protecting her and her lair.

Strange Magic Along with their youth and boredom, the lairs of canyon hags also reflect their experimentation and study of strange magic. This pastime enjoyed by virtually all hags is even more volatile in the hands of a relative novice. Devices and trinkets prone to wild outbursts and explosions can be found in a canyon hag’s lair. The evil fey creatures can sometimes be seen experimenting with a new illusionary device or earth churning tool. These devices and items are originally taken from travelers before the hag’s magical touch changes them further from their purpose, only to be given to new, unsuspecting victims during trade and 44

Stat Block

The Hag’s Lair

Arctic Hag Medium fey, chaotic evil Armor Class 17 (natural armor) Hit Points 71 Speed 30 ft. STR

DEX

CON

INT

WIS

A place of half-written notes, confusing maps, sharp stone edges, and slow dripping water, the canyon hag’s lair reflects both her local environment and her desire to interact with travelers. Some hags create misleading or illusionary homes near canyon trails to prey on victims, while others dive deep into the depths of a canyon’s caves. Riddled with strange items and deceiving magic, a hag’s lair is never to be taken lightly, even when the hag is younger or less powerful than others elsewhere. The canyon hag is often on the lookout for easy prey and quick resolve, her lair an effigy to how strong that desire is.

CHA

16 (+3) 12 (+1) 13 (+1) 12 (+1) 12 (+1) 16 (+3)

Saving Throws: Wis +3, Cha +5 Skills: Stealth +3, Persuasion +5, Decp. +5 Senses: darkvision 60 ft., passive Perception 13 Languages: Common, Dwarven, Sylvan, Infernal Challenge: 3 (700 XP) or 5 (1,800 XP) when part of a coven Amphibious. The hag can breathe air and water. Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: minor illusion, mold earth, feather fall, vicious mockery 2/day each: shatter, hold person, gust wind 1/day each: control winds, control water Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 ft. of one another, they can each cast the following spells but must share the spell slots among themselves: 1st level (3 slots): identify, inflict wounds, magic missile 2nd level (3 slots): hold person, cloud of daggers, misty step 3rd level (2 slots): fly, counterspell, suggestion 4th level (2 slots): polymorph, greater invisib. 5th level (1 slots): wall of stone

Lair Types Two types of lairs dominate the domain of a canyon hag’s reach, the common lair of the younger hags who prey upon travelers, and that of the purpose-driven hag who has sought the canyon depths to complete a mission or personal goal. Like many hags, canyon hags utilize the nature terrain of her surroundings to build her lair, with many forming in caves or troughs in the canyon’s depths. Some common lairs found are: � Slot canyons within the depths of a desert field. � Deep wet caves under a waterfall or winding ravine within a tropical canyon. � A small home, illusioned as a rock, stuck to the side of a canyon under a bridge. � A wooden home perched on the edge of a canyon rim, surrounded by forest or jungle. � Floating upon stilts in an immense lazy river running through a wide-open canyon. � Carved into the side of a canyon wall, a manmade cavern of rock and earth.

Actions Claw (Hag Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d8 + 3 slashing damage Change Shape. The hag magically polymorphs into her false form, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying is not transformed. She reverts to her true form if she dies.

Lair Actions Within a canyon hag’s lair, especially during combat, a canyon hag gains several additional skills and abilities. While a rare occurrence, some auntie and grandmother hags do reside within the canyon terrain and obtain additional powers and skills. These events can occur on initiative count 20, losing ties. Only one effect can occur at a time: 45

� The hag can cast Minor Illusion anywhere within her lair. � The hag can cast Earth Tremor. � The hag can telepathically speak to any creature within her lair. A more powerful canyon hag may also do the following: � Summon a giant scorpion. � Cast Gust of Wind within 60ft.

2

Regional Effects Magical effects spread their way along the width and length of a canyon hag’s lair, sometimes even onto the plateaus above. These effects spread further the longer the hag stays within the region and the older and more powerful she becomes. All – or none – of these effects can potentially occur depending on the whim of the hag: � Landslides occur frequently in places that have held stable for centuries, often with little warning. � Windstorms lash across the length of the canyon. These immensely powerful gusts of wind make climbing and travel almost impossible. They last 1d4 hours. � Rain starts and stops at peculiar times, with enormous clouds appearing and dispersing at the drop of a hat. The weather is unpredictable and violent. � Foliage and vegetation on the canyon’s bed and walls rapidly grow and entangle in intricate patterns. Some areas bloom while a few feet away lies corruption and rot.

3

4

5

6

Lair Traps, Lures, Defenses

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While canyon hags are typically younger and less experienced, they will have been taught the importance of lair preparation by their mothers or founding covens. Lairs of older, reclusive hags will have filled their lairs with deadly traps and defenses. Lair traps damage or capturing those who try to sneak into the hag’s lair. Lair lures draw parties into the lair, often into a trap. Lair defenses alert the hag or her cronies to an intruder’s presence. d6 Traps 1 A bridge lies across the canyon, its wooden structure dilapidated and run down, several boards half-hanging from frayed rope. Despite its

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appearance, it still feels functional. The hag has cast an illusion on the planks, making them appear durable. The party must make a DC 15 Investigation check to notice the illusion, and DC 12 Dexterity saving throw to not fall through. Canyon cliffs have been damaged, making the rim line a perilous place to walk. Should someone walk within 10ft. of the edge, the floor will collapse around them, and they must make a DC 12 Dexterity saving throw to leap towards solid ground. Should they fall, they will slide into the canyon taking 1d6 bludgeoning damage per 10ft. fallen, up to a max of 20d6. DM’s choice on canyon height. The canyon floor appears normal, however it is merely a thin layer of dirt over a spike trap below. The party must make a DC 12 Dexterity saving throw or take 2d6 piercing damage as their fall into the 20ft. trap. Illusionary doors within the hag’s lair lead to caves that trail off into the earth below, a warren of empty holes and passageways. DM’s discretion at survival checks to return safely. A spell carved upon stone within the lair casts Web upon all who pass it without speaking the magic phrase. The walls of the canyon, made brittle and weak, collapse upon loud noises or vibrations. The party must pass a DC 12 Dexterity save or take 2d8 bludgeoning damage, half on save. Failed rolls can cause the party to become trapped under ice and rock. Lures The sound of collapsing earth and a cry is heard down the canyon’s length. The hag is using the canyon’s natural echo to draw travelers towards her lair as if an injured woman were there. Heavy rains smash down onto the world. The hag’s lair appears to be the only dry place nearby. The trail of another traveler leads towards the canyons edge or down its passage, only to stop suddenly. Nearby, a trail of blood leads off towards the lair.

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Passage markers have been altered, stating the best route to traverse the canyon is towards the hag’s lair. A bulette breaks through the ground, attacking the party before running back towards the hag’s lair, should they chase. A beautiful woman is glimpsed down the canyon out the corner of an eye, her appearance almost a trick of the light. She appears repeatedly as travel continues onwards. Defenses Earth elementals are merged into the walls of the canyon near the entrance of the lair, ready to pounce on unsuspecting intruders. The party must make a DC 18 Perception check to notice them. Heavy gusts of wind billow from the entrance of the lair down the canyon. The party must make a DC 10 Strength saving throw to overcome the wind or be knocked prone. Can be rerolled every turn, however 3 fails invokes a level of exhaustion. Once succeeded, the wind is overcome permanently. A small stream flows through the lair. The water causes everyone to leave wet footprints, the splashes hard to muffle in the echoing cave. Bulettes watch the lair’s entrance to defend it from intruders. A vulture, crow, or owl sits above the entrance of the lair. A familiar to the hag, it watches over the entry with keen eyes. An Alarm spell is placed onto doors entering the lair.

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Treasure Wind chimes. Five cords hang below a small circular board. Attached to each cord is a series of small rodent skulls. Ripping a cord from the board causes it to cast Gust of Wind. Dark leather boots of Feather Fall. The toes of the boots curl upwards. 3 Potions of Water Breathing. They contain a thick disgusting liquid. A never-ending pitcher of water. Carved into an ancient figure of a woman, the head is open to the world, and the container is filled with water. When drunk it automatically refills. The liquid cannot be tipped out. 2 packs of Dust of Dryness, found in bags made of human skin. Misshapen Eyes of the Eagle. These small glasses grant the wearer advantage on Perception checks in the distance, but disadvantage on Perception checks within 10ft. Cursed, they can only be removed with a Remove Curse spell or similar.

Strange Items Often eager for travelers and news, the strange and disturbing inventions within a canyon hag’s lair are intended to expedite this endeavor. Focusing on travelers, merchants, and the local terrain, these items are designed to bring despair and discomfort upon the victim, if not downright pain. While some may appear harmless or even useful in nature, they rarely are outside of the hag’s own hands. d6 Strange Items 1 A doll of straw and cotton made in the shape of the canyon hag’s “favorite” merchant. When the merchant comes within 1 mile it begins to vibrate and speak every word the merchant says. 2 A map of the nearby canyon shows the course of the riverbed. Down the center runs a thin wet sheen of thick blue liquid that represents the water and is stuck to the map. If moved the shape can change, altering the real course of water as well. 3 A dwarven foot is cured, shrunk, and attached to a chain. Whoever wears it can never be lost underground, though they slowly lose all feeling in their left foot.

Treasure A canyon hag’s lair is filled with treasure and items taken from dim-witted merchants or gullible travelers. The strangest, most magical devices are exchanged in turn for aid or directions. These items are further manipulated by the hag through experimentation and study. With such an everchanging swarm of merchants and travelers over the years, and the diverse environment of the region, the canyon hag has a wide range of bits and pieces to come across. 47

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An immovable rod in the shape of a climbing piton. It has a 1 in 10 chance of not releasing its hold on pressing the button, stuck for 24 hours if triggered. A miniature diorama of the nearest bridge resides within a small box. The diorama is a live replica of the bridge with current travelers or movement depicted by miniature people. A small vivarium contains miniature ankhegs, magically grown into the small glass container less than a square foot in size.

� Near a canyon, the party meet a merchant who has just had a confusing encounter with a traveling woman. The merchant is speechless as to why he agreed to give goods to her for free. � The last tavern the party cross before heading into the canyon region has a bard who tells tales of a local hag who tricked a handsome traveler into becoming her slave.

Rumors and Gossip When traveling through the never-ending steppes and grasslands, or the depths of a desert, one will always find a campfire in which a tale of a hag arises. d10 Rumors and Gossip 1 “It’s often said that one can’t cross a canyon easily with paying a price. You just gotta hope the price is time or effort, not a deal with a devilish hag.” 2 “I heard that a nearby bridge is home to a beautiful maiden that blesses all that cross with stories. I wonder if we’ll see her?” 3 “Bandits round these parts are known to take people prisoners. Which is weird cause I doubt many nobles come through that you could ransom, and I ain't herd they cannibals…” 4 “They say the nearby canyon is often plagued by unnatural winds. That if you listen closely you can hear the cackle of a witch upon its breath.” 5 “An old merchant I once knew swore that he saw a hag riding an ankheg once. Guy was so adamant he would almost disappear into the memory.” 6 “Supposedly this canyon nearby gets a lot of people that fall of its cliff edge. The local lord even put in some signs to warn people off. Yet more still fall in each year.” 7 “Word is that the nearby riverway, the one that flows through the canyon, is cursed. The water appears calm as a pool. But in seconds it start to chop and churn for no reason. Some boats get across easy as you like. Others barely make it a hundred feet before sinking below.” 8 “They say water once flowed through these canyons like a great deluge. Then one day, gone.”

The Hag and your Campaign A canyon hag’s place within any story involves manipulation and self-introduction. The hag is unlikely to leave it to coincidence for her path to cross with a traveler’s, especially if she is bored. While the hag will have no qualms showing her true nature and power, these younger fey creatures are smart enough to know that subtle trickery gains as many rewards as brute force.

Hooks and Plots Hags of the Canyon Depths are encountered upon the cusp of a canyon, or while crossing its domain. Ill weather and or luck are common occurrences before the hag emerges to “save” the day. These events include: � Upon coming to a canyon, the party find they have no means of traversing it. Luckily for them a mysterious woman has appeared to help, with payment of course. � While crossing a canyon, poor weather has quickly struck upon the party, making it impossible to traverse to the far side. Stuck, and with water rising, they must search for somewhere to escape the flood. � Coming to a bridge over the depths of canyon, they find the perfect spot for a quick break. Coincidentally, another traveler is already resting there. She welcomes them to her fire. � The party encounter bandits along the canyon’s length. If the party are defeated, they awake trapped within the hag’s lair. If the bandits are beaten, then one will beg mercy, claiming to have been put up to the task by an evil hag. 48

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“Within this canyon they say there’s a slot in the ground that reaches down to hell itself. And that if you put your ear to it you will hear the cackling laugh of the devil as she tries to suck your soul from you.” “A man I met that traveled this route often spoke of hearing voices at night within the canyon. They say devils walk its length.”

The Locals Canyon locals are limited in number, or completely non-existent. Some hags are lucky to have taverns or inns on nearby thoroughfares, and others may have built lairs near a watchtower that guards a strategic bridge over the canyon. The nomadic hags of the Canyon Depths can encounter clans of dwarven clans that scrawl across the canyon beds, mining for precious gems and minerals. The dwarves typically appear overnight, spend a decade or ten deep within canyon walls, complete their task, then disappear the next day. Most canyon hags share no love for these dwarves, and the sentiment is well reciprocated, with many hags falling victim to angry swarms of miners. In turn, many mines have failed at the hand of a deceitful hag. Gangs of bandits such as the Gorge’ous Georges may also roam the canyon depths preying on merchants and travelers. These weak and feeble people are easy to capture and manipulate by a hag in need. More than one has ended up within a stew pot of an exceptionally hungry and bored canyon hag.

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Desolate Deserts

Origin and History Deserts originated not long after the formation of the planet eons ago, by a confluence of gods, natural disasters, and magical energies. The land began as dry steppes or grassland, but with the passage of time, the ground broke away by wind, low precipitation, and high temperatures to become arid and brittle. This slow, destructive process takes thousands upon thousands of years. Like wetlands, oases, and canyons, deserts hold all manner of arcana in their pasts. Some deserts have short histories, having been made through destructive forces such as the anger of gods or powerful spells scorching the earth, leaving behind naught but rubble and sand. The Catspalm Desert is a famous example of this. At one time, this enormous desert that hugs the coastline only reached to its current mid-length, in line with the Sunset Lake. However, almost five centuries ago, a war between Ohlena, Goddess of Life and Vunas, God of Death wreaked havoc upon the planet. In a blind rage, the gods flung great powers unto each other, the earth below suffering in the chaos. After the dust settled, the grasslands and forest north of the Catspalm Desert were laid a barren landscape, which was swallowed by the desert only a few years later.

Deserts, as their own names accurately describe, are deserted. They are wastelands of sand and rock, of wind and weathering, of sun and heat. Deserts are bereft of the life that fills the other terrains of the world with vibrancy and color. Be they of sand, rock, steppes, dunes, coast, or the polar caps, deserts exist in extremes, almost unmatched by nature and the gods. But every extreme has an opposite, even in the desert, Plants can be sought, nocturnal animals can be found, oases can be discovered, as can cities that thrive in the heat. The desert comprises unique terrain, and breathtaking phenomena that stands against the bleak endless sands. Travelers come here to experience the majestic and the dangerous, to witness survival and failure, and to test their ability to overcome the worst of nature.

Terrain While traditional depictions paint deserts as endless miles of shifting sand dunes, little life, and blazing heat, this only describes part of the terrain. There are three major terrains of the desert (with an arguable fourth), each with its own ecology, geography, and climate: Hot and Dry: These deserts host extreme temperatures: of incredibly hot days, frozen nights, no precipitation, and little fauna or flora. The terrain itself is rocky and dead, under a cruel sun. Semi-Arid: The most common desert, these are filled with shallow root plants, rolling sand dunes and animals that live underground. Rain is rare and only falls during cold months. Coastal: These are the mildest deserts, with high levels of rain, shrubs and bushes, mixed soil, and more. Being on the coast facilitates these deserts’ attempt at mimicking the normality of temperate regions.. Arctic: The frozen wastelands of the polar caps are deserts in all but name. Consisting of miles of open ice and snow, they also bear little life and precipitation, with extremely cold days and nights. While they are a type of desert, any further pertinent information can be found in the Arctic Circles chapter, pg.xyz.

Formation As mentioned previously, deserts are formed through the ages-long process of desertification. The earth dries, becomes frail, and is torn apart by wind, loose pieces of sand and stone lifted into the air and smashed back down to damage the earth even more. This is exacerbated by the rare occurrence of rain, causing the land to expand and shatter, causing yet more destruction. These physical changes are further amplified by huge swings in temperature between day and night, the freezing nights turning to sweltering days causing an ever expansion and contraction. Where a desert is located is also integral to its formation. The constant heat and low precipitation that is required to craft a desert occurs in locations outside the tropics where heat and humidity have caused precipitation to fall. In the same way that tropical environments form a belt around the center of the world, deserts form two belts above and below them. As the tropics draw heat and rain into its realm, 50

the rain cycle pushes the water back to the earth. However, the heat continues and feeds into the regions that become deserts, where there is no rain left to allow growth. In simple terms, the tropics absorb all the rain, which causes the surrounding lands to have the same high temperatures with none of the rain.

burdens from walking through the desert, but also the difficulty of the ground itself. Sand and stone are excruciating on most bare feet, rendering sandshoes a must. There is little cover from predators, slavers, or rival armies upon the desert, particularly those who use speedy means of transportation. All in all, while walking is the most common and cheapest way to travel, it is by far the hardest, most dangerous, and least likely to end in success. If possible, travelers should consider camels or sleds; their cost is always worth the return of time and safety. Camels: The desert horse. The humped hauler. Camels are the most popular beast of burden in arid biomes, outnumbering horses across the world exponentially. Camels benefit from offering milk and meat as well as carrying heavy loads on little to no water and food. The beasts survive the temperature due to their thick fur and the ability to store water in their fat. As the fat breaks down, they are hydrated. Most camels have a single large hump on their back, those with multiple being a rare and expensive breed. The larger the hump the better the camel, especially for traveling. Used as mounts, sled and cart carriers, or even to hold palanquin on their backs, they move back and forth in herds across the sands.

Traveling Desert travel is a bleak, tiresome, and often painful. Whether following the stars to travel at night, or braving the blistering daytime heat to avoid beasts, deserts offer little reprieve or aid across their barren plains. Travel across deserts should only be conducted by those who know where they are going, or the hopeless. Like jungles, mountains, or the Arctic, jungles, travel must only be undertaken with strong reason, either desperate or resolute. Climate is the largest factor that effects travel across the desert. Merchants, soldiers, and travelers who move on an animal’s back or on their own feet, must first overcome the dry hot days and freezing nights before other considerations are made. The desert is home to unique beasts of burden, ideal for crossing dangerous distances, many evolved to handle the difficulties of the biome. Traveling the desert is something that should be planned thoroughly. As with oceans or the polar caps, once a journey across the desert has begun, chances of assistance or safety are incredibly low.

Camel Encounter Chance Cost

1 Hump 90%

2 Humps 9%

35-150gp 500-1,000gp

3 Humps 1% 2,000gp+

Sleds, Carts, Wagons: The use of carts, wagons and their countless of variations are also a common sight in the desert. Much like Arctic snow, deserts are dotted by sand dunes, which are easily traversed by sleds. The ground is important in determining if the vehicle will run on wheels or rails, with some vehicles providing attachments for both. While an expensive option, most who cross the desert will aim to travel with some form of caravan to carry much-needed supplies in the barren wilderness.

Common Methods of Travel A successful journey across the desert is well planned and carefully considered. Many travel on foot with little other choice, some travel on mounts, while others use vehicles dragged by man or beast. Walking: Walking is the most conventional method of travel across all terrains (bar the ocean for obvious reasons). Walking across a desert not only taxes the body, but it severely limits the supplies that can be physically carried. Nothing is more important than water in the desert, and unfortunately, it is difficult to carry in bulk. Walking routes must be carefully planned. This involves studying star charts, planning for oases and water holes, and assessing the weather. The heat and cold are not the only

Uncommon Methods of Travel Deserts see atypical methods of travel that may seem foreign to those who travel from elsewhere. These relate to the distinctive beasts that inhabit the land or means that circumvent difficulties created by the land. 51

The beasts mentioned below are quite dangerous and any attempt to approach them is best avoided unless conducted by a professional or seasoned hand. Air Travel: In theory, air travel is possible anywhere in the world, but it is most useful across treacherous terrains. Much like canyons, mountains, and oceans, the desert is home to zeppelins and hot air balloons. Only found in major cities, these inflated vehicles are expensive and only move along a specific route. Zeppelins are run by merchant guilds and carry large numbers of travelers and cargo. Hot air balloons are cheaper and more flexible to navigate, but due to their cost, they still require a large population to be worth the effort to establish. Air travel circumvents any problems with the terrain, climate, and creatures of the land. They are an invaluable service for travelers, provided they have enough coin. Hyenas: Many small creatures utilize packs of hyenas as mounts. Halflings, hags, kobolds, gnolls, and the snake races are known to capture these savage beasts, including the larger hyena variants, and tame them. Ferocious and likely to hunt in packs, hyenas are difficult to capture or train once matured, with most that used as beasts of burden being raised by a handler then sold onwards. Never truly loyal or domesticated, they require firm discipline to keep them in check. Androsphinx: Androsphinxes soar through the air with their enormous wings. They have a well-defined, human-like face and the body of a lion. Strong and intelligent, androsphinxes guard places of power and renown across the desert. Some are servants of gods and other powerful beings of note. Androsphinxes have allowed certain people to ride them on occasion, but it has never been made clear why. The mere sight of an androsphinx is a breathtaking and terrifying ordeal.

sands cover every surface. Anything that may look like a road from a distance will inevitable reveal itself to be a marker or irregular placement of stones. In some deserts, great bridges or kingsways rise out of the sand, relics of long forgotten civilizations. Rock: Across the rocky desert regions, it’s difficult to construct roads of high quality. The grooved trails of a thousand feet, vehicles, and animals wearing away at the ground creating the most usable option. Lining the way between cities, they often skirt between watering holes and oases, littered by road markers and, rarely, buildings. These roads and paths are barely more than impressions on the ground. Proper paved or laid stone roads are seldom seen anywhere in the desert. Earth: At the outer edges of a desert, where the climate is tolerable and the land is not completely devoid of life or sustenance, earth spills amongst the rock and sand. In these places, where civilization is commonly seen, proper roads can be found. Paved, marked, dug, and well maintained, they facilitate passage around cities and villages, though they seldom reach more than a few hundred feet into harsher biomes. These roads are best used by travelers as they are designed to avoid dangerous locations.

Road Markers Relying on road markers and navigation is paramount within the desert. Due to the relative absence of roads, markers are crucial in the perilous environment. Most are used to ensure navigation is correct and that nearby sources of water can be found. Stone Cairns: Stone cairns are the most common marker seen in the desert, as it is across most unsafe terrains. Stones are one of the few resources that can be easily found in the desert, rendering cairns exceptionally durable against the environment. Naturally forming stone cairns, called yardangs, are desired for their stability and strength. Like those found in the arctic, stone cairns are tall enough to be seen from a distance, standing still above the ever-changing terrain. Stone cairns act as track markers, directional signs, informational pillars, and sometimes even a place to store belongings. Many cairns form sequences across the desert, with one directing towards the next. Cairns are commonly found near watering holes and desert oases, drawing the attention of the lost and weary.

Types of Roads Roads of the desert are sparse, deteriorated, and lonely, the result of intolerable temperatures, little foot traffic, and the ravages of wind and time. When discussing the types of roads used in deserts, it is best to analyze the ground they cover. Dune: Sand dunes move across the barren plains, stinging the skin with their heat. Roads are almost non-existent here, as the 52

Star Charts: As with the ocean, most deserts lack clear geographical features to help travelers orient themselves off the beaten trail. Aided by unendingly clear skies, star navigation is an uncomplicated substitute. Large merchant caravans hire guides who can interpret a star chart as easily as a compass and map. Travelers who cannot read these tomes must at least know how to find the Northern and Southern Pointers, a pair of bright stars that always lead north or south depending on the hemisphere from which they are being looked at. Oasis: In conjunction with roads and stone cairns, oases are markers unto themselves. Offering shade, water, and the possibility of game, oases are essential biomes within any desert. As well as the oasis itself, stone cairns may be found nearby, offering further information. The whereabouts of many oases upon desert trails is common knowledge amongst locals. However, some are secrets kept secure by merchant guilds and city governments due to being strategically beneficial for war, defense, and commerce. Travelers who stumble into an oasis should make sure not to be found.

steppes. Sometimes the best choice is to bring fuel along, to use when needed. Water: Traveling in the desert requires anywhere between two to ten liters of water. Perhaps even more, depending on heat, sweat, fitness, and difficulty of the terrain. Thirst is one of, if not the most important need to fulfill within a desert and must be always planned for. Acquiring prior knowledge watering holes, oases, and villages can be used to re-supply. However, it is important for travelers to expect the worst outcome: that they survive for a period without water. This is because, unlike the ocean, Arctic, and other comparative, deserts offer no ice to melt, nor ocean water to boil. Nothing in the desert will save the thirsty. Clothing and Shoes: Wearing the wrong clothes is a common mistake made by travelers when first encountering deserts and similar arid biomes. Some basic rules to avoid this error should be followed: � Leave no skin exposed, lest it be quickly and painfully burned by the sun. � Wear loose fitting clothes, though nothing that will hamper movement. � Avoid black and dark colors, as they absorb heat. � Wear large hats, a simple face mask is not able to offer cover from all directions. � Wear large sturdy footwear. When available, use sandshoes that provides a larger surface area to walk upon. � Avoid metal armor at all costs. � Avoid anything that causes sweat, as water is too precious to lose from the body.

Travel Tips Everything fights against you while you travel the desert lands. The climate kills at either end of the spectrum, the animals are tough and dangerous, and the lack of lifegiving resources is truly frightening. Pack smart, travel smarter, and linger as little as possible, for the desert is friend to none. Travel Time: Night or day? Twilight or dawn? Deciding when to travel across the desert is essential. Some deserts are so hot during the day, and so cold at night, that traveling at dawn and dusk are the only viable options. However, this exposes travelers to large apex predators who use this time to search for food. Local knowledge on climate and clothing will help make this decision easier. Generally, traveling at night is best, but only those who can read the stars can do so without getting lost. Fuel: While starting fires seems ill-advised in the desert, they have their uses. Even those who can see in the dark will need fire to boil water, as freshwater sources are unhealthy to drink directly from. Fuel is hard to find, with little vegetation or brush to be found. Beast dung can be used but is similarly difficult to accrue in deserts compared to temperate grasslands and

Ecology Deserts face one of the harshest climates in the world for life to propagate and grow. Endless days of punishing heat, and nights of freezing colds, surrounded by minimal rain form an environment of grim emptiness. What life can eke out a bleak existence has been warped by the extreme weather, evolving well past what they could in a more temperate climate. Deserts contain creatures and plants that can hold internal sources of water, that hunt and expand during the kinder hours of twilight and dusk, and surfaces that reflect the harsh temperatures. Desert ecology is one of survival and adaptation, of making the worst out of a dire situation. 53

Flora

Below is a list of flora found in each desert type. Notice the crossover of certain plants between types: � Hot and Dry: Yucca, ocotillo, turpentine bush, prickly pear, false mesquite, sotol, Ephedra, Agave, cactus, brittlebush. � Coastal: Saltbush, buckwheat, blackbush, rice grass, littleleaf horsebrush, wormwood, Welwitschia, sage. � Semi-Arid: Creosote bush, bursage, whitethorn, cat’s claw, mesquite, brittlebush, Lycium, saxifrage, jujube.

Flora requires three main components to thrive: water, sunlight, and soil. While deserts technically meet these requirements, they do this in such a harsh and extreme manner that barely any plants or vegetation from other biomes are seen. Sunlight is extreme at all times, unleashing intense temperatures down onto plants for long hours. Water is exceedingly rare; many years will see only a few drops in some places. And when the rain comes it is often in the form of flash floods and short torrential bursts. The soil further exacerbates this terrible climate: due to its general formation, the desert is mostly filled with sand, dirt, and rock, all dry and brittle. To put it bluntly, the ground is appalling for plants to grow in.

Fauna The creatures that inhabit the desert wastelands are nocturnal and nomadic. They burrow and store water. Many travelers cross great stretches of the desert only seeing a single glimpse of these elusive animals on the horizon, especially under the immense sun. Amphibians, mammals, and reptiles burrow underground during the long hot days to emerge at night to search for food and water. Larger creatures and birds will rest during the day, searching wide and far for shade, before hunting at dawn and dusk. These creatures move in patterns across watering holes and oases in the neverending search for food and water. Some creatures, such as frogs, lizards, and camels, can store relatively large volumes of water within their bodies to survive over large periods of time. Others waste nearly no liquid or substance, nearly removing the need to excrete altogether. Animal diets have also shifted, with many animals eating plantlife to obtain water, where their more temperate kin would focus only on meat. When traveling the desert, the sight of life often means water is nearby. However, this should be tempered with caution. It is possible to arrive at a plentiful watering hole with even game, but these places are like to be inhabited by predators, hiding in wait. Some common desert fauna includes: Prey: Addax, jackrabbit, oryx, gazelle, iguana, tortoise, camel, fennec fox, flamingo, jerboa, hamster, meerkat, aardvark, onager, beetle, toad, snake, ant, mole, lizard. Predators: Coyote, camel spider, ostrich, leopard, scorpion, vulture, hyena, jackal, lion, blue dragon, gynosphinx, mummy, leucrota, kruthik, death dog.

To counteract this, the species of flora can handle severe weather, and have adapted to the water shortage, and require minimal nutrients from the earth. Vegetation is important to find as they can lead towards signs of water. They can also be eaten, but this need should always be measured against any defensive properties the plant possesses. Most desert flora, especially the cactus varieties, are covered in sharp and sometimes poisonous spikes to ward off any would-be devourers. Water: The biggest alteration seen in desert flora is that the plants are able to maintain and gather water. Water is the most important of the three primary aspects of plant life, and as such, many desert plants have altered their structural design to survive. Some, such as brush and trees, drive their roots dozens of feet into the earth to find even a slight hint of water. Others, such as yucca and cacti, have developed special means of storing water within their trunks to last during long periods of drought. Many plants push roots out to the surface to help capture flash floods or lose their leaves to not waste water on the large surface area. Desert Types: While some biomes and terrain types within a large ecosystem have specific variations in plant life and vegetation, the various forms of desert often correlate more with the amount and size of the flora. As travelers venture from hot and dry deserts to semi-arid and coastal deserts, they see a noticeable increase in visible plants. With water and lower temperatures, they allow for more growth. In the cooler desert types, trees and brush are taller and more commonly found across the land. 54

Residents

planes, especially where slot canyons form, tiefling pilgrims can be frequently seen roving their depths in search of answers. It is not uncommon for pilgrims to hear voices from below the earth, especially towards the end of their journey, so contact with these pilgrims should be done with caution. And even in cases where the voices have driven these unfortunate souls to madness, they can still give detailed information on the land around them.

The people who live in the desert are a reclusive and hardy lot. Like the plants and animals around them they have adapted their bodies and lifestyles to the merciless climate, allowing some form of enjoyable existence. Dune Halfling: Spread across the dunes of semi-arid deserts are collectives of dune halflings. Cousin to stout halflings, they build homes amongst the vast sandbanks that line around desert oases. In their underground homes they build warrens that protect them from the extreme climate, many connected by long winding tunnels. With a dark tan skin and thick hair, they stand apart from others of their kin. Their remote location is not the only factor preventing them from joining the general populace. Dune halflings are reclusive to a fault, which leads to their particular brand of the “kindness of halflings” being quieter and more aloof than what travelers may be used to. Dune halflings are notorious for their love of prickly pear root, which is mixed with tobacco to form a flavorful and contemplative smoke. The root can be extracted from any prickly pear cactus grown in temperatures above 85°F (30°C). Once dried and ground it is simply mixed and smoked in long wooden pipes. A gift of prickly pear root is a quick way to befriend dune halflings. Azure Dragonborn: With scales compared to the color and density of lapis lazuli, the azure dragonborn are a clan that stands stark amongst the dreary yellow and browns of the desert. A clan of the dragonborn race, they are seen as descendants of both blue and brass dragons. The clan is spread across towns and cities on desert fringes, on stone and sand. Both revered and feared, azure dragonborn are make good soldiers and guards, many forming small enclaves amongst city inhabitants, self-reliant and communal in their ways of life. Tiefling Pilgrim: Ostracized and often misunderstood, tieflings are a race touched by the blood of demons. While normally found in human cities across the realms, some tieflings leave their homes in search of knowledge of their supernatural heritage, their link to the underworld. Those searches often take them into the depths of the wilds, places unaffected by civilization and humanoids. As deserts have always contained a tenuous link with the hellish

Environment Adaptation and resilience are the precepts of those who inhabit the desert, a place of little compromise and a wide margin for failure. The desert creates an environment where life is harshly fought for and the basics of water and safety are not always met. The environment of the desert belongs to those who learn to overcome the harsh climate, to work around and with it, instead of against it. Travelers required to push into the depths of the desert should prepare for little support from neither fauna nor flora. Unlike other terrains where resources can be quickly found, the desert can offer miles of nothing, or an oasis missed by mere minutes. In this book, preparation is touted as the best method of avoiding disaster and navigating the difficulties of any climate, but it is more imperative than ever within the realm of sand and sun.

Physical Geography Deserts are exactly what people imagine them to be: hot, dry, desolate, and aweinspiring. They are, however, significantly more diverse in their design than many would think. While twisting sand dunes and rocky plateaus cover large areas, deserts also contain deep canyons, coastal cliffs, mountain peaks, pooling oases, and immense windswept rocks. Understanding the physical terrain of the desert is key to surviving in this harsh biome; gear to bring, mounts to ride, and routes to take all depend on the type of land. The three major desert types – hot and dry, semi-arid, and coastal – are the main points of distinction. Alongside this, the unending sand dunes, canyon grottos, lifesaving oases, and other unique features must all be utilized to their greatest extent.

55

Terrain

uninviting environment. The ground is significantly hotter than the air above it. These deserts last years without water, roughing the earth, which diminishes the vegetation it can grow. The soil consists of thin, sandy rocks of grays and dark yellows, with huge cracks and fissures rippling across the land. Flat, sparse, and filled with little to no life, these deserts are rarely visited and should be avoided by most travelers. Semi-Arid: With hot and dry deserts being challenging to travel, and coastal deserts being rare to encounter, most cities and trade routes in the biome are found in semiarid deserts. They are similar in structure to hot and dry deserts, but with fairer temperatures. This allows the growth of more life and vegetation alongside the ability for habitation and sustained bodies of water. Semi-arid terrain holds mountains, canyons, sand dunes, and salt flats. The sand dunes develop in areas where ferocious winds break down the delicate earth. Mountains rise and canyons fall with the movement of landmasses and tectonic plates, winds and flash floods further carving their shapes across the desert. The ground of a semi-arid desert is often dry and brittle, with sand and thin soil scattered about. Less cracked and frayed from heat than the hot and dry desert, vegetation grows more abundantly along the ground. Coastal: The seldom discovered coastal deserts form along the edges of landmasses, often right up to the water. These biomes are even more forgiving than semi-arid deserts, with marginally cooler weather, more precipitation, and more frequent fog and rain compared to other deserts, resulting in a prosperous ecosystem. The soil along the coast is high in salinity and sand. The richest earth and soil is found further in, or upon rocky bluffs.

Sand dunes only make up around 20% of any given desert. They are found in hot and dry and semi-arid deserts, where the terrain is heavily saturated with rocky bluffs and flat coarse steppes of saltbush and rice grass. Not all deserts are flat; those found along coastlines are likely to end in mountains or bluffs that drop into the ocean. Canyons are widespread across most deserts, formed by a combination of flashflooding, constant temperature changes, and high winds. Deserts are home to salt lakes and dry riverbeds, their cracked surfaces filled with salts and rare minerals for the taking. The cold deserts of the Arctic are like those of hotter climates, with long glacial expanses and tundras leading to the water’s edge or huge alpine peaks. Fjords – canyons carved from glaciers – are found here with similarly struggling streams flowing through their centers. The Arctic wastes are filled with snow and ice in a similar manner to the rock and sand of the semi-arid desert. The Arctic Circles pg.xyz can provide further information. While the three major forms of deserts do exist standalone across the world, many merge together over vast stretches of land. The terrain shifts between the rocky bluffs of the coast, and the graceful sand dunes of semi-arid deserts, and the flat broken earth of hot and dry steppes. These mergers are not sequential in their design; merely traveling to the center of a desert does not guarantee knowing what the next terrain will be. Deserts sometimes form in long lines across the latitude heading towards the equator, tectonic plates, or coastal edges.

Types The three main desert types are heavily characterized by their climate, which in turn defines the ecosystem that can survive within them. Wind, heat, and the composition of the ground heavily affects what the desert looks like, the border between the three types not always easy to determine. Landmarks are rare, leaving travelers to rely on the surrounding vegetation, and the coarseness of the earth to indicate a shift in the biome. Hot and Dry: True to their name these deserts are filled with hot and parched landscapes year-round. They receive daily exposure to the sun, scorching temperatures, turbulent winds, creating an

Classification It is currently believed that deserts cover somewhere between a fifth to a quarter of the entire planet. The simple method to classify a desert is any land that receives less than ten inches (twenty-five centimeters) of precipitation per year. Other methods of classification include the prevailing temperatures and terrain biome. As noted in Formation, deserts appear above and below the tropics, in accordance with the shape of the land, wind, and water. 56

Resources

Sand: Sand, or finely broken topsoil, proliferates across all deserts. If has not already formed into dunes, it is trying its best to. Sand can be turned into everyday works of glass or used in crafting and metalworking as a base compound. Some sand, deep within the heart of sand dune expanses, comes in a multitude of colors. From pink to bright yellow or red, they are the result of magic gone wrong. The casting of powerful spells, the deaths of elemental beings, or zealots seeking connection with their devilish patrons all leave their touch upon the earth. Remnants of these events infuse into sand particles and distorts their color. These sands are used to create works of magical power and wonder, the colored sand a malleable and enchanting component for any magical device or alchemical potion.

Harsh and barren, deserts offer little to those who plunder its depths, with the intolerable temperatures making not only the work difficult, but the tools harder to use. However, the desert is not completely without natural wealth. The adaptive flora and remnants of the past offers some manner of treasure. Minerals: As with most of the world, digging deep enough in the desert will lead to gems, minerals, ores, and numerous other earthen curiosities. For this reason, desert canyons are sought by dwarves and other industrious races for mining. Minerals can also be found upon dry riverbeds and lakes. Salt flats near coasts, or dried beds of the inner desert often leave minerals in the broken topsoil as the water evaporates or is pulled further down into the earth. Difficult to reach yet easy to mine, they are a suitable reward for braving the harsh environment. Plants: While the ecosystem of the desert yields less than many other biomes, the exceptional challenges faced by the vegetation have left them heavily mutated. These changes, while the product of survival, offer unique components used by productive crafters, alchemists, and herbalists. Desert plants are known for their water-savoring properties, thick spikes, deadly poisons, and hallucinogenic effects. Some common examples: � Peyote Cactus: This spineless succulent used in healing balms and salves is valued for feeling soft on damaged skin. However, if consumed in high amounts, or injected directly into the blood stream, it can cause psychoactive effects that can harm or kill. � Torch Cactus: This fast-growing cactus can be spotted by its greenish-blue body and sharp spikes. It is hallucinogenic when consumed and is often used by tiefling pilgrims. It is dangerous to humans and those lacking blood of celestial, elemental, or demonic origin. � Spotted Ivy: A small shrub that grows in the desert, its leaves make it resemble ivy, though it bears no relation, despite its name. Its leaves are covered in white specks and it grows in small bunches along coastal deserts. When drunk in a tea, the leaves almost fully hydrate the body, making it a drink of choice amongst explorers.

Unique Features While deserts are normally considered, and for good reason, desolate and barren lands, they hold features that other terrains do not. Some are unique to the desert itself, while others are notable only for granting a reprieve from the mundane plains of parched earth. Sand Dunes: Sand dunes are breathtaking and debilitating. Formed over eons by dissolving soil, rock, and mineral, they litter deserts across the world. The mounds rise and fall like waves over the ground, guided by wind and time. They are bleak places, only occasionally showing an oasis or outcropping of cacti across their surface. While they are an impressive sight, they are best avoided for long-term travel, as the landscape is too inhospitable to be worth the effort. Salt Lakes and Dry Lakes: Found in the middle of the desert, or along the edge of the coast, salt lakes and dry lakes are vestiges of the past, a memory of what the land once was. Salt lakes appear along coasts where water levels were once high. As the sun slowly dried the lakes and rivers of the desert, the water seeped deeper into the cracked earth, leaving the land covered in dense minerals and salt permeating across the topsoil. Dry lakes are designed in a similar manner but where freshwater once stood and lacking in the same topsoil minerals. These lakes offer sizable resources to those who need them, water is often only a few feet below the surface, able to be mined with ease. 57

Weather

Oasis: The oasis, along with smaller watering holes, are the lifeblood of the desert. They dot the land, growing out of the earth and sand to offer reprieve and respite to weary travelers. Most oases are natural wonders, glistening pools of water surrounded by palm trees and fruit bushes. They are a where game go to drink, and travelers search for rest. Some oases are formed from water rising out from great underground rivers under the earth, while others are relics of immense lakes from before the region was a sandy wasteland. A small collection of oases are created magically by gods or other powerful beings, though very few of these have been recorded by travelers. Canyon Grottos: While not as marvelous as the oasis or as common as the watering hole, travelers rarely complain of encountering a canyon grotto on their journeys. Just like oases, grottos are places of relaxation and rest amongst the barren plains. However, unlike oases, canyon grottos lie below the ground, sinking into the basins of great gorges, or even small slot canyons. Within these shaded, walled locations are small rivers or pools of water surrounded by trees, plants, and vegetation. These can comfortably grow in the canyon since less animals are able to reach them area and disrupt the natural ecosystem. However, some canyons are home to greater, more powerful creatures of the desert. Caution is advised when entering canyon grottos, as welcoming as they may seem.

Typically, the main body of a terrain is defined by a single defining feature that forms the foundation of the biome. For the forest, it is the trees. For the ocean, it is water. For mountains and canyons, it is the shape of the earth. For the desert, it is the weather: the stunning heat, biting winds, dry years, and cold nights. Other factors may be responsible for the formation of a desert, but everything that happens within falls upon the weather. Temperature: There are three ways to measure temperature: air, surface, and shade. The maximum air temperature in hot deserts rarely exceeds 104°F (40°C), with the highest known measurement being around 136°F (58°C). Soil surface temperature can rise even beyond that, with values as high as 172°F (78°C). The temperature of the shade will feel around 18°F (10°C) cooler, though the shade of an oasis will be significantly less if formed by magic. At night, temperatures across the desert drop, with little cloud cover, fog, or humidity to hold the heat in. The temperature is more normalized closer to coastal and temperate regions. These temperatures are the average across desert types. The seasons still affect them as mentioned in Seasonal Changes. Average

Day

Night

Hot and Dry 77-122°F (25-50°C)

32-41°F (0-5°C)

Semi-Arid

68-104°F (20-40°C)

32-41°F (0-5°C)

Coastal

59-95°F (15-35°C)

32-50°F (0-10°C)

Precipitation: The only precipitation in the desert is rain. Often dumped in a single huge drop (which could cause flash flooding), these storms are surrounded by long periods of drought. The amount of rain increases towards temperate and coastal regions, with hot and dry deserts receiving the least. The lack of rain makes the ground brittle, and causes it to deteriorate, forming the quintessential sand and loose rock associated with the terrain.

Phenomena In the desert, the environment, weather, and various other phenomena can be at once brutal and marvelous. Deserts inspire self-reflection and communion with the elements amidst harsh realities. The effects of these phenomena build not only the biome, but the way it is experienced. Deserts, while unforgiving, can spur personal changes and revelations unlike anywhere else. There is a reason why civilizations have consistently tried to conquer the desert for eons; why those seeking purpose year for its open space; why those who breathe in its majestic air return to it time after time. This reason is in the untold magic the desert holds, the wonder it brings, and the strength and resolution it forges within all that travels its enthralling breadth.

Rainfall Annually

Hot and Dry Semi-Arid 6 Weeks

50%

25%

10%

5%

0%

>10 Weeks

75%

50%

25%

10%

5%

Pyramids: Pyramids are tombs of lords and ladies whose names and titles have long been lost to time. While small tombs and cairns were built by humanoids and beasts of burden, the greatest pyramids are wonders of arcane magic, built by powerful magicians and their thralls, or through deals with devils and demons. They rise into the air as a monument to the legacies of those within. Encountering a pyramid can yield mixed results. Some are guarded to this day by formidable creatures and deadly traps. Others are infested with necromantic magic and terrifying mummies. Others lay empty, robbed by thieves and archeologists. Zaratani: What may first seem to be a moving mountain, might reveal itself to be a wandering zaratan. The zaratani are giant earth elementals born from magic pulled through the elemental planes. They rise from the earth to lumber about until the end of time, or until their powerful bodies fall in combat. They resemble giant turtles, their shells covered in desert shrubs and stone. They are gargantuan in size, and when they go to slumber, an event that lasts 59

decades, they are indistinguishable from regular hills. These giant creatures are indifferent to the wants and needs of those around them, only heeding those with the power to summon or control them. While an extremely rare sight, they are known to house whole families and buildings, belonging to their owners, upon their backs.

The below table shows the chances of surviving in a desert with no water until the end of that day. CON

13

Day 1

50% 75%

100%

100%

100%

Day 2

25% 50%

75%

100%

100%

Day 3

0%

5%

15%

35%

50%

Day 4

0%

0%

5%

10%

15%

Known Conditions and Effects Desert conditions result from the unending heat and sun during the long days. While the cold nights, dirty water, and mangy game can cause health issues, they are often common to other biomes as well. Here we focus on the sun, and the dire effects it can have. Sunburn: Sunburn is the first felt effect of the sun, damaging to anyone poorly dressed in the desert. Any skin open to the sun initially turns red and pink, then starts to blister and peel. Usually covering an affected area will end the effect. Should it continue, the skin begins to develop severe burns, sometimes turning dark red and black. These burns can be life threatening and likely to be infected. Sunburn takes a tremendous toll on the body, which many ignore, to their detriment. Heatstroke: Heatstroke is caused from the slow increase of body temperature. A simple rise of a few degrees can cause the process to begin with confusion, tiredness, aches, and pains. Travelers afflicted with heatstroke must rest and cool the body, preferably with shade and water. Temperatures continuing to rise will inevitably lead to their deaths, with their brains melted, and organs boiled alive. Dehydration: Water the lifeblood of the earth and all who inhabit it, and as such is imperative to survive in the desert. Bodies consume water daily, with strenuous activities and heat causing them to sweat, furthering the loss. Traveling across a desert, especially while walking or pulling a sled or cart, greatly increases both the need for water and the amount that is lost every day. The average person can last three days without water, but only two days in the desert. Dehydration kicks in after half a day, and by the end of a full day most can feel its effects. Dehydration causes the same symptoms as heatstroke, starting with confusion, loss of strength, aches, and pain. Eventually the body will stop working, heatstroke will form, and the body will die.

Environmental Dangers Outside of the weather, environmental dangers can occur in deserts that relate to the land. These dangers are hard to prepare for, fall upon travelers in an instant, and are difficult to navigate in a panic. They can be fatal to those who travel alone or have entered the harsh environment unprepared. Sandstorms: Rising unexpectedly from otherwise still and quiet deserts are windfilled storms of sand and stone. A frequent event across any arid place, wind pushed to its extremes lifts sand and debris into the air, causing chaos, confusion, and pain. Depending on their formation and the lay of the land, travelers have observed sandstorms hurtling towards them from the distance, giving them only a few minutes to prepare. Finding shelter or a natural bluff can save lives and minimize damage to belongings. Sandstorms last anywhere from a few minutes to several hours, with those of a magical nature more likely to cause higher levels of destruction. Travelers are instructed to close their mouths and eyes, drop to the ground, and perhaps pray to the gods for naught else can be done. Trying to push through a sandstorm is guaranteed to cause confusion and disorientation. Flash Floods: Storms appear over the desert sky, filled with wrath and power. Heavy clouds roll across the plane like thundering horses, unleash the fury of water, and disappear in mere minutes. This downpour, while pleasant in some circumstances, often leads to immense flash flooding in low lying regions and canyons. Travelers in low ground should seek height immediately after clouds appear on the horizon. While the results are grisly, the irony of drowning in a desert is not lost. Quicksand: Quicksand carries several meanings across different biomes. Most do not even contain sand, but earth and mud. Regardless, they all work in similar ways. 60

They appear as normal ground at a glance, but they contain a material that sucks, pulls, and drags unsuspecting victims in, causing death from suffocation when they begin to panic. Desert quicksand is slightly different compared to its watery counterparts. This sand is loosely packed over a deep area. As someone steps upon it, it shifts around their feet and they slide in, like snow. Their danger comes from their depth. Some quicksand pits in the desert can be twenty to thirty feet deep. Unlike the slow suction of quicksand elsewhere, desert quicksand envelops victims in seconds. Carefully planned routes are the best way to avoid them, as are quick hands and ropes.

Some common desert hag nicknames include: Bleakfoot, Blisterbones, Burntskin, Cantankerous, Chafed, Craghead, Desolator, Dunedonkey, Hotty-Totty, Pebblefeet, Sandy, Scorcher, Sloteye, Stonenossel, Windchafe.

Quote “The desert, generally, is a very good place to find yourself. Or maybe just lose yourself if I have anything to do with it.”

Age Desert hags are some of the oldest of their kin. A place of little life, joy, or interests, the desert offers no draw to younger hags. Those who do come here are usually tired of the rest of civilization, those for whom old age has been riddled with annoyance and frustration at the world, creating a desire to be left alone in the bleak atmosphere. Most desert hags are over 1,000 years old, and with many having little love for covens or children, they rarely ever spawn youth.

Hags of the Desolate Desert About the Hag Hags of the desert are relics of their biome. Old and tired of the world, they live in the barren realm in hopes of avoiding life and the labors it brings. They enslave the few locals they encounter to facilitate their desire to do little, and steal their homes to save building lairs. They interact with beings of power, merchants, creatures, and locals only when in need, the hag having little love for gossip or social interaction that many other hags hold. This stark personality is a representation of her surroundings. The desert hag thrives in the bleak unending heat. She slowly moves through it with ease and joy, skin burnt and frayed. The desert hag knows that these extreme conditions offer no reprieve for those who fall within her grasp. The isolation and hazards force many to seek her aid, and never leave again.

Personality A rare, old, and miserable, the desert hag is a true loner of her species. She reflects her surroundings, bleak, isolated, and endless. She is a slow creature, the sickly hot weather she enjoys causing her to walk, act, and move at extremely sluggish rates unless in dire need. Wishing to avoid basic mundane tasks, they are quick to enslave others. Most hags simply move to a small village, or find a nomadic tribe, enslave everyone, and take their homes as her own. The desert hag rarely ever seeks out travelers unless she needs more servants. She rarely attacks unless in danger. She rarely speaks unless a point must be made. She rarely performs a task unless her servants are unable to perform it for her. The desert hag is happy with the number of deals and contracts she makes every year. Travelers on their death bed easily fall upon the hag, many willing to trade their souls for a ladle of cold water.

Names Names of desert hags are derived from their surroundings. Many reference how their bodies are disfigured by the harsh environment. Desert hags use the common monikers of “mother,” “auntie,” and “grandmother,” and many of them do.

Ideals, Bonds, and Flaws d6 1 2 61

Ideals I desire to connect with a powerful devil from below. I will enslave a tiefling to my cause. Their blood is a powerful tool.

3

4 5

6

d6 1

2

3

4

5

6 d6 1

2

3 4

5

6

Appearance

I wish to sire a daughter before my death, as I can feel my years coming to an end. I will cause a drought that lasts a decade upon this arid landscape. A great prophecy is on the cusp of being told. I wish to be the vessel of its fulfillment. I will craft spells that give me the ability to bring a mighty flood upon this barren land, drowning those who have wronged me. So delicious is the irony of drowning in a desert. Bonds I have made a deal with a devil I came across within a slot canyon. I must bring it sacrifices regularly. I have a connection with a coven of ocean hags off the coast of my desert. They crash ships against their rocky bluffs for me. A clan of dragonkin owe me a great deal for saving one of their young ones. I will seek out payment soon. A merchant caravan that braves the desert only survived due to my intervention. They repay me heavily each trip. A nagpa and I are working together to bring down a human city that borders on my desert. I have enthralled a purple worm to threaten great creatures and cities. Flaws I have moved to the desert, for the touch of water is like poison to my skin. The flash floods that occur scare me to no end. I will do anything for the taste of a rotting apple. The damned fruit never grows in this forsaken region. It is easy to get lost under the stars, staring at them for hours on end. I survive off the blood of creatures, as water is most foul. I need to kill regularly to live. I love tricking those silly little dune halflings into conducting my bidding. I enjoy listening to their whiny crying. I seek an object of great power deep within a desert tomb. I will do anything for information about it.

Wrapped in thick layers of raggedy cloth, the hag of the desert hides amongst sand and stone. A crooked, burnt relic of her environment, her harsh appearance matches her hateful soul. False Form: The desert hag seldom assumes her false form, preferring to only use it in situations where she feels unsure of those she encounters. Her appearance is typically of a native or traveler, with rich robes and shamanistic baubles flowing across her body. The hag loves the feel of leather and skin on her flesh, even sometimes bringing these designs into her false form. True Form: A bent, broken, sunburnt husk, the desert hag is a horrible sight to encounter. Ragged clothes match broken skin, with everything frayed and broken beyond repair. The hag is obscured from head to toe, fingers and toes jutting out under leather and cloth. She is covered in small runes and insignia of arcane protection, a quick ward against the dangers the desert can offer. Clothing: Hags of the desert are covered in thick layers of clothing to protect them from the sun and wind. In their true form their clothing is haggard and broken, with rags and leather hanging around their bodies. In their false form their robes are more elegant and complete, using designs meant for utility as well as protection. Disfigurations: Desert hags may be disfigured in several ways as a result of their harsh environment. The beating sun, the scathing winds, and the heavy sands show no mercy to skin or body. d6 Disfigurations 1 The hag is covered in burnt skin, with thin layers shedding as she walks. 2 The hag’s hands are weathered from the coarse sand that surrounds her. Bony and wrinkled, her skin is so thin it barely exists at all. 3 The hag’s legs are mangled and broken. The ankle is bent backwards, twisting towards the knee. 4 The hag has lost an eye and has a large scar from forehead to jaw. 5 The hag’s back is hunched, an large bony bump rising from its center. 6 The hag’s skin is pale and mottled. The sun burns any part it touches. 62

Playing the Hag

to come to them for assistance. The desert hag is lucky in that she does not need to exact much effort for this to occur, as the dangers of the desert are powerful enough without her touch. Most deals arise from the need of water or directions. A lost party will be approached by one of the hag’s slaves, taken to her lair, and made to sign delectably terrible contracts for a meager amount of the lifesaving liquid. These situations are made significantly worse if the hag needs more slaves, with those contracts twisting words so that the signer will never truly leave the desert again. In Battle: The desert hag will rarely enter combat willingly, only when someone significantly powerful is brought to her lair, or when she is in desperate need for more slaves. Most of the time the hag will send her minions out to attack those who have wronged her.

Old and slow, these untiring fey are cruel and dangerous. Thankfully, they only appear before the most desperate, to ruin their lives even further with dishonest contracts. Most hags will rarely interact with travelers if they can pass the tedious task off onto their slaves, with some being able to speak through their unfortunate cronies both literally and metaphorically. Encountering a desert hag, or her minions, usually means the worst has occurred during a trip across the desert, and no likely outcome can be truly positive.

Roleplaying Hags of the desert are typically found in their true forms as they have little need nor desire to appear in their false variations. Many are too tired and lazy to be bothered with the deception, while others find that their grotesque appearance only adds to the unease and displeasure they bring. As most travelers they come across are in deep states of anguish, the need for falsity is uncommon. The hag will appear in her false form if she requires slaves and believes it will help facilitate their capture, as some people and locations are easier to approach when appearing as a normal traveler. In either form, the hag is rarely combative or on the road. Rather, she waits in her lair until her slaves and cronies bring lost souls to her. On the Road: The desert hag only leaves her lair when she is in search of more slaves or if the task is too important to be left to others. In these situations, she will appear in the form that brings her the greatest chance of success, which is usually her true form. Most hags will appear during the hottest part of the day, as they enjoy the blistering heat upon their skin. Otherwise, cronies and slaves will appear in their stead. At Home: The desert hag’s true power, and where she much prefers to reside, is deep within her home. Be it a stolen lair, a natural formation, or the residual carcass of a giant beast, the hag will slowly and surely transform the place to her liking. She spends most of her time within her home. Some hags perform incantations to commune with gods and devils, and others simply devour the hallucinogenic plants of the desert until time itself unravels. Making a Deal: Most hags will manipulate the environment to cause locals or travelers

Encounters The hag of the desert can be encountered in a number of scenarios both in and out of combat. The tables below list a few scenarios she can be found in. Combat: Unlikely to attack anyone head on, the hag will send cronies and slaves to do her bidding. Trickery is often used if she is unwilling to sacrifice her slaves. d6 Combat 1 Detesting her land being encroached upon, the hag sends 2d4 death dogs to hunt the party. 2 Seeking flesh to sacrifice upon her altar, the hag launches an aggressive attack on the party with her cronies. 3 The hag lays bait for the party, directing some of her slaves to lie unconscious by the side of a road, for the party to find. She will then have her cronies ambush the party as they investigate. 4 Desiring more slaves, the hag has little patience today, happy to attack and knock the party unconscious before carrying them off in chains. 5 Seeking to test the mettle of her new cronies, the hag sends them to attack any who enter her domain. 6 In need of bait to lure out a devil, the hag sends her cronies to kill at least one person, performing a ritual upon the body. 63

Non-Combat: Rather than open combat, the hag is more likely to send her minions to seek out those that appear lost within her realm, using her magic to exacerbate their pain and difficulties. d6 Non-Combat 1 Seeking information on the greater world, the hag will approach the party in her false form, pretending to be a merchant. She rides a caravan pulled by her slaves. 2 In need of someone to send a message for her, the hag sends her slaves to approach the party. 3 Summoning a sandstorm, the hag buffers the party around her domain until they are lost and frantic for aid. 4 The hag sends her cronies to rob the party of their food and water, to leave them desperate. 5 The hag sends her cronies to alter stone cairns along the party’s path, confusing their passage. The party spots these cronies in the act. 6 The hag approaches the party in her true form in search for slaves, trying to buy certain members of the group.

Manipulation: Hags of the desert typically manipulate by two means. One is through intimidation and fear. The other is through dangling safety in front of the desperate. Fear and intimidation are useful tools, and easy ones at that. Hags can surround desperate folk with large and dangerous cronies, shove her disgusting form in their face, or simply torture and maim a slave in their presence. Taunting the party with desires is just as easy with the placement of food, water, shade, and rest within eyesight quick to distract or cave their ability to stand against the hag.

Common Contracts With most creatures brought to her lair, the hag is happy to use contracts to cement her deals. As hags of the desert can regularly interact with devils, who love the use of colorful contracts, they always ensure a deal is in writing and one that can be traded with or forced upon others. These contracts are written in blood and rarely in the language the signer is fluent in; the hag’s “pretty” smile the only guarantee that it is fair and legitimate. d6 Contract 1 The hag has organized a meeting with a devil at the depths of a deep slot canyon. The party are required to descend into the depths and perform the ritual to summon it. 2 The hag seeks the collection of 10 humanoid slaves from a nearby city, a debt owed by a merchant who passed through recently, now due. 3 The hag will exchange safety for a year of service. 4 The hag will trade souls for her aid. 5 The hag requires a tribe of dragonkin dealt with, who are aggressively muscling in on her realm. 6 A zaratan has entered the desert, and the hag requires its shell for her new lair. The party must kill it.

Deals and Danger The hag of the desert engages in two forms of deals: those to enslave unfortunate souls under her will, and those to send victims to complete an insurmountable task that the hag is unwilling to waste her minions on. These deals are difficult to reject, as the alternative is typically a slow and painful death under the merciless sun. The hag may create misleading contracts if she wishes, but a simple mug of cold water slid across a table will cause any desert traveler to agree to anything. The Fine Print: It is easy to convince someone on the verge of dying, perhaps after days crawling across endless sand dunes, to sell their soul for a cup of water. As such, it is rare for desert hags to need intricate contracts to gain what they desire. In some circumstances, when the party realize they are trading nourishment for enslavement, or that the “large rat” the hag has asked them to fight is clearly a pit fiend, the hag will include vague, nonsensical language in her contracts. These may hint towards a “potential” enemy, or a debt owed in the unspecified “future”.

Covens and Cronies Desert hags are rarely satisfied by covens. Old, reclusive, and desiring little communication or social interaction, they are only ever found in pairs when a hag of extreme age wishes to die and pass on her knowledge to a daughter. 64

Cronies, more specifically slaves, are the bread and butter of a desert hag’s lair. They fill rooms and perform her tasks; they act as her voice, hands, and eyes, sometimes literally. They do this all under a tight and choking leash, with their fates almost worse than the deaths many would have met in the deserts. While most hags treat their slaves as regular cronies, the desert hag sees them as a separate class of servant. d6 Cronies 1 A powerful efreeti, in charge of the hag’s slaves. 2 2d4 gnoll pack lords, acting as guards to the hag. 3 4 dim-witted ogres who follow the hag’s every word. 4 1d4 earth elementals summoned by the hag. 5 2d6 death dogs that linger around the hag’s lair, viewing her as their mother. 6 4d4 dust mephits that cause sandy chaos outside the hag’s lair. d6 Slaves 1 2d4 dune halflings from a small village the hag has destroyed. 2 1d6 azure dragonborn, the mighty warriors of a nearby clan, forced into servitude on fear of their clans’ fall. 3 A frail old man. He was once the ruler of a nearby city but was tricked out of home and power by the hag. 4 2d4 humans, the remnants of a large merchant caravan that came this way a few years prior. 5 A tiefling pilgrim who lost their way upon the desert while searching for their ancestors. 6 1d6 knights who lost their way upon the desert while in search of a mighty pyramid to a long-forgotten lord.

Some common spells infused into items within the hag’s desert lair are: � Gust of Wind (PHB pg.248) � Erupting Earth (XGE pg.155) � Move Earth (PHB pg.275) � Create or Destroy Water (PHB pg.229) � Wall of Sand (XGE pg.170) � Hold Person (PHB pg.251)

Strange Magic With plenty of time on their hands, desert hags slowly and surely infest items with arcane magic for their sinister goals. These items are used for defense as well as entrapment. They are usually placed into mundane objects, such as rocks and bones, within the lair, with only the hag knowing which item causes which effect. If taken or traded with travelers they rarely work correctly, often backfiring or doing nothing. 65

Stat Block

The Hag’s Lair

Desert Hag Medium fey, chaotic evil Armor Class: 16 (natural armor) Hit Points: 91 Speed: 30 ft.

The lair of the desert hag is as much a place of appropriation as it is utility and design. Many hags simply steal homes or have them built by her slaves. They are sprawling and confusing place; an combination of the local environment with a multitude of buildings. When the hag uses the relics of a giant creature, she typically also warps the local terrain to further the spread of her home. Within her home are rooms upon rooms, seemingly for random uses. Dens for her slaves and cronies sit alongside rooms they need to survive. The hag’s private chambers are filed with relics and ancient texts stolen from merchants or pilfered from tombs. Rooms spill into hallways and corridors filled with traps and waste, including the remnants of long dead slaves the hag hasn’t bothered to clear away. The desert hag’s lair is difficult to find for the unwelcome. It is filled with strange magic, miserable creatures, and dangerous beasts. It is a place of haphazard amalgamation and quiet loneliness. A place to be avoided at all costs.

STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 15 (+2) 14 (+2) 15 (+2) 17 (+3)

Saving Throws: Wis +6, Cha +7 Skills: Stealth +4, Persuasion +7, Decep. +7 Damage Immunities: Fire Senses: darkvision 60 ft., passive Perception 14 Languages: Common, Dwarven, Sylvan, Infernal Challenge: 9 (5,00 XP) or 11 (7,200 XP) when part of a coven Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: minor illusion, mold earth, fire bolt 2/day each: shatter, hold person, gust of wind, fireball 1/day each: control winds, whirlwind, move earth Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 ft. of one another, they can each cast the following spells but must share the spell slots among themselves: 1st level (4 slots): charm person, hex, ray of sickness, thunderwave, hellish rebuke 2nd level (3 slots): crown of madness, earthbind, suggestion, silence 3rd level (3 slots): haste, meld into stone, summon lesser demons 4th level (3 slots): hallucinatory terrain, wall of fire, polymorph, fire shield 5th level (2 slots): wind walk, scrying, telekinesis 6th level (1 slot): conjure elemental, dominate person Actions Claw (Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d10 + 3 slashing damage Change Shape. The hag magically polymorphs into her false form, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Lair Types Desert hag lairs typically take one of three types. The first is a home taken from locals, commonly a halfling village, or a longdestroyed ruin of a keep, or a series of huts and sheds. The second is of natural design, such as a giant rock outcropping, the depths of a sandy dune, a canyon grotto, or a mountain edge. The third and final is the remains of a mighty fallen beast, such as the shell of a zaratan, the carcass of a purple worn, or the skull of an ancient dragon. The desert hag has little care for what or where her home is, as long as it can hold slaves and requires little work on her part to maintain. Potential lairs include: � Deep within the desert lies a slot canyon that sneaks its way down into the earth. The hag has taken residence within. � An ancient pyramid of a lost pharaoh has been broken into and turned into a lair. Mummies have been risen as guards. � A tunnel of a purple worm has been repurposed into a lair, its two ends connecting across the desert. � The empty shell of a long-dead zaratan lies on the desert floor. The hag lives within the immense bodice. 66

Lair Traps, Lures, and Defenses

� A small clan of halflings have been cleared from their homes. The burrows have been converted into a maze of a lair for the hag. � A series of giant rocks lie scattered across the open desert ground. The home of hag is covered by the illusion of stone.

Due to the harsh environment and remote location that a desert hag’s lair dwells within, traps, lures, and defenses are rarely needed. Most travelers fall upon the lair in desperation, others miss it in the vast emptiness. And when a desert hag wishes for someone to come to her it is easiest to send slaves and cronies to collect them. The desert hag, however, is still a hag, and is thus always is prepared for the worst. Lair traps damage or capture those trying sneak into the hag’s lair. Lair lures draw a party into the lair, often into a trap. Lair defenses alert the hag or her cronies to an intruder’s presence. d6 Traps 1 The barbs of poisonous cacti have been scattered across the floors. They are strong enough to pierce leather or cloth. Whoever touches it must make a DC 14 Constitution saving throw or take 4d6 poison damage. 2 If someone touches the lair’s wall, their flesh begins to petrify. They have three chances to make a DC 14 Constitution saving throw. On a third fail they turn to stone. 3 A Glyph of Warding (fire) is placed at the lair entrance. A DC 15 Investigation check to find it. 4 A pit trap sits in front of the main door. Adventurers must make a DC 16 Perception check to notice. It is 40 ft. deep and the spikes at the bottom cause 2d8 damage. 5 Cacti linger around the perimeter of the lair. They shoot out spikes should someone come within 20ft. of them. +6 to hit. Whoever is hit must make a DC 14 Constitution saving throw or take 2d6 poison damage, half on a successful save. 6 A field of 20ft. deep quicksand covers large areas outside the hag’s lair. Adventurers must make a DC 15 Perception check to notice. d6 Lures 1 A trail shows a series of carts and camels have passed by recently. The tracks veering quickly to change direction, towards the hag’s lair. 2 A body lies dead at the end of an oasis, and the tracks leading from it head towards the hag’s lair. 3 Road markers have been altered to lead the party towards the hag’s lair.

Lair Actions Within a desert hag’s lair, especially during combat, the hag gains additional skills and abilities to use. Most desert hags are elders who can use more powerful variations of these abilities. These events can occur on initiative count 20, losing ties. Only one effect can occur at a time. � The hag can cast Mold Earth in her lair. � The hag can cast Earth Tremor within 30 feet. � The hag can cause water to dry up. A more powerful desert hag may also perform the following: � The hag can cast Move Earth. � The hag gains the ability to move through earth, stone, and sand at will while in her lair.

Regional Effects During the years of inhabitancy within the great deserts, the magic of a hag slowly corrupts the land around her lair, spreading across her entire domain. The magic transforms what is already a deadly and dangerous location into one of cruel trickery and deadly perversion. The effects spread further time goes on; the older and more powerful the hag becomes, the greater the effects. All or none of these effects can occur, depending on the whims and needs of the hag. � The air becomes drier, the land hotter, and rain less likely to occur, semi-arid deserts turn to hot and dry deserts slowly. � Any vegetation that thrives in the region slowly corrupts the water within, becoming poisonous to eat. � Oases die and turn into toxic versions of their previous selves. Water turns poisonous, vegetation becomes deadly, and creatures are more likely to be aggressive. � The visions and mirages that flow across the land become more common and hostile. Travelers are easily influenced by the magic. 67

4

5 6 d6 1 2 3

4 5 6

A cry is heard away from the party. Every time they lead towards it, it is heard again further away, towards the hag’s lair. Distant mirages show an oasis always on the horizon, leading deeper into the hag’s domain. Vegetation slowly increases towards the hag’s lair, falsely implying a nearby oasis. Defenses A Silence spell lingers on a number of entrance rooms, as the hag has grown tired of hearing her slaves talk. An Alarm spell is placed over the main entranceway. 1d6 giant scorpions lay buried under the sand or topsoil at the entrance door. The party must make a DC 15 Perception to notice their pincers sticking out. A vulture or crow circles the air above the lair. A familiar to the hag, it watches the party with keen eyes. 2d4 death dogs have been tasked to constantly patrol around the lair. Earth, fire, and wind elementals interlock in and out of one another in front of the lair’s entrance. A constant dance of elemental magic.

5

6

A chest containing the treasure of a lost kingdom. The insignia on the coins requires a DC 20 History check to recognize. 521pp, 3526gp, 2140sp, 890cp. (150 pounds of coins in a 50pound large chest.) The coins are cursed, taken from hell. A powerful ice devil knows the locations of the coins. A horn of blasting (DMG pg.174). There is a 1-in-10 chance of it backfiring upon whoever uses it.

Strange Items Hags love corrupting or building wicked items, especially those that can be used against her enemies. These items are rarely straightforward in design or easy to understand. Desert hags use these to gain vision of the land, or to control the terrible weather and people who reside nearby. d6 Strange Items 1 A map contains dozens of strange markings on its surface, throughout the rough outline of terrain that is presumably the local region. The dots on it constantly move, tracking underground Bulettes. 2 Manacles lie in a pile, similar to those attached to the hag’s slaves. They dampens the will of whoever wears them, causing disadvantage on any Wisdom saving throw. 3 A miniature model of a stone cairn. The markings on it are made of pieces that can be swapped out. The toy is a replica of a nearby cairn. When the directional markings on this one are changed, those changes occur on the actual cairn. 4 A pair of googles are covered in black inked symbols, and the lenses covered. When worn, they link to the eyes of a chained halfling who wanders the desert, a slave to the hag. 5 A small pair of six-sided bone dice are found amongst actual bones. The total rolled equals the number of dust devils that rising into the air within 100ft. see pg.xz of the Desert Terrain. 6 An immense diorama of local sand dunes lies in a small glass enclosure. The sand within can be pushed about with mage hand, the actual dunes copying these movements with immense gusts of wind.

Treasure The desert hag’s treasures are bewildering and dangerous. Some hold wondrous magic items or relics, stolen and pilfered from people and places of interest. Others contain natural objects – stone, plant, and bone – misshapen by magic. Some lairs contain effects given or taken from devils below, such as soul coins and wares of hell. The treasure of hag’s lair is rarely worth the price of taking, nor is the hag herself. d6 Treasure 1 Twisted ring of fire resistance (DMG pg.192). The metal is twisted and bites inwards, causing 1 damage whenever the fire resistance is used. 2 1d4 pouches filled with dust of dryness (DMG pg.166). 3 A bag of holding made from halfling skin (DMG pg.153). 4 Corrupted tome of understanding (DMG pg.209). This book increases Wisdom by 2, but decreases Intelligence by 1. 68

The Hag and your Campaign

Rumors and Gossip It is commonplace across taverns and alehouses to hear stories of wild phenomena, unimaginable beasts, and dark devils sprawling across the barren wastes of a desert. The desert hag is easily lost amongst the fray, credited for deeds she did not commit and slandered by ones she did. Spoken by those in desert cities and over the calm waters of an oasis, some stories include: d10 Rumors & Gossip 1 “I heard once that not all of them watering holes should be drunk from. Some been corrupted by evil hags of the desert.” 2 “A ghost town I say, the whole village. As if one day it’s hunky dory, then the next, no ‘by your leave’, no notes, just gone. Whole village. Some places even had food on the table.” 3 “I swear the cacti round here have become more painful. Old man Roger got stung by a barb and lost the whole arm to infection.” 4 “That cloth merchant that came through swore black and blue that he saw an ugly woman leading a dozen chained folk across the open plains. A strange and twisted thing he said. Won’t be traveling that way again.” 5 “The dust devils have been worse of late. Dozens rising at once. It’s not natural I say.” 6 “The lady Ballorn said that she saw a devil rise from one of them slot canyons on her last journey. She’s naught a woman to lie, but still. Scary thought.” 7 “My mother would tell stories of the desert hag. Would say she would come steal me away if I didn’t go to bed on time. Drag me deep into the desert. Old wives’ tale is all.” 8 “The longer you spend in that desert the less it seems strange. The more the crazy becomes the norm I reckon.” 9 “Don’t go eating that peyote cactus, turns the mind to rot.” 10 “I heard the number of them pilgrim tieflings been sighted in the desert has increased. Might have something to do with the old lady of the desert. Though she gives me a bad feeling when she sends one of her folk here.”

Desert hags are loners. All the trouble they go through to gather slaves is to facilitate this solitude, as much as it appears counteractive to that goal. With slaves they can retreat into the depths of their lairs, no longer required to personally hunt down travelers, locals, or even further slaves. As such, travelers rarely deal directly with the hag and her plans are carried out as if she were not involved at all. The desert hag’s plans are like any other hag, to gain power, wield magic, and live a long a full life of misery and torment. The desert hag merely prefers to do this from the shadows.

Hooks and Plots Encounters with a hag of the desert are filled with desperation. The scorching barren plains of the desert are the perfect environment to cause travelers to sign any deal placed in front of them. The encounters will be facilitated by the hag’s slaves or cronies, but it is important not be deceived, as she is always watching and knows the outcome of everything her minions do. � Wind, sand, and dust storms have forced the party away from their path, causing them to become lost within the great desert. As supplies grow thin, one of the hag’s cronies is seen on the horizon. � A great temple of renown is said to hold items of magic and power for any who would brave its depths. Unbeknownst to all, a desert hag has claimed the place as her lair. � A series of oases that were relied upon by local traders have become corrupted. The water has turned undrinkable and the vegetation foul. The source of this must be found. � A small village of dune halflings has gone quiet. No word or resident has been seen from there in nearly a month. The people are now dead or slaves to the local hag. � A slave of a hag has escaped. Burnt and dying from thirst, they stumble across the party, the hag’s cronies not far behind. � Stone markers have been altered, causing the party to be directed away from their route and towards the hag’s lair. A fey creature in need of a dangerous favor awaits their arrival. 69

The Locals By a desert hag’s standards, the term “locals” encompasses many kinds. Unlike for hags of other climates, the closest town in the desert could be hundreds of miles away. The desert hag, more likely than not, has already enslaved everyone she needs ever interact with. The poor creatures that still live are chained within her lair or on the vast wastelands, conducting her bidding. Some locals the hag may continually encounter are merchants and travelers that constantly take routes through her domain. The hag uses them to gather goods, information, or powerful items that are not native to her terrain. When a desert hag does live near a city of stone and sand, or one that lingers by the edge of her coastal desert, she will still interact with them through cronies and slaves. Her true nature is complexly hidden behind the facade of a trading union, thieves guild, or foreign body. Old and wise, the desert hag will be smart in her approach to those that live within her domain, as long as her desire for quiet contemplation is never truly disturbed.

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Wild Forests

tropics. Filled with tangled vines, running water, thousands of creatures, and a diverse plant life, tropical forests are a hotbed of growth and life. These forests thrive on the humid conditions they are found in.

Of all the terrains across the planet, none are as commonplace or as utilized as the forest. Home to people, creatures, and a plethora of vegetation, it is a utopia of flora and fauna with only a touch of civilization a its edge. Forests are found across nearly every biome, with some holding unique varieties of kelp forests or palm oases. While forests are, for all intents and purposes, known for wooded growth, trees, shrubs, and vegetation, the exact definition and terminology is highly contextual to the races and cultures who reside near them. This tome will discuss the most common types of forests found across the realms, and how travelers can best approach them for a safe and enjoyable journey.

Origin and History Forests rise and fall with the movement of the earth, the availability of water, and the hand of civilization. Soil, water, and the sun are the building blocks of every forest. Nutrient-rich earth is needed to grow life, water feeds the soil, and the sun feeds the life that sprouts from it. Forests grow and perish with the removal or addition of these elements. Civilization plays a major role in the lives and deaths of forests, as forests are shorn to make way for cities and roadways. Fire is also a factor, as it naturally occurs every few decades, cleansing the land to allow for regrowth and greater expansion, and for new trees to rise from the ashes. However, forest fires of a more insidious nature can rip across the woodlands easily, razing down civilization and ecosystems in mere minutes. Some forests, especially those inhabited by creatures of old, filled with fey children, ents, and druids, have lingered since the creation of the planet. Their mighty trunks are as old as the mountains that surround them, protected by the arcane powers of those that inhabit them.

Terrain Forests can be divided into three main categories relative to their location. While many share similar overarching styles, vegetation, and basic structure, they each hold unique characteristics due to their corresponding climate and ecology. The thick jungles of the tropical forests, with rivers, high humidity, and insect life, sit differently to the open forests of the boreal tundras, with pine and oak trees, sparse floor vegetation and prowling creatures of the night. Boreal: The frozen poles, the alpine peaks, and the dry tundras all contain vast woodlands of coniferous trees, interwoven with wetland bogs and fens. These forests are known as snow forests, taiga forests, or dark woodlands. The cold climate and high elevation are distinctive factor in the ecosystem and design of boreal forests. They are filled with vegetation and wildlife that adapt to extreme climates and are known for their open floors and towering trees. Temperate: Temperate regions see a wide variety of forest growth. Be they evergreens, deciduous trees, sparse woodlands, thick forests, or valleys filled with oak, elm, redwood, and ash, no two temperate forests are alike. Elven cities are often built deep within these forests, and human kingdoms grow at their edges. Many roads and trails pass through these settlements, connecting them to other parts of the realm. Tropical: Standing opposed to the tall and widespread boreal forests are the dense and enclosed jungles and rainforest of the

Formation Forests form over hundreds to thousands of years, but their corruption and destruction is a much quicker process. The great trees of the boreal forests are ancient beings formed towards the beginning of history, while tropical trees are young and everchanging. Forests form when the right conditions of water, soil, and sun stand the test of time and allow the growth of seeds into saplings, then saplings into trees. Forests can form across nearly every biome with size, shape, and diversity of the trees being reflective of the local environment and the seeds buried deep into the soil. A rough guide to the formation of forests.

71

Forest Type

Average Time (years)

Boreal

500+

Temperate

100-300

Tropical

50-150

Traveling

Vehicles: Where roads have been widened, for traders and armies, it is possible for horse drawn carriages to make their way through the wooded realms. While lacking the ability to freely roam the depths of a forest, carts and carriages allow for the transport of goods and people where it otherwise would be limited. While mostly safe, forests are inhabited by creatures and bandits who would seek to do harm to unwary travelers, carts, slower vehicles, and other easy targets.

Travel through a forest can take the form of a casual stroll, or a tiring battle against nature. They are places where nature is a wondrous sight to behold, or a deadly force to reckoned with. Forests see many extremes of nature, the harsh colds of the boreal or the thick grasping vegetation of the jungle ready to make any journey painful. But for most travelers, the widespread trees, curving paths, and bountiful nature of a forest makes for a pleasure on the senses. Forests ripple their way through the lands of all kingdoms, empires, and domains of civilization. Some are vast wildernesses, while others are conquered for utility and trade. Travelers will commonly encounter simple roads and manageable vegetation, the rare bandit or desperate creature being the only true tests to be faced. But as the darker, denser depths are often the only path to take, it is important to know how.

Uncommon Methods of Travel Unconventional approaches to forest travel are usually reserved for inhabitants of the deep, such as woodland elves and creatures on the treetops. While these methods are inevitable in some locations due to the lay of the land, it is a rare occurrence, with most paths and roads more likely to go around a dangerous place rather than construct elaborate means to cross it. When coming across unique structures or paths within a forest, it is always recommended to consider their age and reliability. There is nothing worse than a walkway collapsing underneath one’s fet or swinging from a vine too late to realize how brittle it is. Vines: In dark and crowded tropical jungles, where vegetation sprawls over and in between every surface available, a dangerous and exhilarating method of travel lowers from many trees. Used by wood elves to traverse rivers, leap gorges, and swing between trees, swinging upon vines is both useful and thrilling. Caution is heavily advised, as falling is a deadly outcome for the less dexterous. Walkways: Sprawling across alpine forests that rise high into mountains, or jungles that climb over riverways and canyons, are walkways and bridges that hang between trees and along the ground. Made of wood, rope, and vines, they allow passage in areas that would otherwise be insurmountable. While some are constructed by local towns or villages, they are more likely to have been forged by wood elves during their long years deep within the forests. These airborne catwalks vary in age and usefulness. Some are rotten and neglected, no longer maintained by those who built them. Others, such as those found in heart of the elven kingdom, are structures of grand design and beautiful construction, still strong after centuries of use.

Common Methods of Travel The most common methods of traveling a forest are seen around the world: on foot, on the back of a creature, or upon a vehicle. Most forests, especially of temperate and boreal regions, will contain paths or tracks to follow, and even if not, they can be easily traversed with maps and a smart navigator. The dense tropical jungles are more difficult to negotiate, with heavy undergrowth and impenetrable layers of vegetation hindering travelers from all directions. Walking: The original, and for many the only, way to travel the world is to simply walk across it. Forests are safer and to walk through than most other terrains, due to many forests containing manageable ground and even pathways. A sturdy pair of boots and a keen eye is necessary when traveling on foot; the ramifications of getting lost are a higher than riding a creature or vehicle. In thick tropical jungles, walking is often the only reliable method of passage, especially where bladed weapons are required to clear paths. Mounts: Where suitable roads or tracks are available, and where the forest is thin enough to traverse, horses, mules, and other beasts of burden are a safe and reliable way to travel. The creatures subsist on the copious vegetation and nearby bodies of water provided to them by the forest. 72

Creatures: Creatures of the woods are used by various cultures and tribes to travel within forests. While not commonly seen they are spotted on occasion off the beaten path. Goblins and halflings are most likely to ride upon the backs of wolves, while tabaxi use great apes as both mounts and guardians to the smallest of their kind. Elk and grand deer are ridden by elves, somehow without saddle or rein.

highly marked by signage and often contain inns or taverns at major crossways. Walkways: As referenced in Uncommon Methods of Travel, walkways are impressive sights within forests. These roads are generally crafted for two reasons: to allow passage over extremely difficult terrain, as seen in jungles and alpine forests; or as structures in elven kingdoms, for travel and passage between the great trees of their domain.

Types of Roads Road Markers

Roads wind their way through a forest, from simple paths made by nomads, or grand expanses built by monarchs for trade and war. Forest paths are only as reliable as the civilization around them. If a township is dilapidated and long abandoned, it is wise to be wary of potholes, bandits, or traps in its vicinity. Forest Paths: Winding between the trees of a forest, worn away by time, are the forest paths that commonly skirt towns and villages that lie within forests. Between remote houses, buildings, farms, worksites, or from one village to another, these paths were stamped down into the soft earth. Some are wide enough to accommodate a horse and cart, while others struggle to fit a child. These paths rarely stray into the wilds for no reason and coming across one is usually a sign that locals are nearby. Hunting Trails: In places where hunting is a major source of revenue, the local forests are riddled with hunting trails used by hunters to stalk their prey. These trails are similar to forest paths but are used far less and are only wide enough for people. The trails often lie between places of habitation and watering holes, sometimes leading to places where game are known to gather. Hunting trails often lack the markers found on larger roads, but hunters compensate for this with decades of knowledge and skill. Kingsways: The grandest of roads to pass within the forest depths. Given many names, especially where a king does not reign, these promenades contain many benefits such as paved roads, guttering, guard patrols, lighting, road stops, inns, and taverns that bring with them the steady flow of travelers and trade. Carving through forests, these roads are wide and welltrodden, made of stone or paving, and frequently traveled by local guards and militia. They are maintained to allow trade caravans and the passage of armies between major kingdoms and cities. These roads are

The road markers of a forest are alike to those found in other locations, with signs and posts littering paths frequented by locals and merchants. Within the depths of a forest, more unique markers, relative to the local clans and tribes that reside nearby, can be found near paths or places of interest. These places often use nature itself to give information or direction to those who need it. Signposts: Signposts are commonly seen along any path through a forest or wood, especially near towns and villages. From simple signs that point towards towns, to large proclamations along a kingsway that show directions, distance, population, stores, and anything else of the author’s fancy. Signs always contain writing at least partly in common, as human kingdoms rely on them for travel and navigation. Tree Marks: Tabaxi who pass through forests are known to leave messages and signs for their nomadic kin. Marked upon large trees, they use intricate cut-work and engravings to pass warnings, directions, and communication between each other. This cant is difficult to learn, but its knowledge can lead to safe passages or hidden wonders. Stone Mounds: Found along seldom traveled forests are mounds of earth and stone along the edges of paths, made by hunters and rangers of the wilds. These basic markers are used to warn of creatures that have caused harm. They are also used to indicate dangerous terrain or unsafe paths of travel. Each mound is made of five stones placed in different shapes: a circle indicates dangerous terrain, a cross represents dangerous creatures, and a straight line indicates cleared danger. As helpful as they are, smart bandits are known to plant fake mounds to trick travelers, so caution is advised. 73

Ecology

Travel Tips As one of the safer terrains found within the realms, any advice for traveling through the forest is bound to be mundane and not often needed. A simple preparation of food, water, and a trusty map are more than enough to facilitate passage in most situations. However, more dangerous forests, these tips may be useful to have on hand. Food and Water: Simple game – such as hare and deer – are typically found within temperate forests. The only caveat to their consumption is that they may be infected by diseases and plagues. In boreal forests water is easily found due to the abundance of snow and ice across the landscape, but game is rarer since they are also the targets of large predatory beasts. Tropical forests are full of rivers and streams, and incredible amounts of edible plants and fruits. Many of these are difficult to discern from poisonous or toxic plants, so knowledge of region is vital for travelers. Weather: Weather is easy to overlook when traveling in forests. Many travelers enter the biome to gather firewood, totally unprepared for the cold or wet, especially in Arctic woodlands. Travelers also fail to be cognizant of weather in the tropics, as humidity and torrential downpours regularly cause people to drop from heat exhaustion or dehydration. Navigation: The peaceful monotony of forest terrain can prove treacherous. Those who travel off road can be turned around when surrounded by seemingly endless identical trees. Especially in great forests where paths and roads are infrequent at best, the chances of becoming disoriented and lost are high for anyone unfamiliar with the wilderness. This danger can be avoided with maps, guides, compasses, and sticking to well-defined trails. If lost, it is best to follow a river’s flow, and not trust any internal bearings with a dissenting opinion. Dangerous Beasts: While forests appear calm and peaceful to travel within, they hide terrible creatures. From simple bandits and wolves to green dragons and giant spiders, the forest holds dangers of all kinds. Forests conceal these creatures in the darkness, from which they may sneak between trees and through vegetation to stalk their prey. The unknowns of a forest are best combated with a keen eye, sharp sword, and foreknowledge, along with the assumption that not everything is as tranquil as they appear.

The trees themselves are the primary factor in the design of forest terrain. Forests are vast expanses of trees hanging over grass, plants, and vegetation, filled with animals, creatures, and the touch of civilization. To travelers the ecology of a forest is as important as the roads through it, as one tends to reflect the other. The forest’s ecology is what separates it from the simpler valleys and plains.

Flora Forest flora forms a diverse and layered ecosystem built on the climate and soil available within the biome. Due to the seemingly unending types of trees present, not two forests ever appear the same. The simplest way to categorize this diversity is through their climate: boreal, temperate, and tropical. Terminology: It is important to note that the terms “evergreen” and “deciduous” refer to opposing types of trees, both of which can contain “broadleaf” and “coniferous” trees: � Evergreen: As their name suggests, these trees grow all year round, and do not shed their leaves no matter the season. � Deciduous: These trees shed leaves, petals, and fruit seasonally, typically in autumn. � Broadleaf: Broadleaf trees have flat leaves that produce seeds within fruit. They are often deciduous in nature. They are sometimes known as hardwoods. � Coniferous: Coniferous trees are comprised primarily of cone-bearing trees with needle-shaped leaves, mainly of the evergreen variety. Also known as softwoods. Boreal: Boreal forests are dominated by large trees of larch, spruce, fir, and pine. Mainly of the evergreen variety, they have adapted to live in colder climates, though a few deciduous types can be found. These trees tend to have shallower roots, and the branches are shaped to shed snow. Smaller plants such as ferns and ramps grow close by, though the cold climate heavily limits the biodiversity. For this reason, mosses, lichens, and fungi are more commonly found than plants. Cotton grass and some sedges spring across the ground, growing thinner as the temperature drops.

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Temperate: Temperate forests are divided into four main categories: 1. Deciduous Forests lie in moderate climates and consist of mainly broadleaf trees, such as maple, oak, birch, aspen and elm. These forests grow flowers, ferns, mosses, and herbs in their rich soil. 2. Coniferous Forests contain needle-leafed evergreens such as spruce, pine, and fir. Like boreal forests, coniferous forests dominate milder areas, particularly places of high elevation and longer winters. The forest floors are filled with shrubs, mosses, liverworts, and lichen. 3. Mixed Forests are where coniferous and deciduous forests meet. They are comprised of a large variety of trees such as redwood, oak, ash, maple, birch, beech, poplar, elm, pine, olive, cork, and oak. These forests have all manners of shrubs, plants, flowers, moss, lichen, and fungi. 4. Temperate Rainforests lie close to tropical regions, with high levels of precipitation and strong climates. Evergreen trees fill these forests with thick shrubs, mosses, and ferns along the ground. Coniferous and broadleaf trees can both be found in these forests thanks to their ability to thrive off the constant rainfall. Tropical: Tropical forests are chaotic with dense canopies, high precipitation, and warm, humid climates. Tropical regions contain the highest proportion of forests in the world, blanketing the land from end to end. Tropical forests are home to both evergreen and deciduous trees, with the vast majority being broadleaf. The trees range between fifteen to thirty feet tall and are compacted with the dense ground floor. Their middle layers filled with a flowering plants, mosses, and ferns. Most tropical forests are dominated by one or two species of trees such as kapok, rubber, fig, gum, palm, oak, tualang, mahogany, and bamboo.

significant value to most communities with everything including hides, meat, and organs used in various crafts and trades. As with flora, fauna is best categorized by climate and location: Boreal: The cold lands are home to the quietest of forest types, with animals with thick hides and hearty constitutions. The creatures here are mostly large animals such as bears, moose, elk, and dire wolves; only birds or mammals such as rabbits and rodents join them. Insects and bugs are rarely found in these forests, and the plants and fruits that they subsist on are unable to grow in the climate. Unlike the tropics, where the creatures can be found all around, travelers in boreal regions might go miles seeing only birds or the distant shadows of wolves. Temperate: Temperate forests act as a middle ground for the extremes of the boreal and tropical climates. Both ends of the spectrum find imitations in their corresponding biomes. On one end are the sparse outer boreal forests, or those upon cold mountain cliffs. On the other, thriving biomes that border tropical climates, or in lands with high levels of precipitation. Within the middle are woodlands filled with wildlife. Deer, rabbits, boars, foxes, racoons, koalas, woodpeckers, snakes, monkeys, owls, squirrels, elk, and countless more roam between the trees in search of water and food. Tropical: Tropical forests are home to many marsupials, insects, mammals, and birds, with the highest percentage of each found within this biome. Bugs, insects, and spiders are prevalent within tropical forests, many deadly to travelers. Most creatures who live in canopies can be found in tropical forests, with monkeys, apes, chimpanzees, and their various kin a regular sight amongst the treetops. Prey: Most animals in the woodlands are considered prey, especially in temperate regions. Large animals are the most common seen on the ground, but a plethora of smaller marsupials and birds are found in the upper canopies. Some prey found within woodlands: deer, elk, moose, woodpecker, owl, finch, squirrel, possum, monkey, baboon, mouse, hedgehog, rabbit, hare. Predators: Predators are encountered rarely in forests, with many preferring the solitude of the wilds over places frequented by travelers. Temperate and boreal forests are

Fauna Forests hold a significant portion of the world’s wildlife, with the tropical rainforests and jungles containing almost half of the life found on the planet. The fauna of the forest ranges in size, from mighty great apes to tiny colonies of ants, with most living on the forest floor or atop the upper canopies. These creatures stay close to towns and roads and are therefore frequently encountered by travelers. Forest life holds 75

The Fey: Cousins to the elves, the fey reside in forests. Be they dryads, pixies, sprites, redcaps, hags or darklings, they spread across forests with magical properties like those of the Feywild. While some fey are amiable – or at least neutral – in nature, many are corrupted or have been banished from their home, a danger to any they may come across. Intelligent Creatures: Members of other races can also be found across the forests of the realm, many more primitive or hostile in their relationship with the rest of civilization. While many originate from mountains or plains, they are frequently found to inhabit forest biomes, taking settlements of other races, or building campsites and temporary lodging. These include orcs, kobolds, goblins, kenku, gnolls, and more.

home to the large apex predators, while the tropics find deadly insects and snakes. Some common predators found within forests: wolf, bear, snake, panther, ape, boar, spider, blight, along with many dangerous insects and creatures of the giant variety.

Residents Forests have repeatedly been claimed by humanoid species to spread their domains across. From wood elves of fey ancestry, to the fey themselves, to human settlements of stone and wood, to nomadic encampments of semi-intelligent creatures, many races and cultures converge within forests. With a nearly endless supply of wood, game, and edible plants alongside natural protection from the environment, the forest is easily lived within and quickly taken advantage of. Wood Elves: Considered to be the original inhabitants of many of the world’s forests, wood elves are a reclusive folk who reside within majestic trees. Living a life of duality with nature, wood elves use their arcane abilities to grow and protect not only themselves, but the forest as well. Only encountered when they so choose, travelers only meet the elves when accidentally intruding upon sacred locations or when lost within their realms. Friendly and warm to those that mean them no ill will, wood elves are known to help travelers in need before sending them on their way. Tabaxi: The tabaxi are a wandering race of explorers often found in the depths of forests, searching for relics and natural wonders. Living within small nomadic communities formed around ancient sites of power or magic, they are always happy to talk, trade, join a campfire or share the road with travelers. A particularly famous tribe of tabaxi are located in the Sunless Jungle, searching for the lost sword named “Living Edge”, a relic of Ohlena, Goddess of Life. Humans: By far the most populous settlements within and around forests belong to humans. With their constant growth and proliferation across the world, humans utilize and consume the bounty of forests like no other. From timber, to furs, to plants, humans plunder the forest for every available resource. Human settlements of every size can be found within forests, from small hamlets to mighty cities, their paths often twirling through the forest along trade routes and roadways.

Environment Forest environments tend to respond to their local biomes. From the sparse boreal woodlands of little vegetation and immense trees to the thriving dense jungles of humidity and rain found within the tropics, the wide variety spreads across the realms. Forests are an environment of habitation and growth, with humanoids, creatures, beasts, and everything in between lingering under the trees, living off the natural wealth that the woods provide. A terrain of high utility, its natural resources, while mundane in many ways, are sought worldwide by nearly all civilizations. However, the forest is a place of tranquility and peace. A place of trees, plants, flowers, and shrubs standing in quiet contemplation. A place of wild animals and beasts wandering the endless expanses. A place where the effects of time are only felt in the sways of the forest edges as they expand and contract at the whims of nature.

Physical Geography Forests are unique in that their shape is not limited by the landscape they grow upon. Like water defines an ocean’s existence, forests are defined by their trees, while physical geography only impinges on the type and condition of the trees themselves. Since soil, water, and light are the only ingredients in deciding where forests may flourish, they are found across many terrains. Forests can sprawl from a mere few 76

hundred feet to miles on end, with the definition between woodland, forest, and jungle often changing with the culture and race of the local civilization. As with many other physical geographies, civilization will happily tear away at the terrain for its resources or to simply control the area, with roads, towns, and cities often requiring wood – the very essence of the forest – to allow construction and growth.

forests covering a third of the planet it is common for overlapping features to be found on climate boundaries. Boreal: Also known as alpine, taiga, or snow forests, they sit within the high altitudes of mountains and on the polar edges of the realm. These forests are comprised of thin topsoil lacking in nutrients to provide any growth for low-level vegetation or plants. The trees are large, and form immense canopies which allow little to no light to pass through their breadth. Boreal forests are mainly comprised of evergreen and coniferous trees, such as pine, spruce, fir, and redwood. Temperate: Temperate forests cover a large portion of the world and consists of various forms. The vast majority are filled with deciduous trees which shed leaves that help fertilize the soil, in turn allowing for plant and vegetation growth. Coniferous trees are also found in temperate regions, especially in locations that match the boreal climate, such as alpine areas. In areas with higher rainfall, broadleaf rainforests occur with greater levels of undergrowth and life upon the forest floors. Typical temperate forests contain only a small variety of trees per square mile, and smaller forests contain even less variation in tree type. Tropical: Tropical forests and jungles lie near the world’s equator. Packed plant life, these forests are wreathed in light and high levels of precipitation. Tropical forests contain hundreds of tree and plant life variations across small areas. They grow exponentially year-round with broadleaf and semi-evergreen trees. Tropical forests are also known to become wetlands due to constant flooding over a small course of time. Jungles, which are rarely conquered by civilization due to their denseness, are more commonly found in the tropics.

Terrain Forest terrain is relative to the shape of the earth. The growth of a forest is usually the outcome of the terrain, not the cause. Forests can be found on mountains, in valleys, on plains. Any physical land can be inundated by trees and plant life if the right conditions are met. Forests grow endlessly across terrains, broken only by water, stone, climate shifts or civilization. Forests hold four main structural sections: 1. Forest Floor: The ground of the forest contains roots, earth and lower vegetation. Here many creatures and travelers tread, and trees and plants blossom. 2. Understory: This section contains shrubs, bushes, dwarf trees, and young trees that survive under the shade of the canopy. This area contains everything that rises above the forest floor that cannot reach the lofty heights above. 3. Canopy: A massive connection of branches, twigs, and leaves, the canopy covers the sky. It is here that the sun beats down upon the trees, feeding growth and providing light to the upper levels of the forest. The canopy holds the dwellings of wood elves and other creatures who swing or fly between branches. 4. Emergent Layer: This final layer refers to the structures that rise above the canopy, typically gigantic trees. They stretch out giant branches into the sunlight.

Classification As forests are classified by location and climate, it is easy to relate this to a general latitude. These degrees are both north and south of the equator. Where the borders of these zones meet, it is more likely that a temperate forest is found:

Types A forest’s type relates to the climate and biome that the forest resides within, with rainfall, soil composition, and temperature determining what trees and plants can grow. This results in forests being divided into three main subsections, that of the tropical, boreal, and temperate climates. These three major types contain unique and varying design, structure, yet share species of trees and vegetation. With trees and

Forest Type Latitude

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Boreal

65-90°

Temperate

25-65°

Tropical

0-25°

Resources

Herbs, Fungi and Plants: Various vegetations are found across the myriad of jungles throughout the realm, sought by healers, herbalists, and alchemists to craft potions and salves. Be it yarrow, hollyhock, simple mushrooms, or lungwort, the list of usable plants seems endless.

The main resource of a forest lies in the trees themselves. Wood is the most used base material throughout civilization, used for crafting tools, walls, homes, and fire. The felling of trees is one of the oldest professions, leading to many forests torn to shreds by humanity. Alongside this base material are the creatures and plants that inhabit the forest, thriving due to the fertile nature of the woods. Wood: Wood is used by people to no end: homes, buildings, fences, gates, weapons, shields, tables, benches, chairs, and beds are but a handful of examples of it use. Its utilization an unquestionably important function in any realm that is lucky enough to access it. Wood is one of the few materials that is moved in bulk (in wooden carts no less) to places where it is rare or in demand, shared by noble and beggar alike. Even with the rise of metalwork and minerals in construction, wood will always be used as a base compound. It is the foundation of civilization. Food: Hunters have prowled forests for game since the dawn of time. Home to hares, deer, and birds, they are an easy place to both find and stalk prey, the dim light and constant trees providing easy cover. Forests are also home to edible tubers, shrubs, fungi, and moss, and in tropical regions fruits and nuts can be found. As plentiful as forests are, it is important to be wary of the danger of poisonous and toxic plants. Pelts and Fur: Forests are frequented by pelted and furred animals – such as deer, wolves, hares, bears, and elk – as well as furriers and tanners plying their trades. This can be a dangerous occupation when prey turns to predator, especially with large animals. Scavengers may also be sprung upon when they fall upon a recently killed creature. Travelers in quick need of furs or hides should fully deal with the creature first, then butcher and store its meat, before focusing on its hide. Resins: Maple and birch trees are regularly tapped for what locals describe as “liquid gold”. These great trees of temperate and boreal forests can be siphoned for their sugary sap, a treat on breads and biscuits. Resin from other trees, such as pine, cedar, and rubber, are used to create adhesives and varnishes, or are used in crafting and metalwork. While most uses of resin are unknown to laymen, herbalist or crafters value them for a multitude of reasons.

Unique Features Trees are both unique and mundane. A single forest may only contain variations of oak and cedar or be filled with a thousand combinations of trees and vegetation. Some rare trees are not found by towns or roads, but deep within forests and valleys. Great Trees: The great trees gain their name from their immense size and bearing. They rise between 300 to 400 feet and spread their branches almost equally as far. Found only in the mightiest of forests, few know of their existence. The wilderness around them is only occupied by elves and woodland creatures. Twisting Roots: Some trees in forests, rainforests, and marshes have gigantic roots and trunks. Those of drier forests have roots that spread across the floor like vines, rising and twisting like waves of wood. Rainforest and wetland trees, like mangroves, stand on dozens of wooden appendages, some large enough to build entire houses underneath. Forest Eye: Like the eye of a hurricane, a forest eye is a place of peace and serenity that right within the heart of a forest. A forest typically has one eye in its exact center or has a few of them across an area when the forest is spread across an oblong or other irregular shape. Bathed in sunlight and soft grasses, eyes are reprisals from the dark depths of a forest and are often used by lost travelers to orient themselves.

Phenomena Forests are places of growth and timelessness. Like mountains, forests stand the test of time. However, instead of a single indomitable peak, thousands of spires protrude out from forests, the army of nature. Where one falls, ten will take its place. These soldiers are found across the world, in nearly every condition or landscape imaginable. Some are thick and strong, others are weak and crumbling, but all stand proud, overcoming whatever is placed against them. 78

Precipitation: Precipitation changes are linked to the latitude of the forest, alongside the general layout of the terrain, with mountains and coastlines heavily influencing the cycle of water. � Boreal: Boreal forests in Arctic regions receive low levels of precipitation, mostly in the form of snow or sleet. The average amount received per year is 15-40 inches (40-100cm). This occurs with high variance, elevation and proximity to polar caps being key factors. � Temperate: Temperate forests receive as little as 30 inches (75cm) of rain while others see almost double that per year. Lateral positioning is an important factor here, with a high variance for land shape and mass. � Tropical: Forests born and fed by constant rainfall, especially during wet seasons. These forests receive at least 80 inches (200cm) per year, many going well over this number when hit by monsoons or storms. Seasonal and climate shifts play a larger role here than in the tropics.

The phenomena, the climate, and the environment that these forests grow from, are a representation of that. They tackle freezing colds, unbearable heat, and tropical monsoons with the relentless drive to grow and flourish. Nature is not the only power at play within these vast empires, magical and arcane forces can also be found here. From the hands of creatures to the touch of gods, the forest is a place of mystery, with hidden kingdoms housing arcane wonders within.

Weather The weather and climate of forests are representative of their local biome. Trees and canopies act as a natural barrier for light and wind causing forest temperatures to sit slightly lower than when under direct sunlight. The rainfall and heat of the tropics creates an environment of high humidity and temperatures, especially compared to the more evenly fluctuating temperate zones. Boreal forests that sit upon and around the Arctic are of a polar nature, with little to no precipitation and constant cold days followed by freezing nights.

Seasonal Changes: Seasonal shifts greatly affect forest temperature and precipitation; temperate forests face all seasons, while boreal and tropical forests share elongated shifts between the dry and wet. � Boreal: While cold and dry climates are the foundation for these forests, they see an annual shift between seasons. These take the form of a short, moist, slightly warm summer followed by a long, dry, cold winter. � Temperate: Temperate forests face all four seasons, seen in the evergreen and deciduous trees spread wide amongst them. Variance is high relative to local climates and biomes. � Tropical: Similar yet opposite to boreal seasons are those of the tropical. With two major seasons this region is largely driven by precipitation, with a long wet season followed by a long dry season. Both seasons are afflicted by warm temperatures and slow climate shifts.

Temperature: Local climates are indicative of what will be encountered within a forest, however, if that information is not available then the following guide should prove to be accurate: � Boreal: Arctic forest temperatures range between -40°F to 68°F (-40°C to 20°C) on average, with the shift between seasons more notable in precipitation than temperature. Temperature here is dependent on how closer to the pole the forest is located, though elevation and wind flow are secondary factors as well. Local variance is moderate. � Temperate: Temperate forests are the most diverse, covering a large portion of the planet’s surface. In general, the temperature ranges from -22°F to 86°F (-30°C to 30°C). These temperatures shift heavily between seasons, with aspects like elevation, coastlines, and other geographical features heavily influencing the climate. Local variance is high. � Tropical: Equatorial forests are the most stable around the world, with year-round temperatures of about 60°F (27°C). These numbers seldom fluctuate and are less affected by the seasonal shifts. Local variance is minimal.

Natural More than any other part of the forest, natural phenomena mostly affect the trees. Whether through their creation, design, or any effects placed upon them, forests can generate tranquility and peace, even from the most violent of founding actions. And 79

while the forest contains many sorts of phenomena, the most common revolve around trees. Internal Fires: When storms spread across the sky, and lightning crashes into the ground, they often reach for a high target to hit. When a strike of lightning is powerful enough it will often tear into a tree and light the trunk on fire. This fire will not begin or spread from the outside, but from within. These fires can burn for days, eating the tree from the inside. The tree’s cold outer layer never catches on fire, creating a natural heater. Dragon Blood Trees: When dragons fight across the realms, and their blood is spilt upon the ground, there is the rare chance the blood will land on a tree seed and be corrupted into a Dragon Blood Seed. These seeds, if not destroyed in their infancy, grow into terrifying Dragon Blood Trees. Their powerful trunks rise branchless to the base of the canopy where they explode outwards like a mushroom to form a canopy of limbs. The branches at the top are thick with tough leaves. Dragon Blood Trees are virtually impossible to fell once they reach maturity at ten years, at which point the bark will have turned to a metal-like substance. Teapot Baobab Trees: Travelers are frequently bewildered by the Teapot Baobab. Located across dry deciduous forests, the tree consists of a tall trunk with tiny branches atop it. Sometimes called “the upside-down tree”, the branches are so few and small they appear like roots, as if the tree was ripped out of the ground and slammed back in, the wrong way up.

represents how healthy prosperous that forest is. When one dies, so does the other. When one becomes angry, sad, or filled with joy, so does the other. Crooked Forest: Said to be where hags first crossed into the material plane from the Feywild, crooked forests are full of wild and mystical evils. These forests spread over many miles, commonly contain wetlands, mountains, and valleys within them. Their name arises from the way that all the trees within them are curved like a bow from the base. Avoided by most of the world, crooked forests are terrible and dark. The sight of a crooked tree is a warning that a swift exit is the wisest action. Black Forests: Found in boreal regions, black forests get their name from the gloomy and silent atmospheres they generate. In places with little light, filled with redwood and pine trees, these forests roll with a perpetual fog and haze, and the dim gray of twilight. Considered neither evil nor good, the quiet presence of a black forest inspires introspection or dread depending on the mindset of those who enter; the slight touch of magic always felt in the air.

Known Conditions and Effects Though less deadly than the wetlands, the forest does contain similar conditions and diseases that smart travelers should keep an eye out for. While conditions like malaria, foot rot, and gastroenteritis are common across many terrains and biomes, those mentioned below are mostly found in forests. Travelers and locals are in constant danger of either direct or indirect contact with these situations, and salvation is not always easy to find. Kyasanur Forest Disease: Transferred by tick bites, Kyasanur Disease is a deadly virus that kills nearly a quarter of its victims. Starting with common symptoms such as fever, chills, muscle spasms and stomach issues, it slowly leads to bleeding and sores. For most sufferers, these symptoms heal after one to two weeks, but others relapse into further spasms of mental disturbances, tremors, and visions before dying by the end of the third week. Inhaling the smoke of burnt frankincense from the boswellia tree is said to increase chances of survival. Onchocerciasis: Also known as “River Blindness”, this infectious disease is spread by flies dwelling in rivers and tropical forests. A parasitic disease, the fly spreads

Non-Natural Many travelers explore forests to satisfy their thirst for mystery and superstition, in both the dark endless depths and the tranquil havens. Unlike other terrains of similar mysticism, forests are found in places with friendly climates and nearby civilization. The magical and arcane phenomena of the woodlands are strange and unpredictable experiences, with good and evil spread about like wildflowers. Ents: As old as time itself, ents are creatures of power, wisdom, and slow reservations. These living trees are seen in various forms, with the treant being the best known. While considered creatures to many, their true nature is more symbiotic with the land, and their connection with the forest 80

the worm to the host, from which it propagates through its body. While initial symptoms include skin bumps and itching, the true damage ensues as the parasite blinds the individual after a month. Difficult to diagnose, the only way to cure onchocerciasis is through powerful healing spells. Poison Oak and Poison Ivy: More of an annoyance than a true threat, forests contain a small number of poisonous plants and trees, all of which are colloquially referred to as “poison ivy” or “poison oak”. Seeping a thin clear layer of sap, a touch on bare skin causes inflammation, itchiness, and rashes. With broad leaves of green and red, they are difficult to differentiate from normal trees and plants without local knowledge. Basic balms of aloe vera often soothe any sites of irritation.

deadly events for beings and creatures that live within and around the area. During the wet season of the tropics, floods from high levels of precipitation are a constant affair, filling wetlands, changing river courses, and furthering the growth of life. The floods also sweep away unprepared travelers and fall upon those in precarious places across rivers and canyons. In boreal and Arctic forests, avalanches and landslides are frequent and deadly. Be it of snow, ice, or cold mud, those caught under an avalanche are smothered and crushed against the landscape. Falling Trees (Widowmakers): A widowmaker is a rotten tree which appears safe from the outside. The name is given because of the sheer number of people crushed to death from cutting, climbing or simply standing below these trees. Widowmakers are found across nearly all regions in many shapes and sizes. Some are hurled over by a strong breeze, while others tip over as a small critter scurries up the trunk. Falling trees are difficult to avoid, as the damage to the tree is often inside it and almost impossible to spot from the outside. Travelers hoping to be safe from widowmakers should remember to test a tree before climbing it or chopping it down.

Environmental Dangers Forests of the world are gentler and kinder landscapes than most, many inviting and friendly to visit. However, they all come with their own dangers and hazards. As with any wildlands, the further away from civilization, and the larger and more bewildering the biome is, the greater chance for the environment to turn against travelers. Navigation: One of the least considered, yet most dangerous, environmental issues is simply getting lost. Every year thousands of people become lost in forests they thought they knew, only to never be seen again. With landscapes that can continue for miles on end, with continuously similar terrain and design, the chances of becoming disoriented away from visible paths is extremely high. Even otherwise pleasant temperate forests, where the climate is kind all year, the monotony of trees and vegetation can lead to confusion and misfortune. Skilled trackers, maps, and adhering to paths is not something even the most knowledgeable of travelers should ever take for granted. Fire, Floods, and Landslides: Whether the rejuvenating fires of the temperate forests, the floods of the tropics, or the landslides and avalanches of boreal regions, the landscape of a forest can be more dangerous than it initially appears. Prior knowledge is the only way to avoid them. In temperate forests, fires are seen as symbols of rebirth and evolution for the woodlands. The burning of plants and trees clears away useless vegetation and provides the soil with nutrients. These however are 81

Hags of the Wild Forests

Age Forest hags are often young, being one of the more common locations daughters will journey to when breaking off on their own. Elder hags intertwine themselves into the local biome, becoming one with nature to increase their powers. As this occurs the land around them warps to the point of becoming a swamp, turning the forest hag into a wetland hag over the following centuries. It is therefore easy to tell how old a forest hag is by how corrupted and swamp-like the local forest is.

About the Hag Found across dense jungles, mighty boreal forests, and light woodlands, the hag of the forest is a young, sinister creature, capricious in nature with a love of the woods. The forest is considered a safe and smart location for a hag to begin her single life, after leaving her mother’s coven. Some stay there for centuries untold, while others leave for different locations within a few mere years. Forest hags are in love with nature and their home, either due to the newness of it all, or because they find themselves attached to the trees and life within. This love, however, is not one of nourishment and evolution, but of destruction and domination, for forest hags desire nothing more than to corrupt the forest to their will, plants and creatures alike. Forest hags are diverse in their attitudes, and in how they interact with travelers and locals. Many younger hags act as their predecessor mothers, aunties, and covens taught them, while others are impulsive and chaotic.

Personality Forest hags, while youthful, strongly desire to replicate the power of their mothers. In many ways forest hags are less influenced by their surroundings than other hags due to the shorter time frame lived within the biome. As a result, many resort to traditional measures, such as corrupting locals through contracts and deals. This is partially offset by the forest hag’s youth and inexperience. Their impulsiveness, rage, and short-sightedness sometimes betray their long-term goals or ability to manipulate those whom they come in contact with. All hags should be feared, treated with careful consideration, and at best, not dealt with at all. However, if any adventurers are wont to trick or fight any form of hag, those of the forest are potentially the weakest.

Names Forest hag names are derived from the local fauna and flora and demonstrates the large role nature plays within their lives. As with all hags they go by the common monikers of “mother”, “auntie”, and “grandmother”, though they are seldom used by forest hags since so many of them are young and new to the world. Some common forest hag nicknames include: Ba-Boon, Barkskin, Branchlimb, Buggy, Crookleg, Dewy, Fernface, Hedgeclipper, Mossleave, Needlenose, Owleyes, Rootrot, Soiltoes, Treetotter, Viney

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Quote “This life of yours is mine. I have taken the power to choose what you do. Taken the power to love what you want in life. Taken the power to control your life. Taken the power to make your life happy. Taken the power to walk in the forest and be a part of nature.”

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Ideals I will spread my touch upon this forest so it will one day become a swamp of delicious disease. I will find a pack of wolves to bring under my sway. I will find a great tree to build a new lair within. I will search for another hag of the forest to form a coven with. I will find a village or tribe to bring under my control. I will find a way to corrupt this forest so my auntie of the valley may join me within its heart.

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Bonds The trees in this forest belong to me, I won’t allow others to cut them down. I have corrupted several ents to watch over my realm and keep me company. A local town sends travelers to me once every new moon, the agreement made in blood. My mother sent me here to make a home of my own, I owe her dearly for all I have. A great green dragon’s lair is not far from my own, we have a deal with each other for mutual protection. My grandmother is a hag of the forest, I will grow to be as powerful as her. Flaws

While the hags appear young, their personas belie their real personalities. Most enjoy having small birds, flowers, or beautiful tokens of the forest on their body. However, the illusion of their appearance masks the death, rot, and decay that are truly there. True Form: A forest hags’ true form is affected by the forest they reside within. Many have knobbly, wrenched bodies, reminiscent of the trees they reside within. Their clothes are ratty and rotten, with pieces of corrupted nature interspersed amongst them. Many of their bodies are merged with flora and other growths. Clothing: Forest hags’ garb are made from both nature and its inhabitants. Many will wear basic green and brown robes, or pelts and furs of bear, rabbit, fox, and wolf. As mentioned, pieces of nature are often woven into the clothing or used as ornaments. Disfigurations: Many forest hags are disfigured in one way or another. From pieces of wood weaving through their skin like thorns, to fungus and earth growing from their feet and legs. Curved bones and bulbous joints appear on their knees and elbows, and their are hair is made of dying vines and crumbled leaves. d6 Disfigurations 1 The hag’s eye has been replaced by an acorn, the skin misshapen and deformed around it. 2 Branches pierce through the hag’s skull like antlers. The wood is dark and sprouts diseased leaves. 3 The hag’s knee is twisted backwards, the inverted bones and joints cause her to drag the leg behind her. 4 Roots and vines grow from the hag’s body in place of hair. 5 Bones of small birds have merged into the skin of the hag across her arms and shoulders. 6 Fungus and earth grows across the hag’s body like a foul rash.

I am reliant on the flower of a rare forest plant to live, not able to stray far from where it blooms. The sunlight burns my skin; only the dense canopy keeps me safe. I have been banished to this forest by my grandmother, so I must stay here for 1,000 years. I cannot stand the sight of elves; their soft skin drives me to rage. A fungal blight has wormed its way through my body, I now find that flames hurt me more than they should, but poison does not affect me at all. I have angered a horde of hill giants that have encroached on the forest, I must plan carefully around them.

Appearance Forest hags a enjoy assuming both their true and false forms. They are quick to adopt a twisted and ugly shape to scare and intimidate when angered, or a young and innocent visage when in need of favors or seeking trickery. Pale skin left unblemished under the shade of trees becomes knotted with growths and woody protrusions. Forest hags, in both forms, love connecting with – and corrupting – nature, and will often have pieces of flora or dead fauna attached to their bodies and clothes. False Form: False forms amongst forest hags commonly feature pale skin, twirling robes, bare feet, and old wooden staffs jutting out with living natural elements.

Playing the Hag The forest hag embodies youth and tradition. She is an archetypal hag who is new to her skills and domain. Typically found on the edge of civilization, and in forests frequented by travelers and villagers alike, forest hags enjoy nothing more than 83

Making a Deal: A forest hag’s deals tend to be curative in nature. The hag, having diseased wells, plagued crops, or struck down herds, will offer antidotes and medicine to those affected. She also enjoys aiding those lost within her realm, especially in the denser jungles of the tropics. As with all hags, the results of these agreements are one-sided in nature, with the forest hag often attempting to form long-term bonds or gain power and treasure. In Battle: Forest hags do their best to avoid combat, using their false disguises as an attempt to act harmless. However, they will resort to violence and anger when their plans fail, lacking the wisdom to improvise or flee. Combat is violent, with the hag attempting to make up for a lack of arcane knowledge and strength with primal aggression.

corrupting nature to their will and influencing people’s lives around their own. Hags who attempt the long con – such as trapping generations of families in debt or manipulating entire towns – are only undone by their inexperience and temper. Older forest hags, many still young in comparison to their kin, are more accomplished in these tasks and are frequently referenced in grim tales over warm hearths.

Roleplaying Forest hags are mixed bunch, filled with curiosity, cruelty, and a lust for power. They are impulsive creatures who yearn to replicate the ways learned from their mothers and previous covens. Older forest hags are more patient and cunning in their actions, willing to use the forest and time itself to bring people to them. Forest hags enjoy manipulating nature and the wild to lure their targets, plague villages, corrupt nature, and cause mayhem and disorder amongst people desiring peace and happiness. This is often done over periods of time, with the hag attempting to bring the townsfolk to her. Forest hags act similarly to their wetland counterparts, but without the finesse or persistence. On the Road: Forest hags regularly interact with hunters, foresters, travelers, and townsfolk who venture into their woods, playing a “little old lady” that lives in the forest, or a young maiden on a wonderful adventure under the trees. A common practice for many hags is to set up the pretense of being a herbalist or wisewoman, selling tonics and food on roadside stalls near villages. Their products are corrupted and filled with slow acting poisons. A forest hag’s interactions outside her home vary; she may deploy complex plots and schemes, but when failure occurs, she will quickly resort to violence. At Home: Within her home a forest hag will be a confident figure, her demure presentation often reliant on why someone has come to her home. If facades and fake personas are being used to draw her victims in, then she will continue them, using magic and illusion as needed. However, should the hag be found out, or attacked for her true nature, she will usually become aggressive and violent. The failures of youth are yet to provide her the wisdom needed to know when to run away or try a new approach.

Encounters Forest hags can be encountered in numerous ways, from forced events to social interactions. The hags are social in nature and enjoy conversing with people, especially if it leads to their misfortune or a new potential victim. The below tables offer a few potential encounters with the forest hag. Combat: Occurring when the hag is in dire need, or when her plans and schemes have gone wrong, the forest hag is aggressive and confrontational in combat. d6 Combat 1 The hag feels that a local community no longer fears her powers and deems it necessary to attack the nearest travelers to teach them a lesson. 2 A device of evil intention has come into the hag’s possession. It requires a blood sacrifice, and thus the hag is in search of a victim. 3 Using blights and awakened trees, the hag attacks any who enter her realm. 4 Offended by a traveler’s refusal to be a part of her schemes, the hag is taking her anger out upon the local town, attacking all she sees. 5 Trying to cause mayhem, the hag is killing any armed person near the village she is courting. The thought of no one to defend them terrifying. 6 A corrupted pack of wolves the hag controls require feeding, those near her domain a likely victim. 84

Non-Combat: Interactions with the forest hag are most commonly out of combat, with the fey creature dealing with locals and travelers to her push her schemes. d6 Non-Combat 1 Seeking magic items to manipulate to her needs, the hag stops all travelers in her false form, offering purchase or enticing deals for their goods. 2 Desiring the collection of owed dues from a local town the hag is searching for strong-looking adventurers. She will approach them in her true form. 3 Wanting people to owe her favors, the hag magically alters tracks within the forest, causing travelers to become lost and seek her aid. 4 In her false form the hag will approach the party to ask about their journey and about any nearby magical tomes or scrolls. 5 The hag will appear in her false form as if recently attacked by an unknown creature. She will direct the party towards local bandits with the aim of causing a conflict. 6 The hag will approach the party in her false form offering them poisoned fruit, to return the following night in her true form and offer a cure, at a heavy price.

Some forest hags are capable and experienced enough to turn their contracts into binding clauses based on the suffering of their victim. The sacrifice of loved ones or personal objects are a delight to any hag that can cause the desperation needed for these events to occur. Manipulation: The manipulations of a forest hag lie in the degeneracy of the local land. Farms are corrupted, water supplies are poisoned, and game is fouled, all needed by the traders and village folk. From there the hag will offer cures and remedies, or unaffected supplies that she had the village bring to her in previously. These goods and cures are at extraordinary prices or riddled with terms and conditions undesired by a rational person.

Common Contracts Contracts are used by forest hags to enforce their deals, the most common pact used by any hag across the realms. Those of the forest, due to a greenness to scheming and manipulation, will use basic and simple contracts, lacking the flair and deceit of their more experienced kin. For hags who are able to craft them, more evil schemes are related to the land and nature, with local towns and villages being the main targets in the forest hag’s sights. d6 Contract 1 A wizard is staying within the local town, conducting research. Too powerful for the hag to attack head on, she desires his notes stolen. 2 The hag requires the removal of a nearby green dragon. She seeks adventurers to take it down, claiming it an evil blight on the land. 3 Annoyed at the tabaxi who crosses her domain regularly, the hag will offer a grand reward should someone hunt down and kill them. 4 A message needs to be sent to the hag mother’s coven which lies within a mountain a few days’ travel away. 5 The hag seeks pelts, organs, and small creatures of the forest, for potions and rituals. 6 Approaching the party in her false form, the hag seeks aid in delivering goods to the town, namely herbs for the preservation of meat. In truth, the herbs are poisoned.

Deals and Danger While often young and inexperienced, the forest hag is still a foe to be reckoned with. From her aggressive reactions in bad situations, to her schemes and plans, many villages and travelers have fallen foul to the evil creatures, underestimating the powers they hold. Deals with hags should always be avoided, even those with simple costs. They should especially be avoided where the cause of the dilemma appears to be founded in nature, with the hag often the culprit behind plague or pestilence. The Fine Print: Forest hags use contracts and deals to gain power and knowledge. Some seek information, others objects of power, others tomes and spells of arcane might. They also use their deals to have locals conduct mundane tasks they have little wish to perform, such as bringing animals or supplies to their lairs on a regular basis. 85

Stat Block

Covens and Cronies Covens are rarely joined by forest hags, many having only left their mothers’ covens in the last century or two. Covens are sometimes formed when hags feel too weak to deal with powerful creatures, or when seeking revenge on towns or villages that have failed to uphold their end of a bargain. The covens that do form share a strong bond, with many forest hags reliving fond memories of their original coven. They also know that their powers need to be supplemented with those of others to achieve certain goals. The cronies and minions of a forest hag are typically the simple creatures and beasts of the forest that have been tamed or corrupted into the hag’s service. Some forest hags have more intelligent slaves or servants, but this knowledge clashes with the persona they hold with locals. d6 Cronies 1 2d4 poisonous snakes roam the lair. 2 1d4 awakened trees sit idly a few dozen feet from the hag’s lair. 3 1d6 giant wolf spiders nestle about the hag’s lair, hidden under furniture and rocks, and in trees. 4 2d8 twig blights, appearing as dry wood, lie amongst the hag’s home, inert unless called upon. 5 A local elder has been enslaved by the hag, hidden while the hag is acting innocent in her false form. 6 A giant boar patrols the forest lair at night, its huffing and grunting can be heard in the darkness.

Forest Hag Medium fey, chaotic evil Armor Class 17 (natural armor) Hit Points 102 Speed 30 ft. STR

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Saving Throws: Wis +4, Cha +5 Skills: Stealth +4, Persuasion +5, Decp. +5 Senses: darkvision 60 ft., passive Perception 14 Languages: Common, Sylvan, Infernal Challenge: 3 (700 XP) or 5 (1,800 XP) when part of a coven Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: dancing lights, minor illusion, vicious mockery 2/day each: shatter, hold person, gust wind 1/day each: control winds, control water Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells but must share the spell slots among themselves: 1st level (4 slots): thunderwave, entangle, charm person, goodberry 2nd level (3 slots): hold person, locate object, spike growth 3rd level (3 slots): plant growth, dispel magic, conjure animals 4th level (3 slots): polymorph, conjure woodland beings, blight, speak with plants 5th level (2 slots): insect plague, contagion 6th level (1 slot): bones of the earth Actions Claw (Hag Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d8+3 slashing damage Change Shape. The hag magically polymorphs into her false form, or back into her true form. Her statistics are the same in either form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Strange Magic In a lair filled with plants and creatures, hides and body parts, a plethora of devices magically infused can be found. Often still learning and expanding their arcane knowledge, the forest hag will test new spells and magic upon objects and creatures, the twisted remains dangerous to all but the hag. � Produce Flame (PHB pg.269) � Entangle (PHB pg.238) � Beast Bond (XGE pg.150) � Animal Messenger (PHB pg.212) � Barkskin (PHB pg.217) � Spike Growth (PHB pg.277) 86

The Hag’s Lair

occur on initiative count 20, losing ties. Only one effect can occur at a time: ● The hag is able to summon 1d4 wolves to her side. ● The hag can cast Misty Step. ● The hag can cause trees to collapse (DC 14 Dexterity saving throw, 2d8 bludgeoning damage, half on save). A more powerful forest hag can perform the following: ● The hag can create 1d4 awakened trees. ● The hag can cast Plant Growth.

The forest hag’s lair is one of amalgamation and the feverish desire to learn and grow. From captured halfling burrows to the stereotypical cottage of an elderly wise woman, the hag will lie within the forest’s depths, spending her first years alone in search of power. Many only broken from their covens over the preceding decades or centuries, they will fill the forest with schemes and machinations to become more like their foremothers, attempting to forge new magical items and potions, and gather power and knowledge in all forms. These desires are always in conflict with their lack of experience and wisdom; their captured homes and dangerous items reflect this.

Regional Effects Forest hags, like others of their kind, slowly corrupt the natural environment around them. Trees become malformed, their bark turning black, with rot and disease spreading across them. Vegetation dies away, withered with blight and corruption. Pools of water turn fetid and poisonous to drink, the waters spreading as the ground become more porous. If a forest hag dwells uninhibited within a forest for long enough the corruption will cause the area to slowly form into a wetland. These effects can all occur, or none can, depending on the whims and needs of the hag, and the length of time she has spent within the forest. ● Plants and trees die away, rotten and diseased on the inside, often at a rate of ten feet per year the hag lives in the forest. ● Darkness seeps beneath the canopies above, the light that should pierce the branches unable to do so, turning shadows long and frightening. ● Food turns rotten almost instantly, none lasting longer than 24 hours. ● Creatures and animals are angrier and more aggressive, many more likely to attack than run away.

Lair Types Forest hags build their lairs within the heart of the forest, bending trails from main roads and villages into their clutches. The most common lairs are simple cottages or homes, or something integrated with the natural makeup of the land, such as giant trees, caves, or burrows in a hill. Forest hags are happy to copy the homes of locals, even stealing the homes of those easily removed from the area. ● An immense tree has been carved into, the hag’s lair twisting up its inner bole into the canopy above. ● A simple and classic cottage in a small glade within the forest’s depths. ● A burrow on the side of a hill, the design similar to those seen in halfling settlements. ● Within the side of a small rocky bluff, where the forest meets a rising mountain, a deep cave lingers inwards, a door and facade built at the entrance. ● A series of wooden platforms and stairs lie between trees, similar in fashion to those built by woodland elves, the hag having appropriated the home a few years prior. ● A shack that is barely discernible within the forest, mostly buried under the land.

Lair Traps, Lures and Defenses The lairs of a forest hag are typically recently constructed or taken from local inhabitants, with most lacking the elegant design of century-old homes built by other, older hags. As such the traps, defenses, and lures made by the hag also tend to be mundane in fashion. Many are noticeable and avoidable by experienced travelers.

Lair Actions When attacked or intruded upon, forest hags are able to use a number of additional abilities that they have come to learn over time. Since many forest hags are so young, it is rare to find one powerful enough to perform the greater feats. These events can 87

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Traps A spike trap lies under the entrance. Players must make a DC 12 Dexterity saving throw or take 2d4 piercing damage as they fall 15 ft. into the deep trap. The entrance to the lair is covered in a thin layer of poison, whoever touches it is poisoned for 1d4 hours. Toxic mushrooms grow about the lair, if disturbed them emit a noxious dust that causes 2d4 poison damage. A hidden trap floor lies near the entrance to the lair, falling in sends the victim below the lair into a cage. DC 15 Perception check to notice it. An arcane symbol of the hag is carved into the front door, any who have come to the house to do her harm must make a DC 13 Wisdom saving throw or take 2d8 psychic damage. Tripwires with spikes are located between trees and within the canopy around the lair. DC 14 to notice the wire. When triggered players must make a DC 13 Dexterity saving throw or take 2d8 slashing damage. Lures The lair is an illusion, with a more evil and twisted building lying underneath. The beautiful home that appears looks warm and inviting. DC 15 Insight check to see through the arcane trickery. A trail of candies line the path to the hag’s home. The candies are delicious, and players must make a DC 12 Constitution saving throw to not desire to eat more once one has been fully consumed. A woman is sighted in the distance, the hag in her false form, slowly appearing in the shadows to draw people towards her lair. Roads twist and turn within the forest, all leading towards the hag’s hut, those that don’t are overcome with vegetation and plants. A cry is heard, a child being attacked by a bear. The cries lead towards the hag’s lair. Wolves will hunt the party, always on the edge of their vision, pushing them towards where the hag desires.

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Defenses Crows circle the lair, their eyes used by the hag to spy upon those who enter her realm. A series of windchimes line the path towards the lair. anyone passing them causes them to ring loudly. 2d4 giant wolf spiders are buried within holes in the surrounding grounds of the lair, ready to spring upon any who try to approach. A treant watches over the hag’s lair, a deal made to guard it from intruders. Carved skulls and bones are attached to wires hung from trees leading to the lair. Their appearance causing Fear upon those who see them. DC 12 Wisdom saving throw. Vegetation grows heavily upon paths that lead into the hag’s lair, obscuring light and any form of easy entrance.

Treasure Forest hags, more than others, are interested in the collection of relics and magical items, hoping to learn and grow in power from the devices, or at least use them for protection. As with many hags, they gather these items through contracts and deals with locals and those who travel within their domain. As some hags may have only inhabited the area for a few decades or centuries, their collection of goods may be vast or small. Either way the hags are quick to use these items, or take them from those they meet. d6 Treasure 1 A carving of a tree acts as a +1 spellcasting focus, however gives disadvantage on Religion checks. 2 Cursed Ring of Spell Storing, the spell has a 50% chance of failing on use, potentially backfiring on the caster. 3 A +1 quarterstaff, the wood dark black with a rotten repulsive smell to it. 4 A Bag of Holding, the skin made of human flesh. 5 A vial of Wyvern Poison. 6 A Cloak of Poison Resistance.

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Hooks and Plots

In the attempt to grow their magical prowess, forest hags will constantly invent, use, and discard strange items of arcane mystery. These items frequently backfire on not only those who use them, either traded with or given by the hag, but upon the hag herself. Many hags are too inexperienced to notice when they perform intricate or powerful spells incorrectly. These items often relate to the natural surrounds, with many relating to the locals and their place within the hag’s schemes. d6 Strange Items 1 A 9-inch wand made of crooked oak. When a spell (above cantrip) is cast, the spell fails and wild magic occurs. 2 A pair of goggles lay forgotten in the room, when worn they give the wearer +1 to Perception, however blind the person while in full sunlight. The lenses look like the eyes of a drow. 3 A bunch of apples lie within a thin wooden basket. The apples appear perfect and juicy, red as blood. However, even a bite gives the consumer the effects of Bestow Curse. 4 A blank scroll lies rolled up. When unfurled, and the correct word is spoken, it reveals all animals and beasts within 100 feet. The scroll is a patchwork of elven skin. 5 A vial holds 10 pinches’ worth of black salt. When sprinkled it clears a 5-foot area of all vegetation, killing it. 6 Four dried branches form a small cross 10 inches wide and tall. If broken they cause all plantlife within 100 feet to rot instantly.

Most stories that involve forest hags will come to a party’s attention through the interaction with her victims, be that while they stop over in towns, or hear of the creature’s foul deeds under hushed breaths. The hag may also be encountered when traveling through forests, though often only when the hag deems it needed. Some events that could lead to these meetings are: ● Plague has overtaken local farms. The villages fear the hag is the cause but are too scared to confront her. ● The forests near a heavily occupied lumbering site have begun to wilt and die, the sites becoming corrupted. The foreman needs answers before all the woods are destroyed. ● A small village has had children disappear. A local tracker has followed the tracks into the forest, but the path dies within a few hundred feet each time. ● A woman has begun appearing in town offering herbs and medicine at the market. The mayor is suspicious of her true nature and wants her investigated. ● Requiring help gathering rare ingredients and materials, the hag approaches the party in her false form. She quickly claims to be a herbalist. ● A local game hunter has noticed that animals are being found dead within the forest, with no obvious cause.

Rumors and Gossip Behind hay bales and pitchforks, in small taverns and inns, and around campfires that dot the countryside, tales will be heard of the forest hag and the strife of nature she causes. Villages and towns at the edges of a forest are filled with warnings of ill-fortune for those who have dealt with or underestimated the old woman of the woods. d10 Rumors & Gossip 1 “I’ve been using them herbs that the wise woman from the forest gave me. The ones for my rash, cleared up real good. Though now I’ve been getting the shakes real bad.” 2 “Farmer Coster said that he’s lost six cows this month alone to plague. Can’t work it out for the life of him though. Nothing like anything anyone has seen before.”

The Hag and your Campaign Forest hags are one of the most commonly encountered across the kingdoms. With the spread of forests all over the world, and the hag’s constant interactions with local towns and villages, their deeds are well known. The youth and prevalence of forest hags, and their attempts at replicating the foundational values instilled by their familial covens, place them at the forefront of interactions with adventures and travelers at large. It is not uncommon to pass through any forest and encounter a forest hags, or those affected by them. 89

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“They say that the Crawley boy went chasing that hag into the forest. Old Barbenous was claiming that the boy said she looked like an angel. Ugly as hell when I saw her.” “I think the winds have turned bad around here. The crops are dying. The animals too.” “I’ve noticed a change in the animals lately, ones I’ve never seen bare a fang, going wild. Killing each other over scraps.” “Word at the tavern is that the Miller has gone to his lordship for help over that evil hag. Been gone a bit long though hasn’t he?” “It’s said the last mayor made a deal with the hag woman when we had disease come through a few years back. Now he’s hit the mud permanently, I wonder what will happen to us.” “Got in an argument once with that woman who sells fruit. Funny thing is I can’t remember what it was about. Like my mind went blank after.” “That cottage in the forest is a bit weird isn’t it? I could have sworn a few years back when I last saw it that it was all run down and rotted away.” “I heard the Potter twins have gone missing. Weird set of circumstances.”

The Locals Forest hags are surrounded by all folks, races, and civilizations. From the Arctic gnomes that live near boreal forests, to the woodland elves that weave through great jungles, to the humans that swarm settlements across the world. The most common people found near the woodlands that the forest hag inhabits are from small towns and villages. These are rural farming communities, places that rely on the forest for trade commodities and their livelihood. These places act as the perfect foil for the hag’s schemes with minimal oversight of armies and militia, and plenty of people who rely on the nature the hag so easily corrupts. Some locals have communal relations with the hag, offering inhumane and terrifying sacrifices for protection and aid, while others live in constant fear, at the mercy of the hag’s latest foul deeds.

90

Upper Ranges

Mountains: Mountains are monumental landmarks known to all who live on the planet. They are the crust of the world, made of stone and earth, pushing into the heavens. They hold defined peaks and summits and are easily recognized in comparison to their local surroundings and smaller hills. Highlands: Highlands are a combination of the above. They are regions of undulating hills, sharp-faced plateaus, and sprawling mountain ranges. They rise into the sky, above the valleys and plains that surround them. Highlands can be enormous areas that cover thousands of miles, or small regions that surround coastlines or large peaks. Throughout this chapter, the term “highlands” will be used to refer both to hills and plateaus, unless specified otherwise.

Slithering along coastlines, rising from empty grasslands, biting through immense forests, and cradling civilization are the Upper Regions. Encompassing mountains, highlands, plateaus, and simple hills, they dot the surface of the world both above ground and below the ocean, reaching into the skies like a spear desperately hoping to pierce the heavens. These places cover all bounds of the world, from the Arctic Circle to the most inhospitable of deserts and are often as old as time. They hold exceptional ecosystems and phenomena that are both part of and separate from the local biome. They offer challenging pathways and endless riches for those who dare travel the heights and depths. Mountains and their surrounding lands hold significance in nearly every part of history, from being homes to various races and creatures, to offering the raw materials that build cities and spread civilization, to contributing to ecosystems and water cycles that feed rivers and lakes around the world. They act as landmarks to the world and as proof to the might of mother nature.

Origin and History The Upper Ranges are old pieces of land, many sharing long histories that rival the deepest oceans and wildest forests. As many features of a biome form through the movement of the earth, their age can often be estimated by the stature of its tallest peaks. The mightiest of mountains date back to the dawn of the world. Some highlands are formed through magic, and the manipulation of great powers. Others through historic battles that ravage elevated landscapes, leaving behind scars in the earth that slowly form into rolling hills and twisted highlands. Volcanoes are involved in the histories of some highland areas and mountains, from a more tumultuous time of creation. In history books, their eruptions are associated with the gods or the destruction of entire cities.

Terrain The highland regions, the mountain ranges, the unending hills, and the staunch plateaus are the four main components of the Upper Ranges. They connect, stand alone, and sprawl about the world in a cascade of shapes and sizes. While the differences and classification of each may not always be obvious, they each have a unique and interesting story to tell. Hills: A hill is recognized as flat ground that has elevated, often in a less than distinctive manner. These extremely common bumps are noted by their rounded exteriors, relatively low altitude, and plain features. Hills can appear anywhere, from a single rise on a flat field, to dense regions in highlands surrounding a mountain. Plateaus: Often running parallel with fault lines, mountains, and highlands, plateaus are raised pieces of flat land. While similar in formation to hills, plateaus are distinct in appearance and nature, with substantial cliff faces or sharp inclining land surrounding them. Plateaus are frequently the highest flat surface found in the world.

Formation More than any terrain, mountains and their smaller kin are exclusively formed by the shifting land. While hills and plateaus can be crafted and altered by various creatures, this is nothing in comparison to the power of nature. Tectonic: Most mountains and highlands are formed over millions of years by the movements of the land below. As the enormous tectonic plates crush against one another, pressing the planet’s crust up above ground. This forms mountains, plateaus, and all highland regions. These 91

shifts lead to volcanoes, fold mountains, and block mountains alongside altered terrain of varying elevation. Volcanic: Some mountains are created from the continual eruption of immense volcanoes. As magma and rock are ejected into the air, they accumulate upon the sides, pushing it higher and higher. This leads to the creation of highlands, with the damage done to the terrain modifying its initial layout. Uplift: Little is known about how some mountains and hills grow when they sit away from the fault lines of the planet. Geomancers theorize this is due to incredible pressure building up under the earth surface, exploding upwards, not unlike volcanoes. Adherents of the mystical attribute it to the gods. Erosion: Erosion is a major factor in highland elevation. Wind and water can devastate nearly any surface if given enough time, sweeping aside stone and earth over years. While erosion can do little to create these landmasses, it certainly does shape and destroy them. In some situations, erosion causes wind and water to carve into the earth, forming plateaus. Against oceans, and where the earth has been torn asunder, the land is further cut at until a plateau appears in its bold form. Some plateaus are independent pieces of land sitting completely above the encircling landscape, others lie at the edge of the landmass, the borders between them can often be vague. Gods: As with many terrains, the hands of the gods play a fast and loose role in the creation of the Upper Ranges. Some gods utilize them as stairways into their realms. Some gods obliterate them in fits of rage and malice. Some gods treat mountains as shrines, an effigy to their might and power. And some gods think no more of the Ranges as obstacles to be destroyed.

to reach mining camps deep within a hillside, a city that borders its edge or embraces a plateau, or because it is the only route through an almost unassailable mountain range. These journeys can be simple affairs requiring only a few days of hiking, while others can be treacherous treks through ambush-laden hills, unfathomable drops, and tiringly endless inclines. With a bit of advice, luck, and planning, mountains and highlands can rescind their reputation of danger and desolation, and rightfully be seen as a wonder to traverse.

Common Methods of Travel The most common methods of navigating the Upper Ranges are slow, meticulous, and planned. This is due to the danger and difficulty of many highland and mountain routes. Those who charge across the unknown or attempt to climb the impassable are rarely heard from again, their crushed bodies and skeletal remains a harsh reminder to stay on marked paths. Walking: The slow humdrum of the common man. Walking is, and should be, the preferred method of crossing highlands and mountains, especially those left untouched by civilization. Walking gives travelers the time to judge the sometimesquestionable ground below them, and to avoid dizzying vertical drops. In their basic nature, walking a path has likely been tread before is reliable evidence that it is safe. Commonly traversed mountains and highlands have paths that are extensively used, marked, and ideally, patrolled. These paths can be a mixture of dirt trails or stone roads, and should be stuck to, especially in places above ground level. Chance of Finding a Path

Traveling “Up and down, up and down, and hopefully at a slow pace”. This adage is chanted by many who travel the rolling hills, twisting cliffs, and dangerous falls of the Upper Ranges. This unique biome appears in various forms around the world. Passing through it is made no easier by this fact. Travelers are commonly seen exploring the mountains and highlands of the world, be it

Path Difficulty Easy Medium Hard 10km

70%

20%

10%

Distance from

25km

50%

30%

20%

Civilization

50km

20%

40%

40%

Climbing: Climbing should be done by those with experience, strength, and no other recourse to reach their destination. Rarely will travelers encounter a simple sharp hillside or plateau a dozen meters high, but 10,000-foot mountain peaks, and miles-long ranges of impenetrable stone. These are obstacles any sane and inexperienced traveler should avoid. 92

Mountain Goats: Found across highlands and mountain slopes around most of the world, the mountain goat is a tough, strong, and dexterous breed of animal. Used by gnomes, halflings, and even some dwarven clans, these beasts can be found to leap their way up inclines exceeding 60°. An amazingly useful mount on sloping terrain, they are nonetheless hard to train and difficult to manage. Most are raised from birth to handle riders, with those of the wild variety more likely to attack or flee than let someone near them. Gliders: First crafted by eccentric gnomish inventor Wadnic Goosefeather during a period living amongst the Skyfall Dwarves, gliders can be seen soaring between perilous heights, piloted by the strong and daring. Crudely described by cynics as “a bicycle with wings”, these devices connect spokes and chains from foot pedals to wings of leather and silk, with the pumping of the rider’s legs helping it rise above the clouds. Best used from an elevated height, gliders are used to launch from the highest accessible point on a mountain slope, to then circle its more hazardous areas, and reach its far side. Rare to find, expensive to buy, and hard to use, they are not commonly seen or utilized outside of a few plateaus in the Tempest Mesa. Arcane Pillars: Built and infused by druids of Thear, God of Earth, many mountains and highlands hold these pillars. Intricately carved grey stone rising eight feet to a rounded peak, with three circular tunnels carved through the center. The pillars can be activated by the placement of small gems into the sockets, causing everyone within fifteen feet of the pillar to be transported instantly to a corresponding pillar, often on the other side of the mountain or highland. The magic behind the pillars has been studied for years without any progress into discovering how they function, if they can be realigned, or what they are made of. The stone is impervious to nearly all damage.

And yet, climbing is still a popular means for travel, as the desperate and brave will always do as they see fit. If climbing the heights of a mountain is required, preparation is key. The right gear, a planned route, and local knowledge are often the difference between traversing a summit and being left a broken mess on the ground below it. The Canyon Depths, chapter.xyz, pg.xyz discusses climbing inclines in detail, with related useful information for all who require it. Tunnels: Where the hands of civilization have touched mountains and plateaus, tunnels can be found to help traverse the difficult inclines commonly found. Tunnels often come in two forms: those used for traversal, and those used for mining. Tunnels are frequently the result of desperate rulers needing to reach destinations quickly, likely with significant forces of soldiers. They are also built by trading companies looking to increase profits by removing vast travel distances. Tunnels built by workers and funded by the rich and noble are direct and simple measures built with the goal of passing specific areas of the Upper Ranges as swiftly as possible, and as such are heavily predetermined. The other main tunnels are the providence of miners. These tunnels wind their way up, down, left, and right, through hills and mountains, led by veins of gems, ores, and minerals. Some are still filled with miners plundering their depths, and others are abandoned complexes recaptured by nature and creatures alike. Size of Mine

Chance of Exit at Desired Location

Small

10%

Medium

25%

Large

40%

Uncommon Methods of Travel Several mounts and vehicles are used by people to cross undulating highland terrains and mountain peaks. Beasts like the mountain goat require years of training, with many only used by locals and skilled adventures. Other more mechanical or arcane methods are simpler to use and require less experience, though the outcomes are likely just as dangerous.

Pillar Connected To:

Mountain

Highland

Peak/Highest Point

40%

20%

Opposing Side

40%

30%

Center of the Area

20%

50%

Types of Roads Paths wind their way across highlands, weaving around hills and plateaus as they skirt mountain edges. Where possible, they 93

rise to meet tunnels and paths that cut through rocky peaks in the safest and quickest way possible. Some rare mountain heights have bridges and ziplines connecting roads through the air, as perilous as this may be. Roads: Many highland and mountain regions house cities, farms, mining camps, and may other hallmarks of civilization. With people and industry comes the use of roads; the Upper Ranges are no different to many terrains in their utility. Cobblestone, paved tile, hardened stone and dirt, and many other varieties of stable roads can be found in this biome. The closer a road is to a settlement, the bigger, cleaner, and safer it will be. The major difference between the Upper Ranges and other biomes is the winding nature of the roads, as most are unable to take direct routes without cutting into significant hunks of land. This has of course led to many roads being interwoven with tunnels and bridges, with many hills just as painful to go through as around. Tunnels: As mentioned in Methods of Travel, tunnels form in multiple ways. As a type of road, they are often connected with merchant or military needs, having been paved by rulers and guilds. Fortunate travelers will find roads to safely lead them to their destination, while others are just as likely to be taken on a meandering crosscountry tour they were not expecting. Tunnels also come with the added dangers of cave-ins, bandit ambushes, and hidden creatures in the dark. A sharp blade, a bright torch, and heavy numbers are good deterrents to any that would impede honest travel. Bridges and Ziplines: Some roads on highlands, plateaus, and mountain ranges are interwoven with bridges and ziplines. Made of stone, wood, and iron, they connect opposing bluffs, cover deep gorges, and help skip impassable and dangerous terrain. Their availability, like tunnels, is heavily reliant on locals or nearby cities, though old bridges of past civilizations can still be found standing abandoned across the wildlands. Climbers’ Paths: Residing along steep paths and mountain expanses are the socalled “paths” of climbers. A combination of actual stone, dirt paths, stairways, rocky inclines, hand markings, and climbing rivets, these are the courses taken by those who pit themselves against the more extreme locations of the Upper Ranges.

These routes are often marked by stone cairns near their entrances, and horizontal posts further on, as the traversable surface shifts from below to in front of the traveler. Climbers’ paths are notoriously dangerous, especially in the upper reaches, with many lacking any form of safety or recourse if things go awry.

Road Markers As with most terrains that travelers will encounter, some form of marker will be used to direct people away from danger, towards towns, and mainly, the direction their current road leads. Signposts: Across highlands it is common to find wooden signposts near major roads and near local populaces. Often placed on high hills, sometimes adjacent to the roads around them, most signposts are large enough to overcome the distance placed from the road. Many give directions towards towns and places of interest, with added information on local elevations. Some also warn of dangers, such as rockfalls, sharp inclines, or bogs and fens. Stone Cairns: Stone cairns are regularly found near mountain and plateau edges, as there is plenty of stone nearby to build the structures. In the Upper Ranges they are often used in the same manner to signposts. Specific placements of stones have specific meanings. Some rangers use the stones to indicate traversable heights on nearby areas, with every major stone stacked above a signified mark indicating one hundred feet of elevation that can safely and easily be traveled. Horizontal Posts: On mountain walls, tracing along climbers’ paths and some normal passageways, these horizontal posts protrude out at a right angle from the mountain side. Smashed in at points between stone fissures, they not only act as a signpost for travelers, but as a hitching point for those in need. The information marked on them generally refers to location, paths, and danger, written in short script. Made of metal where possible, they are a solid two-by-four inches that push out of the rock at least two feet. These design standards are upheld by most dwarves, rangers, and adventuring guilds across the realms, as the most common people to place and maintain them. 94

Travel Tips

tunnels are fragile and archaic in their construction, ready to collapse at the slightest change in pressure or when the wrong spell is cast. Caution, or the advice of a reputable dwarf, is the best course to avoid such pitfalls. Up vs Down: A common piece of advice given in hilly locations is “Avoid up. Care for down.” Taking longer exaggerated steps uphill and short concise steps downwards leads to less stress on the body and a lower chance of falling and being injured.

The Upper Ranges can quickly become a dangerous and deadly biome to traverse. From poorly maintained passes and roads to environment dangers, to extreme heights and vast drops. The Ranges are the final resting place for haughty travelers who thought to overcome the arduous terrain unprepared. The following suggestions should help any who enter this domain; environmental dangers are listed further on. Fuel: Depending on location, available fuel sources can vary heavily. In the outer realms, fens and bogs are likely to be encountered in highland passes, where peat is the best option for fuel. Temperate and tropical regions provide trees, brush, and moss to use. The biggest impact of fuel, especially vertically inclined locations, is by its volume. If climbing is required, and a significant altitude reached, the temperature drops can be quite substantial. Carrying tools to start and hold a fire are important to survive freezing nights, and to cook meals that warm the belly. Climbing: Climbing is generally covered throughout this tome. However, a point to be made in the Upper Ranges is the apparently unending aspects to it. While navigating canyons, the Arctic, deserts and nearly every other terrain can involve some form of climbing, it is nowhere as crucial as it is in the highlands. The countless hills and mountain ranges can quickly fatigue those unprepared for such a grueling trek. A basic assumption is that any altitude change increases the difficulty of the journey by around 50%, regardless of any downhill slopes. Falling: Falling is an inevitable outcome in the Upper Regions. Hopefully for most it is a simple, clumsy, amusing trip off a rock or tumble down a hill. For others, it is a sharp decline and deadly halt. All precautions must be taken when falling is a possibility, from rope, to hooks, to proper footwear. Travelers who find themselves plummeting should try and go limp, relaxing the body. While this piece of advice is incredibly to implement in the moment, it is known to lead to less serious injuries if achieved. Some climbers even use the relaxing effects of alcohol as an excuse to drink on the journey; this practice is not recommended. Tunnels: As mentioned previously, tunnels can be deceptive in their utility and safety. While some can be used with no anxieties, others are a likely spot for ambushes, home to dangerous and powerful creatures. Other

Ecology The ecology of the Upper Ranges connects to the life thriving at higher elevations as well as to adjacent biomes. As much of climate is colder and wetter than in the lowlands, the plants and animals here have adapted to survive. While the peaks represent their Arctic companions (some mountain ranges are Arctic in all sense but location), alpine conditions are more like those found on canyon rims. The hierarchy of life zones are an important concept in highland and mountain ecology, heavily influencing local climate and elevation. At the lowest level lie woods and hills, giving way to the lower and upper montane zones, where dwarf trees and plants feed the sparse fauna. Above these levels, the subalpine and alpine zones can be seen, where nearly all life fades away in place of stone, ice, and snow. Life zones are discussed in more detail in Classification.

Flora Similar to life zones, a common pattern of plants, trees, and vegetation is seen across the Upper Ranges regardless of location. The lower regions are home to foothills and highlands, with bogs, fens, dense wooden areas, or grasslands. Higher elevations see this terrain rise into rocky bluffs or thinner woods. Even higher, the trees disappear for lower vegetation such as grasses, flowers, moss, and lichen. At the very top are mountain peaks, where only emptiness resides. Plateau and Highland: These are the lowest areas of the Upper Ranges, most likely to represent surrounding biomes in terms of trees, vegetation, and grassland. These areas are temperate in nature, forming bogs and fens in locations with a history of heavy water cycles. Grassy plateaus are common 95

Prey: Kashmir stag, spotted deer, wild sheep, jackrabbit, antelope, yak, squirrel, shaggy horn wild ibex, red panda, sheep, alpaca, chamois, chinchilla, owl, kestrel, hawk, eagle, buffalo, reindeer, mountain goat, hare, badger, fox. Predators: Snow leopard, lynx, bear, coyote, wolf, direwolf, hippogriff, roc, harpy, bulette, ankheg, umber hulk, korred, giant worm, earth elemental, giant spider, boar, lion, griffon, basilisk, and many variations of birds. Creatures of the Sky: Giant owls and eagles, rocs, griffons, and hippogriffs rule the skies over the Upper Ranges, provided no dragon is nearby to overpower them. Travelers are often perplexed at the sight of these creatures, as they appear to be gigantic birds from a distance.

in Arctic locations, and dense forests are found in the tropics. A significant portion of the highlands is filled with bogs and fens. For more information see The Flooded Wetlands, chapter.xyz, pg.xyz Some common flora found here includes: Black wattle, river rose, honeysuckle, Hakea, tea tree, meadow grass, wood sedge, soft rush, whitebeam, birch, liverwort, hornwort, lady fern, beech fern, reindeer moss, brambleberry. Mountain: Montane ecosystems reside above the highlands, on mountain sides and the gaps and passes between peaks. These areas hold trees that can survive in harsher climates, with heathers, sedges, and grass prominent on the floor. At higher inclines, trees become sparser and many dwarf varieties of plants are found, before alpine climates take control, their freezing conditions being inhospitable to most life. Plant life in mountain ecosystems can be surprisingly diverse due to microclimates forming across multiple sections of the same mountain. With varying water levels soil, and a limited ability to spread, it is possible to find entire parts of a mountain covered in trees and plants not found anywhere else upon it. The way vegetation has adapted to these locations occurs similarly to the desert, with roots uniquely spreading through rock and soil to search for nutrients and water. Others have adapted their general design to be able to cling to inclined surfaces. The insides of mountains must also be considered when looking at montane flora. Mosses, ferns, liverworts, and algae can be found in these damp, dark locations. Some common flora found here includes: Pine, fur, spruce, larch, alder, willow, lupin, pasqueflower, daisy, primrose, buttercup, gentian, lemongrass.

Giant eagles, owls and hippogriffs are usually harmless, as long as they young stay safe. Griffons and rocs, on the other hand, should be avoided at all costs. Griffons are significantly more aggressive than their cousin, the hippogriff. Depending on their hunger, they are just as likely to attack pack animals or sole travelers. Rocs, if provoked, will decimate entire traveling parties with ease.

Residents Highlands and mountains play many roles in their occupation by humanoid societies, creatures of power, and commercial operations. Some mountains hold entire dwarven kingdoms. Some plateaus house the bedrock of human cities overlooking coastal bays. Certain regions are the base of military outposts, while others are plundered by merchant guilds and miners. Some locations in the deep wilds are in the grasps of mother nature or intelligent creatures of myth and might. Dragons and giants hold dominance over peaks, the lands below filled with goblins, gnolls, and kobolds under their sway. Dwarves: None call the Upper Ranges home like the dwarves do. From foothills to immense peaks, they spread across the realm like fish in water. Building vertical citadels on mountain walls, to deep underground kingdoms that cover vast plateaus and highlands, they mine to their hearts’ content before turning empty caverns and passages into beautifully intricate homes.

Fauna Due to the cold temperatures and high altitudes, fauna is rare within the Upper Ranges. Birds are a common sight, alongside large predators and small prey with thick coats. Animals that sleep or hibernate for long periods of time also frequent the biome. Another subsection of beasts resides within mountains and hills, many of which enjoy the act of burrowing through earth and stone. 96

Dragons: Dragons of myth and legend are known to terrorize dwarves who plunder the depths of mountains and highlands. Powerful beasts of renown, they burrow within mountains to build lairs and hoard vast riches. Malevolent red dragons, and more generous silver and copper dragons, are likely to be found in the area. Being far more dangerous than giants, any interaction with a dragon must be done with the utmost caution, even with dragons of a more noble inclination. Dragons are arrogant and terrifying creatures, even in their younger years, and foolish travelers thinking to steal a quick coin or two from their lairs never return home. Goblins, Gnolls, Kobolds: Many creatures with primitive and dark pasts are found within mountain and highland lairs, with goblins, gnolls, and kobolds high amongst them. These bands of creatures are frequently compelled into submission by powerful creatures and evil gods, with giants and dragons being the likely taskmasters. Some civilized and peaceful communities of the races can also be found within the depths of the Upper Ranges, with heavy effort put into the protection or secrecy of their homes. In some cases, metallic dragons can be seen working with the creatures, treating them more fairly than their chromatic kin.

Some dwarves, like the Frosthammers of Frostholme or the Stonemauls of Stonehearth, integrate the mountain into their home, building within and out. Other clans, like the Skyfall Dwarves of the Tempest Mesa, build atop and through mighty plateaus. And others like the Ashfoot of Stirforge build on hills and rises, burying into the sloping lands around them. Gnomes and Halflings: While not as devoted to mountains and highlands as dwarves, gnomes and halflings also hold clans and families that love to live within mountains and highlands. They are more likely to be found at lower altitudes, and rarely dig too far into the earth. Highland halflings are generally seen in the hills, with vast communities sprawled about. Wealthier and larger families can sometimes occupy entire hills as their home, burrowing cozy and welcoming spaces across their length. Gnomes prefer the rocky plateaus and foothills of mountains, with many using rare materials of the earth for their wild and inventive creations. They are often seen in trade with dwarves over extraordinary and powerful artifacts found deep within the earth’s crust. Giants: Mountains and highlands are home to many varieties of giants, be they hill, stone, fire, frost, storm or cloud. They each find haven in the divergent biomes found across the terrain. Often alone, or in small groups, they build grand, mighty castles and buildings, conquering the land and sky about them. While not all interactions with giants are destined to go poorly, nor are they likely to crush travelers underfoot by accident, they are a proud and haughty folk who should be treated with respect and awe for any hope of exiting a meeting in the same way it was entered. Giants believe in order and might above all (save perhaps the lowly hill giant) and are draw smaller races under their command. Most giants treat those under them will little concern, prioritizing their own wants and desires first. At the mightiest mountain peaks, some storm and cloud giants even take other giants under their control. Height (in feet) 10,000 ft.

Resources The ocean depths are filled with resources both living and of material value. From fish, to pearls, to sunken treasure, money can be made should a merchant be willing to brave the dangerous deep. Unlike the land, where many resources sit upon the surface, 141

Queen Tarenia of Haoth, purchased from an adventuring party that slew an underwater oyster-like creature the size of an elephant. Within its body was a pearl almost 2 feet in diameter. Sunken Ships: Littering the seabed from coast to coast are a litany of failed voyages, misguided captains, and poor souls. Since the dawn of sea travel, ships sink daily around the world. Some break upon unseen rocks, others are destroyed in battle, while others are ripped apart by nature or beasts, but all end with the same fate: a broken shell upon the seabed. These relics of the past often have the potential to offer a sizeable reward to those with the skill, ability, and daring to search them out. Many treasures and valuable goods survive the murky depths, even after being plundered by creatures of the sea. Caution should always be advised with sea wrecks as they are often the home of dangerous and intelligent creatures that roam the waters.

missed and often misjudged, often found where differing seas and tides intersect, or when the land buckles beneath the water, causing copious amounts of sand to rise. While some sandbars push high enough to be seen as a small island, others lie just below the surface, rising quickly from deep seas. The worst, however, are those that shift with tide, season, or magical effects from deep sea creatures. These sandbars rise one day to be gone the next, blocking courses that have been cleared for years, or creating land bridges between landmasses. Coral Reefs: The most beautiful and coveted reefs of the world are those made of coral. Marine invertebrates – living and dead – cluster together in huge colonies upon the seabed, forming together over thousands of years to build large, colorful environments. These places, while small and rare, often house diverse and flourishing ecosystems filled with thousands of fish, mollusks, sponges, crustaceans, cnidarians, and echinoderms that all subsist off the coral. Often loved by tourists, coral reefs are bountiful locations for fishing, and a subject of study for scholars of underwater nature.

Unique Features Oceans are often a place of quiet contemplation and emptiness, mixed with a dash of wonder, and the frightening strength of Mother Nature. And while weeks aboard a ship may see nothing but the accompaniment of slowly churning waves, several unique wonders can be found across the seascape. However, in a place as wide and deep as the ocean, if often takes luck or careful planning to find them.

Phenomena Ocean phenomena are wild and untamed, serving as both saviors and destroyers of ships and sailors alike. From winds that facilitate quick travel, to the beauty of a starry night on calm waters, to the death and destruction of mighty maelstroms, to the horrors of maritime insanity, arcane and natural events of the ocean go hand in hand with the fates of travelers. While many of the ocean’s torments can be prepared and accounted for by a smart traveler and an experienced sailor, Mother Nature often holds the final say.

Floating Islands: A rare and wonderful sight, these tropical havens are filled with calming springs of fresh water, bountiful fruit trees, and rare, beautiful birds. These islands are elusive oases in a desert of water, said to have been formed by Hepris, God of Oceans, who would use them as places of consultation with mortals and beings of air and land. Few have claimed to have seen these constantly moving islands, even fewer claiming to have stepped upon their tranquil shores. Those that do will only speak of an unforgettable night of rest and relaxation upon an otherwise deadly ocean. Shifting Sandbars: A source of frustration, wonder, and many a beached ship, the shifting sandbars found across the ocean are a delight to travelers and a bane to sailors. Sandbars are island-like appendages of the water that are easily

Weather The weather at sea can be intimidating and ferocious. Heavy storms bring mighty waves and thunderous rain to still days devoid of wind where travel is but a thought. While travelers hope for smooth sailing, strong winds, and little storms, they are rarely so fortunate. Even deep underwater the weather can play a major role in determining temperature and light levels. Creatures both bestial and intelligent rely on these factors to survive within their habitats. 142

Temperature: Ocean temperatures skew colder than those on land, due to less earthen structures causing changes in airflow. The temperatures below show the averages across the longitudes of the world. Seasonal variance will affect these numbers, especially in more temperate zones. The temperature of water below the surface decreases significantly after 1,000 feet due to the light of the sun falling away. Water Temperature at Sea Level:

affect the light’s ability to travel through water, from temperature, to churn, to salinity, to the reflectiveness of the seabed. The below table indicates the chances for light to be found at specific depths. These numbers are relative to the factors above.

Longitude

Oceanic Average

0-30

32-52°F (0-11°C)

3.5°F (2°C)

30-60°

52-70°F (11-21°C)

9°F (5°C)

60-90°

70-95°F (21-35°C)

18°F (10°C)

Coastal Var. +/-

Temperature Decrease

650ft – Coastal

- 10°F (5.5°C)

2,000ft – Meso

- 30.5°F (17°C)

5,000ft – Bathyal

- 40°F (22°C)

10,000ft – Abyss

- 42.3°F (23.5°C)

Light %

Dim Light %

650ft – Coastal

80%

95%

2,000ft – Meso

20%

50%

5,000ft – Bathyal

5%

15%

10,000ft – Abyss

0%

1%

Natural The phenomena of the sea, natural and magical, are often widely confused, exaggerated, and rarely seen. Nothing can trounce a sailor’s ability to fabricate a story while deep within the ocean’s grasp. The natural phenomena that occur are more related to the local climate – a result of high-pressure winds and humidity – than the gods. Many seafarers confuse a trick of the light to be proof of magic and wonder. Fog and Cloud Tsunamis: Rolling fog and cloud tsunamis are terrifying yet harmless sights across oceans and shorelines. Exactly as the name implies, the walls of fog or cloud often occur during the dawn or on the edge of storm fronts. The clouds and fog often lie low to the sea and are pushed by heavy winds, appearing from the front like an immense wave about to crash onto those below it. While harmless, they do inform sailors of oncoming storms, or winds that may be used to their advantage. Waterspouts: Standing opposite to the descending maelstrom is the rising waterspout. These churning towers of water rise hundreds of feet into the air, and are seen upon oceans that house the clashing of great winds, or the turbulence of sky gods. While a rare sight, the smaller spouts are known for their beauty; a narrow pole of twisting water rising, then spraying back down upon the earth. Larger waterspouts, and places where multiple spouts arise due to violent and heavy storms, are a thing of dread. Often surrounded by black skies of tremendous storms, they can tear ships asunder and send boats tumbling into a watery grave. Fata Morgana: Though many will argue it is the work of magic, a fata morgana is merely an optical illusion. Distant boats or islands against the edge of the horizon will appear to float above the water. The reflection of the light creates a mirage that fools the eyes.

Temperature Change at Depths: Water Depth

Water Depth

Precipitation: Rain occurs over oceans in much the same manner as snow at the polar caps. The amount of precipitation is often relative to the local biome and its positioning on the planet. While the mostly flat terrain of the ocean causes less variation in air pressure and humidity, there are other factors – like heat and the flow of the water – that play a strong part in determining cloud formation. These include creatures of the ocean that form storms and fog in their wake. Some captains know that the sudden appearance of a storm often signals nearby danger. Seasonal Changes: The seasonal effects on the ocean play a larger role closer to the polar caps than the tropical or temperate realms. When water reaches the point of freezing the ocean turns to solid ice, cutting off passageways, marooning ships, or worse. Seasonal changes can also bring about major flooding with melting icecaps, shifting currents, and storms easing or intensifying depending on the lay of the land. Season changes are difficult to predict without local knowledge; the smooth bays of summer rarely last through winter. Light Depth: Light within the ocean plays a major role in ecological biomes, from the growth of animals to the plants that many of them feed upon. Light trails off significantly after the coastal shelves and can barely be seen below the meso plain. Many factors 143

Non-Natural

Known Conditions and Effects

Where natural phenomena of the ocean are often at the hands of nature, tricks of the mind – a more esoteric kind of phenomenon – are often at the whims of legendary, terrible creatures. While many sailors claim to have encountered and survived these incredible events, most are well-crafted stories based on more mundane incidents. When truly encountered, these events will tear at the heart and soul of a sailor, often leaving them dead or with shriveled psyches. Maelstroms: The maelstrom is an event of unprecedented power and carnage at sea, a funnel of death and despair. A true terror of the depths, it swallows ships whole as if its starving. Formed by krakens, leviathans, or angry gods, maelstroms can stretch hundreds of feet wide and down to the sea floor itself. Those that enter the pull of a maelstrom do not leave it alive, since most appear to be inconsequential whirlpools from afar. The Churn: The churn is the name given waves and storms that do not align with nature. A perilous and crushing event at sea, it arises from the powerful magic of mages, dragons, and other creatures of great arcane power. Where a regular storm will send waves, wind, and rain in a particular direction, the churn gives no concern for the laws of physics. It will throw waves in all directions, cause winds that push and pull opposingly at a moment’s notice, and create rain that turns to hail and snow within seconds. All of this can start and stop in an instant, born and dead in flashes. The Cursed Eye: The “eye of the storm” generally refers to the center of a storm, where a brief calm will lay across an area while it passes. They are natural processes that sailors worth their salt will understand and use to their advantage. The cursed eye, however, refers to the heavy downpour that follows a cursed ship. Commonly inflicted upon ships by powerful hags or angered storm giants, these miniature storms are rarely more than a few hundred feet in diameter. Through arcane power the storm will continually batter the ship in its travels, sunshine and calm winds are a stone’s throw away. Ships under the ire of a cursed eye rarely survive, unless port is made quickly.

Those at sea often face numerous perils, be they creatures, the environment, or themselves. Many that arise at sea are of the mind and body, with long journeys often placing a heavy toll on even the hardiest of sailors. The best remedy to these conditions is a large amount of preparation and a pinch of Mother Nature’s fortune. A barrel of ale and a case of oranges would not hurt either. Seasickness: All who step aboard a water vessel for the first time will face the uncertainty of the body’s ability to handle the chop and churn of the water. Some take to water with ease and comfort, like a happy seal. Others require a few hours of unease before settling into the new rhythm. An unlucky few are never able to adapt to the new environment, overcome by the constant motion with vomiting and sickness. The following table represents the average numbers of people afflicted by seasickness when first riding the ocean waves. Con.

13

None

25%

50%

65%

80%

90%

Mild

50%

35%

25%

15%

10%

Severe

25%

15%

10%

5%

0%

Scurvy: Sailor’s disease, dread rot, and ocean blight are but a few names given to one of the most debilitating and common disease faced by sailors the world over. Any who plan to spend a long time aboard a ship must face the likelihood of encountering scurvy and its painful touch. Caused by a lack of vitamin C, those who succumb to it begin to bleed from the gums and mouth, their bodies become easily injured and prone to sickness, and their bones and joints become damaged, before finally, they die. A ship with no fruit in its cargo should be avoided. Maritime Insanity: While rarely a problem on short voyages, or for those that follow the coastal lanes, maritime insanity is the bane of deep waters. An often-ignored issue, the minds of those that stay amidst the ocean for too long are often riddled with fear and doubt. Unnerved by the continual sway of the water, the endless depths, and horrible creatures at their very feet, it is easy to understand why those with a weak mind quickly succumb to the terror. The first symptoms are often twitchiness, hearing voices, and spending long periods of time staring into the abyss. The most serious 144

symptoms involve paranoia, murder, and suicide. The best cure, besides landfall, is often merriment, entertainment, strong ale, and good company. The following table represents the average numbers of people afflicted by maritime insanity, by how long they spend aboard. Wis.

13

>2 Weeks

10%

5%

0%

0%

0%

>6 Weeks

25%

10%

5%

0%

0%

>10 Weeks

35%

20%

10%

5%

1%

a luxury vessel, travelers must quickly adapt to tight spaces, with little room to move, and even less privacy. A rare exception from the norm, this is one of the few dangers that money can solve.

Environmental Dangers The environmental dangers of the ocean are heavily affected by nature. Wind and water take significant tolls upon both ship and sailor should luck not favor them. Many sailors dread these occurrences that could cause them to enter the water’s deadly grasp. Tsunamis: Tsunamis are towering, powerful waves that course along the ocean, destroying everything within their path, land and sea alike. Formed from underwater volcanic explosions, earthquakes, or powerful magic, the only true method of avoiding tsunamis is to not travel in locations where they commonly occur. Rouge Waves: While similar to tsunamis, rogue waves lack any form of warning or measurable quantity. Their origin is still a mystery to even the most learned scholars or most experienced captains. They rise from waters and collapse upon unsuspecting ships, carving through them with ease. Rogue waves are never expected, nor understood, and are rarely ever survived. Storms: Storms are common dangers that nearly all ships will face at one point. Often easily overcome by an experienced crew, they can batter a ship and its occupants unceasingly. While dangerous to those caught off guard, storms are an effective test of a crew’s worth and captain’s guile, although those prone to seasickness will often disagree. Close Quarters: For inexperienced seafarers on long voyages, and for those prone to maritime insanity, the close quarters of a ship can be an easily overlooked danger. Filled with soldiers, travelers, or trading goods, a ship is a compact structure of utility and little compromise. Unless aboard 145

Hags of the Vast Oceans

Age The ocean is unique and rare environment, and most hags who come into its domain stay here their entire long lives. Due to their interactions with the powerful creatures of the deep, ocean hags often face volatile situations, many dying young. This is one of the main reasons that ocean hags congregate in covens so frequently and in high numbers, as they are more likely to live a short life while alone. It is not uncommon for most hag covens to have daughters, between 100-500 years of age.

About the Hag Swirling about the depths of the ocean, near underwater caves, coral reefs, sunken ships, and merfolk villages, are the cruel and insecure hags of the ocean. Found in covens of four to six, they squirm across the ocean floor in constant search of creatures to dominate or ships to scuttle. These terrors of the deep communicate with each other through telepathy while underwater. When they swim ashore, to lighthouses, islands, or ship decks, they transform into their false forms and try to their best to lure those above into the water’s cold touch. Others they manipulate when in need of goods or services, the remote location of many oceans calling for the constant aid of merchants. Ocean hags are a confluence of youth and age, tradition and unbridled aggression, covens, and petty selfishness. The ocean hag is volatile and ever-changing and should be avoided or dealt with firmly. Never acting alone, it should always be assumed that one hag speaks for the many, and that their eyes will be upon travelers, whether or not the can be seen.

Personality A lifetime within the ocean depths has affected these hags in a more significant way than any of their land-based kin. While still possessing many common hag qualities, like the love of suffering and the binding of creatures to their will, they are also infused with traits not normally seen from a hag. Ocean hags are found to be jittery and paranoid, compared to other types. They gather in long-term covens numbering many and they create daughters regularly. Another major difference is that they often worship or serves powerful creatures of the deep, such as krakens and leviathans. While these unions are born from the hag’s desire to manipulate the situation, unlike with humanoids, they rarely take the upper hand in the relationship. Ocean hags are violent and quarrelsome, and their paranoia only amplifies these traits. They are just as happy to sink a ship as they are to try and force a contract upon it. This is particularly true of covens filled with younger hags or daughters. Elder hags are more likely to deal with captains and trading companies on larger schemes. It is important to consider how hags will act, whether alone or alongside their covens. It is rare for a contract or deal to be made that does not benefit the entire group, or the coven’s position with the ocean ecosystem.

Names Ocean hags find enjoyment in taking their names from sailors and pirates that they capture and kill. They also adopt names that relate to their local environment. As with all hags they go by the common monikers of “mother,” “auntie,” and “grandmother,” with some common ocean hag nicknames including: Abyss, Barnacleback, Crabclaw, Davy’s Mistress, Dorsalfin, Fishbreath, Gilly, Harpoon, Limey, Merhag, Salty, Sandtoes, Seaweed Sucker, Sharkeye, The Deep.

Quote “We know only too well that we are nothing more than a drop in the ocean. But if the drop were not there, the ocean would be missing something. It would be too kind and good of a place, and we could not bear that.”

146

Ideals, Bonds, and Flaws d6 1 2 3

4 5 6 d6 1 2

3 4 5 6 d6 1 2 3 4 5 6

the ocean are clear on their bodies, deforming them as it does any living being within its depths. Their illusionary false forms are homages to the ocean’s most devious creatures and dastardly travelers. False Form: An ocean hag’s false form resembles what she wishes to achieve on land, and thus it is never used underwater. In this guise they jump onto boats, harbors, and rocky bluffs to bring sailors to their deaths or sway captains to their causes. Sometimes this works through intimidating and scary appearances, other times through enticing ones, and sometimes through mimicry. True Form: The ocean hag is found in her true form under the water’s surface, like a liquid spell that shifts them from one shape to another. Here their natural bodies are misshapen by the water, and their clothes are made of living creatures, vegetation, or the small amounts of materials that survive in the water long-term. Clothing: In her false form the ocean hag wears shimmering clothes either to match the seafarers she encounters, or to entice them to their deaths. In her false form her clothes change into the ragged and slimy rags of seaweed and hessian from deep underwater. Disfigurations: Ocean hags are slowly disfigured by their watery homes, their bodies altered by the deep, dark, cold pressure they force upon themselves. In many cases this makes their time on land extremely difficult and painful. d6 Disfigurations 1 The water has left the hag’s skin wrinkled and prune-like, their skin now closer to slug than human. 2 The hag’s body has soaked water into its limbs, causing bloated legs and arms that are misshapen. 3 The hag’s eyes have grown out of her skull, pulling away like stalks. 4 Coral and barnacles have embedded into the hag’s skin, riddling her body with creatures living and dead. 5 Moss and seaweed have overtaken the hag’s hair permanently, the putrid smell reeking of dead fish. 6 The hag’s feet have become flat and pointed like a fin, and she is no longer able to walk properly on dry land.

Ideals I will tame a great turtle dragon to ride the ocean depths. I will enslave a tribe of merfolk to do my bidding. I will sink a dozen ships over the coming year in honor of my 1,200th year within the ocean. I seek knowledge of the nearby abyss and the creatures that abide within. I wish to form a great coven of ocean hags to destroy a clan of tritons. I will seek plants in the ocean’s deepest depths to create potent magic. Bonds The sisters of my coven are of great importance to me. I am indebted to a kraken who did not kill me, I will pay off this debt and seek revenge. A slave ship brings me servants every year as payment for safe passage. A great white shark has been my loyal guard for dozens of years. A local town sends merchant ships in my direction to haunt and destroy. My grandmother lives in a nearby swamp. Flaws I adore the taste of merfolk flesh and seek it out constantly. Fishermen within my domain enrage me to no end. The touch of direct sunlight burns my skin tremendously. I must regularly drink saltwater or perish. I have lost my sense of smell from being underwater too long. My lungs are weak on land. I breathe underwater much easier these days.

Appearance Ocean hags rule a realm of sailoring facades, bloated bodies, and swarming seaweed. They appear as illusionary mermaids one moment, and swollen corpses the next. In their true forms the effects of 147

Playing the Hag

As merchants and fisherman are the most likely sailors to regularly pass through the region, elder hags target them the most. Deals are made with either a single hag acting alone, or several hags attempting to bewilder and overwhelm one person. In Battle: The most common method a hag will use to fight is to simply drown a target, pulling them into the water and letting the lack of air do the work. When facing those who breathe underwater, the hag typically employs cronies to do her bidding, peppering the victim from range with spells. The ocean hag is at her most confident alongside her coven; if caught alone, her anxiety will lead her to act aggressively.

Ocean hags are aggressive troublemakers that act prolifically within the realms of their covens. They enjoy turning people against each other, including their own sisters, finding amusement when the victim realizes they were tricked. The ocean hag will regularly appear in her false form when dealing with those above the surface, staying in her true form below. Encounters with ocean hags are unpredictable, as they are just as likely to sink a ship as they are to offer a deal. These decisions are often overshadowed by affiliation with covens and behemoths of the deep they hold pacts with.

Roleplaying

Encounters

When dealing with land-dwellers, the hag will always appear in her false form. Many believe that the touch of the ocean is what transforms her back into her true state. A creature of beauty, the hag will attempt to lure sailors into a watery demise, only offering deals to those smart enough to see through the ruse. Underwater, in her true form, the ocean hag is more aggressive, especially when with her coven. If drawn out alone she will grow paranoid of the world, causing her to panic. While underwater, the hags have limited telepathy which they use to communicate with intelligent creatures and their kin, or to plague merfolk, tritons, and sea elf communities. On the Road: In the oceanic realms, to travel “upon the road” typically refers to sailing abroad. The most common encounter with the ocean hag is initiated by her when in need of something or when simply bored. This contact will be always conducted in her false form, as she detests the touch of air upon her true skin. At Home: Should someone be unfortunate enough to encounter the ocean hag within her underwater lair, they are usually attacked and killed. Most ocean hags are not willing to risk trade or contact with uninvited guests. Ocean hags will always be in their true form within their lair, detesting the feel of their false form below water. Making a Deal: Ocean hags are unlikely to make deals with people unless in need of a service or object. They enjoy toying with and killing those they encounter. The deals made are dependent on their ages, with younger hags more likely to engage in fleeting contracts while elder hags organize deals that involve long-term consequences.

The ocean hag can be encountered in scenarios in and out of combat. The below tables suggest a few of the common scenarios she can be found in. Combat: Ocean hags use combat to damage and hinder those they wish to later turn into minions, or simply when bored. The younger the hag, more likely she is to fight to the death. Combat is rare to occur when the ocean hag is away from her coven, unless she feels cornered. d6 Combat 1 Requiring flesh for an upcoming ritual, the hags have decided to sink any ship, or kill any intelligent creature that comes their way. 2 The waters will be forced into a churn, with wind, water, and rain thrown in all directions. Should someone fall into the sea they will be quickly pulled down by the hags. 3 A hag will appear in true form upon land or vessel, attempting to trick someone into following her into the water. If it appears to not work, her kin will attack from behind, attempting to force them in. 4 Desiring a new servant, the hag will attempt to capture the ugliest person they can, hopefully further disfiguring them when they fight back. 5 Having recently captured a shiver of hammerhead sharks, the coven rides them into battle to test their ferocity. 6 The hags will attempt to drown the next group of people they see, to later turn the corpses into undead minions. 148

Non-Combat: As with combat, ocean hags approach non-combat situations to create minions or out of boredom. They will also approach a ship if in need of items or tasks that their remote location makes difficult. d6 Non-Combat 1 A hag seeks communication with another ocean hag coven, as the distance is too far for her to speak with telepathically, and she is unwilling to travel. 2 Requiring the eradication of a nearby merfolk village, the hag will trick or trade the party into killing the tribe. 3 In need of herbs and plants from the land, the hag will search for traders or someone who can contact them. 4 The hag is in search of young women to bring into her coven, converting them into the corrupted fey. 5 Desiring news of the world outside, the hag will pretend to be a mermaid, her false form transformed to a creature of less ugly connotations. 6 The hag will buffet a ship with winds and block the sky with clouds, forcing the ship to lose its way.

Manipulation: The most common manipulations conducted by the ocean hag involve her coven or creatures of the deep they are indebted to. Ocean hags are likely to either steal contracts and victims from each other, or pass the victim off to another sister to enforce tighter deals. When indebted to a creature, a hag may outright lie to make deals that will placate her master, sending many to their deaths.

Common Contracts Ocean hag contracts are likely to involve issues far away due to the remoteness of the ocean, and as such the hag is likely to require some form of payment upfront, or a keepsake or person left behind as a safety measure. The hags are happy whether or not honoring the contract is successful or not. d6 Contract 1 The hag requires a unit of tritons to vacate their current watch of a deep and dark trench. 2 A member of the coven has gone missing near a sunken ship, and the party is sent to investigate. A powerful creature hides within. 3 The hag in need of bodies requires a ship be sunk within her domain. 4 A tribe of merfolk owe the hag a sacrifice of a tail. The party is sent to collect. 5 Two covens wish to merge, and the party is required to relay messages between them. The hag sends them with items infused with an arcane message. 6 A merchant ship that owed the hag for a past deal has left the seas for overland trade, and the party is sent to remind them of their debt.

Deals and Danger The deals made by ocean hags typically involve the completion of a task they will not risk themselves for, the connection of covens and hags, the acquisition of items not native to the ocean, or completing a task given by their patron. These tasks are rarely easy, with the added difficulty of the watery depths always at hand. Adding to this is the unpredictable nature of the hags themselves, especially amongst younger covens, where one hag is just as likely to make a deal as her sister is to break it or twist it to her benefit. The Fine Print: Physical contracts are impossible to maintain underwater, so ocean hags make deals through telepathy and mind bonds. As this removes several ways in which to deceive or trick the victim, it means that the wording of the contract tends to be obtuse or confusing. Deals with ocean hags will also speak only of that specific hag, leaving her sisters free to torture or trick the person further.

Covens and Cronies Covens play a significant part in the lives of ocean hags, as they are rarely alone. Most covens contain between four to six hags; smaller covens often search for daughters or other covens to join. Ocean hags live poorly when alone due to their anxious and paranoid nature, which makes them quick to violence. The hags also prefer the company of cronies and slaves and seek to capture creatures or those foolish enough to make deals with them. 149

d6 1 2 3 4 5 6

Stat Block

Cronies 1d4 captured merfolk, enslaved or enthralled to the hag coven. A giant sea horse acts as mount and guard for the hag. A swarm of quippers follow the hag, swarming around her body. 1d4 reef sharks patrol the hag’s lair. A sea spawn is found lumbering after the hag, like a lost puppy. A dolphin is covered in chains and spikes, corrupted and enslaved.

Arctic Hag Medium fey, chaotic evil Armor Class: 17 (natural armor) Hit Points: 71 Speed: 30 ft. STR

DEX

CON

INT

WIS

CHA

15 (+2) 15 (+2) 13 (+1) 11 (+0) 10 (+0) 16 (+3)

Saving Throws: Dex +4, Cha +5 Skills: Persuasion +5, Deception +5 Senses: darkvision 60 ft., passive Perception 12 Languages: Common, Aquan, Telepathy 120 ft. with coven members (line of sight). Challenge: 2 (450 XP) or 5 (1,800 XP) when part of a coven of four, or 7 (2,900 XP) when a part of a coven of six. Amphibious. The hag can breathe air and water. Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She can innately cast the following spells, requiring no material components. Verbal components are done through telepathy or aquan when required: At will: vicious mockery, thorn whip (kelp) 2/day each: charm person, hex, dissonant whispers 1/day each: control water, fear Shared Spellcasting (Coven Only). While all four members of a hag coven are within 30 feet of one another, they can each cast the following spells but must share the spell slots among themselves: 1st level (3 slots): magic missile, inflict wounds, command 2nd level (3 slots): hold person, Tasha’s mind whip, misty step 3rd level (2 slots): tidal wave, major image, conjure animals 4th level (2 slots): phantasmal killer, dominate beast 5th level (1 slots): maelstrom Actions Claw (Hag Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2d6+2 slashing damage Change Shape. The hag magically polymorphs into her false form, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Strange Magic Hags of the ocean frequently distort the organic matter of their realm into arcane obscurities. They infuse shells, coral, and seaweed with spells. As there intricate devices and mechanisms typically do not survive the water’s depths, these infusions are only performed on mundane objects. This makes it difficult to differentiate them from their normal counterparts without prior knowledge. Due to the unique way in which a surrounding body of water reacts with certain spells, a hag’s magic is often focused on anything that takes advantage of the environment, or at a minimum is not made useless from it. The spells that require verbal components are done through telepathy with their targets. Some common spells infused into items within the hag’s lair are: � Vicious Mockery (PHB pg.285) � Ray of Sickness (PHB pg.271) � Dissonant Whispers (PHB pg.234) � Cause Fear (XGE pg.151) � Enlarge/Reduce (PHB pg.237) � Bane (PHB pg.216)

150

The Hag’s Lair

outcropping a few hundred feet off the coast has been captured by ocean hags, the rocks below carved to make watery tunnels into the tower.

The lair of an ocean hag is a place of sorority, corrupted creatures of the deep, mangled fragments of the ocean floor, and a paranoia brought about by the unknowable depths. Amongst coral reefs, trench caves, and sunken ships, the ocean hag gathers with her coven to corrupt and devastate the local area. Through churning waters, crushing swells, and endless rain, they turn the realm against all who would enter it, above or below water. Lovers of company, they gather hordes of creatures, big and small, as guards, servants, or simply food. The hag’s lair is representative of her chaotic and nervous state when alone, with corpses, treasure, and relics of the ocean thrown about haphazardly.

Lair Actions Within their lairs, ocean hags can perform special abilities in combat. These skills arise from the corruption of the local area and through the strength of the coven. Ocean hags operating alone have no lair actions, as their reasons for being so are often dire. These events can occur on initiative count 20, losing ties. Only one effect can occur at a time: � The hag can cast Shape Water. � The hag can cast “Kelp” Whip (Thorn Whip) � The hag can telepathically speak to her coven without line of sight. A coven of 4+ ocean hags may perform these additional abilities: � The coven can summon 1d4 reef sharks. � A hag within the coven can cast Control Water.

Lair Types Ocean hag lairs are sparsely spread, as the terrain of the ocean floor offers few locations for the hags to swarm upon. Found in caves, structures of coral or kelp, or the remains of mighty beasts, the vast majority are in deeper waters, or on the edges of coastal shelves. Some hags push their lairs towards the coasts and sea towns, but these are rare occurrences, as they typically hate to live above water. The lairs, even those deep within the ocean, will have rooms or pockets of open air, used for storing certain objects or captives until they are needed. Some possible lairs include: � A sunken ship torn in half, parts of it still filled with air. Bubbling vents below the surface are occupied by the hag. � A reef of stone or coral that rises from shallow water, large outcroppings forming into caves and rooms the hag has converted to a lair. � The skull and spine of an immense kraken lay across the sea floor, the hag inhabiting the skull. � A series of caves line the edge of a great trench leading into the abyss below. The hag makes her home within the caves. � Massive forests of kelp have been contorted and sewn into a living lair for the hag, with rooms of green and red plants dotting the sea floor. � A lighthouse that sits upon a rocky

Regional Effects Ocean hags warp their environment through the disturbance of local waters, the climate above, and the attraction and corruption of nearby creatures. Fish and vegetation are corrupted over time, losing all color and vibrancy and often turn foul to eat. Unlike many other hags whose strength of corruption is determined by age and power, the ocean hag’s effects are strengthened by the size of their coven. � The water around the lair becomes darker and filled with floating grit and debris hindering any vision within the area. � Sharks are drawn to the area, vicious and likely to attack on sight. � Rouge waves and choppy water occur more commonly, the sea disturbed and buffeting at ships. � Wind and rain are constantly overhead, springing from clear skies at a moment’s notice.

151

Lair Traps, Lures, and Defenses

d6 1

Ocean hags are some of the most paranoid and nervous of all their kin, especially when alone or in small covens of two or three. To counter this, they surround themselves with countless creatures or traps. The lures of an ocean hag are rarely used to draw someone to their lair, except in circumstances where this will aid their capture. d6 Traps 1 Kelp line the lair’s underwater entrance, twisting around any who would enter that are not a part of the coven. Players must make a Dexterity saving throw (DC 12) to escape the viney plant or become restrained. 2 A Glyph of Warding (Thunder) is placed on the entrance to the lair. 3

4

5

6

d6 1

2

3

4

5

6

2 3 4

5 6

1d6 shells fill the first room of the lair. They are infused with Magic Missile and will fire upon a non-hag passing through the room. Kelp covered in a poison is littered around the entire lair. Touching it causes 1d6 poison damage and poisons the target for 1 hour. A gelatinous cube floats above an entry way, ready to fall upon those that enter. The room or area lies below a thermal vent that superheats the water and causes 2d6 fire damage per round to all who stay in the area. Lures The hag appears as a drowning woman lost at sea, always out of reach, leading her victims to a desired location. An illusion of treasure is seen just below the water’s surface. A sunken chest spilled open and full of gold. The hags await nearby. An island of sand forms in the ocean, the hag upon it pretends to be in dire need. A voice is heard within a person’s mind, the soft singing of a lullaby. The noise grows louder the closer they get towards the hag’s lair. A woman is seen floating face down in the water; as someone goes to grab it they are pulled under. A force of wind and water push a ship or person towards the hag’s lair.

Defenses The lair is located below a constantly flowing rip current. This makes the water above the lair extremely difficult to swim in. 24 swarms of quippers swim about the lair. 1d4 reef sharks patrol the perimeter of the lair. The entrance to the lair is lined with the Alarm spell. A shockwave is released from it if someone enters other than a hag. A mimic, appearing as a chest of gold, lies at the entrance to the lair. The Shape Water spell has been infused into the entrance of the lair. Should anyone try to enter, they are pushed away from the entrance.

Treasure The treasures found in an ocean hag’s lair are plundered from sunken ships; wares and goods carried by merchants (or other more nefarious seafarers) who would never make port. The hags are also extremely fond of gathering shells and coral and altering them with magic. Items from the abyss, corrupted by powerful creatures, are coveted even more. Due to the mayhem of an ocean hag’s lair, the darkness that fills it, and the often-indiscernible nature of arcane things, treasure is easily missed or not recognized. d6 Treasure 1 Cap of Water Breathing (DMG pg.157). 2 Chest of Gold (354cp, 412sp, 128gp). 3 A necklace of protection (+1 AC & saving throws) made of small shells and coral. 4 A shell has been hollowed to resemble a flute. When played it adds +3 to performance rolls. 5 Trident of Fish Command (DMG pg.209). 6 A wind fan (DMG pg.213) made of cuttlebone.

Strange Items Hags across the world turn magical items into new objects of maleficence and pain, of manipulation and control. For ocean hags this is achieved with shells, able to survive 152

the depths whilst having an incredible inclination to the storing of magic. d6 Strange Items 1 A large spiral shell is mottled with black marks. When listened to it contains the sounds of nearby ships and the voices of their crews. 2 Within a giant clam is an opal the size of a fist. The creature will speak telepathically with all who approaches it, offering to trade the opal for their soul. It is a devil in disguise, having snuck up from an abyss. 3 A necklace of 12 shells. Each causes wild magic to occur when ripped from the necklace. 4 The shell of a turtle has been carved into armor (half plate +1 equivalent). Whoever wears it can speak with any underwater creature with an Intelligence above 8. 5 The petrified eye of a seagull. Whoever holds it up to their eye will see the vision of a seagull and gain the ability to control its movement. 6 The shrunken head of a female sea elf. Holding it creates bright light for 30ft, the light coming from its mouth and eyes.

batter and torment those upon deck until they are willing to accept any offer of salvation and reprieve. � After endless days and nights of rain, churn, and torment, the sky turns clear, and the sea goes still. Upon the deck appears an attractive woman with long wet hair and deep blue eyes. An offer of safety upon on her lips. � The party is sailing a ship which is overcome by an immense rogue wave. The mast is smashed to pieces, and the hull is torn asunder. The party awake upon an island of sand, and see a strange woman watching them from the water’s edge. � While standing on watch one night at the ship’s bow, a young woman is seen floating in the water. She smiles up and begs for aid. Aboard the ship she is thankful for being saved and offers her services in return. � A ship arrives back in port with a crew stricken and confused. Their captain had disappeared during the last night of the voyage, after the crew had seen a strange woman upon the water. � A lighthouse that sat upon a rocky bluff, a few hundred feet from the mainland, has gone silent, its magically lit eternal flame gone dead. An eerie pall washes over the nearby land. � It is rumored that one mile off the coast, by a small stone island, a sunken ship holds treasure beyond belief. Though dangers are always said to plague its dark depths.

The Hag and your Campaign. The ocean hag’s story is one of trickery, confusion, and an untimely demise. The splash of a body falling into the deep blue is often the only clue left by the evil fey creatures. Others tell tales of whole ships caught into the web of lies and deceit thrown together by a coven of beautiful ocean hags, deals to find shore not going as planned. When alone and mischievous, an encounter with an ocean hag can be survived. But when a coven claws onto a ship, the most likely outcome is a meeting with Davey Jones’ Locker.

Rumours and Gossip Within the galley of a ship, or within the walls of seaside tavern, one will always find tales or rumours of the ocean hag. Especially over a nip or two or rum. Some of these include: d10 Rumors and Gossip 1 “An old rigger I know once said he slept with a sea hag, or was it a mermaid, sounded a load of gollywash to me though. He’d be more likely dead if it were true.” 2 “They come at night in pairs I heard, one talking all fancy like, putting on her charms. The other sneaks up behind you and slits your throat.”

Hooks and Plots Ocean hags are frequently encountered at sea, upon coastal edges, or on small islands and reefs in the middle of the ocean. In their false forms they offer sultry looks and enticing hooks to draw the unwary into the depths below. Other times the hags will 153

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“The Black Night was one of the most feared pirate ships in these parts. Until it’s said that the captain made a deal with a hag. Story is he was desperate to escape a navy frigate, they were trying to offer him the noose. He escaped alright, the hag sunk the frigate to the bottom of the sea. Didn’t really win though. His ship was found not a month later, all the crew dead but one, the captain. And the poor lad gone insane, cut his own hands off when he found land.” “They say that within any ship that lies on the ocean floor one will find either treasure, a hag, or those dammed merfolk. Think I know which one I would prefer.” “The Dorset’s captain once brought his daughter on a trip with him. Poor girl disappeared one night deep at sea. It wrecked the man. Still swears he sees her appear some nights when back on the water.” “It’s been told that the mighty kraken makes deals with the hag, uses her to do the small things he doesn’t wanna do. I can’t imagine a more evil pairing of creatures.” “The say that if stuck upon a desert island, you’re better off drinking sea water than accepting the help of an ocean witch. It’ll be a more merciful death.” “I don’t believe all that talk about ocean hags bein’ evil. Can’t be, I’ve seen one. Didn’t talk to her mind you, but she was the most beautiful thing I’d ever seen. Nothin’ that attractive could be evil. Gods wouldn’t let it be that way.” “I heard tale that if you say, ‘Ocean hag, take me by the hand, lead me to the land that you understand.’ Three times while at deep sea, one will appear and grant you a wish.” “They say that those hags have a deal with old Davy Jones. Give him a few men to fill his coffers and he grants them the ability to breathe underwater. Don’t know which one sounds worse to deal with.”

Ocean hags have access to a sorely limited number of locals they can manipulate or interact with. The vast distances and vastness of the ocean often spread the tribes and clans of underwater folk thin. Sea elves, merfolk, and tritons that do interact with elves have a long history with the hags and are prone to avoid them, and tritons are wont to kill them on sight. Merfolk are the most likely to be tricked into dealing with the hags, their higher numbers more difficult to hide than that of the sea elves. Due to these factors, ocean hags are more likely to plague and attack ships that pass their way, many setting up on trade or coastal routes that are frequented by ships. Interactions are rarely long lasting or positive for ships; this reliance on new vessels is in fact an issue for the hag. Coastal towns are sometimes approached by hags, but only when they are desperate or a grander scheme is in the works, as most ocean hags hate the sun upon their body, or long exposure to the open air.

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Steppe: Steppes are often found surrounding, or bordering, deserts and arid biomes. The grass is significantly shorter than in grasslands and savannahs, and any other forms of vegetation are found only near bodies of water. Steppes contain vast areas of broken rock and earth that experience little to no precipitation. Steppes are difficult to distinguish from other biomes due to the lack of water driving its transition into rock and desert. Savannah: Savannahs are located around the center of the world, bordering the equator, and reaching into the tropics. They are like grasslands in that grass fills broad sections of it, but they also host a larger selection of vegetation and trees. Water flows rapidly through savannah soil, making it porous. Otherwise, rainfall is mainly seen during the wet season. These plains serve as a transition between ecologically thriving jungles and dry steppes and grasslands. Tundra: Plains of the tundra are found in Arctic biomes. These long expanses of hard soil, dwarf grasses, lichen, and moss only grow during certain parts of the year, with ice and snow freezing the land over during winter. Only the hardiest vegetation and plants grow in these biomes; life is rare in the harsh desert.

The Endless Plains are places of freedom, green grass, blue skies, wilderness, and open air. They sprawl across the land like a thick blanket; flat and dull, yet welcoming and tranquil to be held within. Plains are a biome of grass, with its variance dictated by surrounding biomes and climate. The major types (savannah, steppe, grassland, and arguably tundra) appear in a multitude of shapes and sizes; some no more than a mile or two long, while others take weeks to traverse. The land is filled with wild animals, nomadic wanderers, and the fingers of civilization creeping into places where agriculture or industry can turn a profit. In some cases, plains can feel empty as the sky, not a soul to be seen for miles on end. In others, the constant barrage of travelers, railways, taverns, caravans, and everything in between brings into question if the plains are as calming as they are purported to be. Plains constitute one of the simplest and kindest biomes, but it also contains little wonder or excitement. To some this a thing to cherish thanks to the ease of travel. For others, plains are hells on earth, wastelands of monotony.

Origin and History Terrain

Most plains do not have origins or histories of note, being a land that filters between more exciting biomes. They lack the flair and ambition of a mountain range or a dark swampland. They lack the danger and awe of deserts and oceans. Nonetheless, plains provide ample nourishment and life, fertile soil and wildlife aplenty. These two resources are key to the proliferation of agriculture, and in turn civilization. Plains that form within valleys have a long history of being home to historical villages and towns, though many argue that this should be credited to valleys, not plains. Plains are popular with nomads, the land drawing them like moths to a flame. For their kind, air, freedom, and wildlands offered by plains are all they could hope for and need. Many of the oldest surviving nomadic tribes are found in the Endless Plains, some tracing their history back to the beginning of time.

The terrain of the Endless Plains is made of grass, in one form or another. Terrain types are classified by the amount of life that can thrive within them, their climates, and their proximity to other biomes. This tome discusses grasslands, steppes, and savannahs, the three primary types of plains. Plains of the tundra are found exclusively in the Arctic and are covered properly in the Arctic Circles, ch.xyz, pg.xyz. Grassland: Grassland plains are dominated by grasses, sedges, rushes, and grain variations. They typically lack woodland areas or large shrubs, though a sparse distribution of them is not unheard of. There are two types of grassland: shortgrass and tall-grass. Tall-grass is found in wet and humid biomes, while short-grass is present in dry climates with hot summers and cold winters. Grasslands are predominantly found in temperate regions and contain dense, nutrient-rich soils. Fires and floods are common in these lands, and larger variations of the terrain typically see seasonal droughts. 155

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note that plains present nowhere to hide. Methods of travel, available tools, and advice offered are not wholly unique or noteworthy, much like the terrain itself. But many come to the plains not for exhilarating experiences, but because they facilitate brief, safe journeys.

Most plains are described as structural plains, in that they do not form in any specific manner but are simply leftover sections of earth unaffected by geological or divine phenomena. Other plains are created through erosion, aptly called erosional plains. These two types make up over 90% of plains found throughout the realms; other variations exist but are extremely rare or found only in specific biomes. Structural: The most common plains across the world, their composition is rarely interesting. The land is a simple, uninterrupted flatness spreading towards the horizon. The terrain tends to be slightly lower than surrounding biomes, making a slight impression on both travelers as well as the world’s crust.

Common Methods of Travel Common methods of traveling the plains are like those seen in forests, valleys, desert, and the Arctic. These terrains share familiar geographical features which plains can copy from or detract. Ease of travel is the best part of traversing through plains, but their enormous size is the worst, which is important to keep in mind when choosing how to approach them. Walking: The humdrum of walking is covered thoroughly in this tome, whether up the rises and down the descents of valleys, under the shadowy canopy of a forest, or across the dreary desert sands. But walking is never plainer than when on a plain. There is no sense of danger. There is no desperate hope of an oasis, or a frantic glimpse between trees hinting at a cold river. Walking occurs across savannahs, grasslands, and steppes, from one end to another. It is the most common method of travel for those who cannot access any other. Due to the sheer size of the average plain, walking should not be done if a horse, camel, cart, or any other means of travel is available. But it is an easy activity for most, and the terrain is simple to navigate. Beasts of Burden: Plains are a great place to take horses, camels, oxen, mules, or any other beast that can survive off water and grass and carry a companion without complaint. Most people cross the plains on beasts, aided by carts and carriages when needed. The simple roads and open ground create an environment for quick travel as well, as there is less terrain that can lead to misplaced steps or broken legs. Plains are also a good place to acquire a horse or similar mount. The grasslands are filled with wild animals to tame, though a steady and fast hand is recommended should such an endeavor be attempted.

Erosional: These plains are created by various forms of denudation. Namely, wind, water, and earth tearing away at hills and other curved parts of the world to create smooth, empty landscapes. Alluvial: Formed by enormous, dried rivers and watercourses. Some are still flooded every few hundred years, while others remain parched for countless centuries. Glacial: Created a time long ago, these plains are where glacial bodies of ice once stood. Ice build-ups form within the space between two mountains or within a rift, creating a glacier. However, this process also flattens the region around it, or stays flat under the glacier while it grows over years. When the glacier moves, or melts away, a colossal plain is left behind. Lacustrine: In the circumstance that a body of water dries out, a plain may appear in its place. These tend to be surrounded by other landforms such as mountains or valleys. Lava: After a volcanic eruption, lava can eject so far that a flat land is all that remains. Life regrows over the following years, turning this wasteland into a plain.

Traveling Traveling the Endless Plains is a simple and boring affair, which is why it is so advantageous. In most situations, to travel is to face dangers, from wild animals, bandits, getting lost, hunger, to thirst, not to mention difficulties of the terrain. Plains offer amenable weather, sources of food, water, and fuel, as well as open land to see oncoming threats. Though, it is important to

Distance to civilization and the Chance encountering a wild mount. >10km 10-25km Grassland 15% 25% Savannah 10% 20% Steppe 5% 15%

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Sleds: As the earth is relatively flat across the Endless Plains, and the ground is friendly, it is common to find sleds being pulled by travelers and beasts. While not as quick or easy to maneuver as wheel-based vehicles, they allow for greater travel during floods or across muddy terrain. Some are also built with amphibious forms, like those seen in Arctic realms, perfect for fording great lakes and rivers.

hold on tight and watch out of the tusks; achieving anything more is a bonus. Rail: Human and dwarven kingdoms across the realms are known for their rail systems. The dwarves use them when plundering mountain depths, and the humans use them to spread their empires across the world. Plains have long been a focal point for train routes as they are easy to build the lines upon and are often a passage in which merchants would normally take. While rivers are at the beck and call of nature, rails are at the sway of rulers and merchant organizations. This can be beneficial, uniting realms and cities eases journeys for traveling parties. However, it does often make rail lines rarer to access and less likely to be on specific routes needed. Of all the terrains, the plains are the most likely to hold rail lines. Travelers note that tracks are easy to find once they become familiar with the biome.

Uncommon Methods of Travel Traveling the Endless Plains, for want of a better word, is boring. And it has gained this reputation with good reason. Plains can be filled with amazing sights, mysterious occurrences, and deadly adventure, but most of the time, they are not. A surefire way to break the tedium is by employing unique and exciting methods of travel. They are not easy to find, nor are they safe by any means, but travelers in need of enlivening a lackluster journey should look no further. Airborne Creatures: Flight is a difficult, yet certainly successful means to cross the unending expanses of nothingness that many plains can be. Especially in this biome the benefits of flying can be greatly seen. It quickly overcomes issues of navigation, boredom, and locating food and water. The most recognizable beasts of flight are creatures of the giant variety such as eagles, owls, and vultures. Sometimes a majestic griffon or pegasus can be seen soaring through the air with celestials and people of skill and renown upon their backs. On rare occasions, gods have been witnessed upon dragons, twisting through the skies. Giant Boar: Giant boars roam cross all three primary plains, with tusks of steel and hooves of iron. These powerful – and delicious – creatures are aggressive, and best given a wide berth. Their strength and behavior is more akin to bears than pigs. However, it is not uncommon to see the orcs of the Red Tusk riding upon giant boars. A nomadic tribe, the Red Tusk favor the beasts as mounts, charging into battle upon their furry backs. If slain in combat, the boars are dined upon that night with a feast in their honor. For everyday travelers, riding a giant boar is an unlikely event, requiring incredible skill at wrangling animals, or the good graces of the Red Tusk. Travelers who do manage to find themselves upon a giant boar should

Types of Roads Roads are both common and rare across the great plains: common in that they are easy to craft and can be found in most plains, rare in that the plains are often so large that encountering one by chance is unlikely to occur. Roads on plains are simple in construction, the flat and amiable surface requiring little effort or need for utility. Rail is more common in this terrain that many others, lending an uncomplicated foundation for engineers to work with. Roads: Roads across the plains are simple, being too large to be paved or tiled ways unless directly near large, rich cities. Most are compacted earth, gravel, or stone, some only placed on a central or outer marking used for carriages. In the wild open steppes these roads skitter across the land in a dashing pattern: road, gap, road, gap. This is done to save resources yet still gives general direction and ease of passage. Carved: In grasslands and savannahs it is not unheard of to see roads carved into the earth, a mixture of being compacted and dug depending on the softness of the dirt. No more than a foot deep, they often contain trenches on their sides to collect rainwater. While not the most useful of roads, nor the smartest in case of floods, they are made from the continual passage of caravans and merchant convoys that trek back and forth across the same routes every season. 157

Rail: As mentioned previously, railways are a seen amongst plains. The large flat terrain accommodates the rigid design of tracks and massive automotive machines. Often linking industrious dwarven strongholds to wealthy human cities, trains their tracks are built of iron and wood and are fueled by the harsh burning of coal. Traveling upon a train is an advisable course of action, but should that not be possible, then following the length of the railway will at least guarantee arriving at a city or town. Some gnomish inventors have taken to building miniature trains that are carried by sled or carriage and attached to the rails. Then, by hand, a person can travel the rails at incredible speeds. A curious contraption, these hand carriages mimic the dwarven cart systems seen in mines.

This information should be taken with a grain of salt, as bandits and unsavory nomads are known to tinker with these moveable markers. Towers of Barbaros: Found across savannahs, these metal poles are a mysterious and sacred piece of the land. Said to have been forged by Ferros the Great Fire Giant, they mark the central point of every savannah across the world. Massive iron chains spill out from the pole, bolting it to the ground, and keeping it upright and taut. Each Tower of Barbaros stands a exactly one hundred and five feet above ground, and just like their origin, no one knows why. The material they are made of is also a mystery, impervious to harm by any weapon or device. While eerie to many, they are a great way to find the central point of a savannah and reorientate from there. Fire Posts: Across all plains, nomads have long used fire to mark their passage. Fire posts are a unique sight, signifying where to find nearby nomads, or bandits pretending to be them. Their design is simple: a fifteenfoot pole buried into the ground, the top coated in a thick tar-like pitch and lit on fire. The torches burn for almost a full tenday once lit, barely affected by rain. To prevent wildfires, the ground is cleared of grass and debris in a circle twenty feet around the post. Within this circle, messages and coded signs can be seem, made with stones and grass.

Road Markers Road markers of the Endless Plains come in two forms. Those of a traditional sense, that are easy to miss, and those of an outlandish design, that actually work. The problem with most plains is their size and dearth of used roads. The terrain is huge and flat, making it difficult to notice anything important. Common road signs, stone cairns, wooden signposts, and flags are all found across the open plains, especially along major roads or railways. These types of markers are mentioned elsewhere in this tome, so this section will discuss the rarer markers travelers witness while marching through the plains of the world. Balloons: Across the grassland, especially near halfling settlements, it is not rare to encounter giant balloons that mark the passage of the plains. Tethered to ground, these patchwork canvases are filled with arcane gases to lift them into the air for all to be seen. They generally sit between 50100 feet off the ground and are connected by thick rope to heavy rocks, to prevent them from escaping. The color of the balloon signifies how far nearby settlements are, while a giant painted circle side indicates direction, though the winds can be unkind at times, and shuffle them about. The colors indicate the following distances from settlements: Red = >25miles Blue = 10 Miles Green = 10 Weeks

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usually be circumvented in most situations. However, if travelers are caught unawares, the size of the plains may be too large to cover before death takes hold of them. Wildfires: Wildfires occur when drought overcomes a plain, especially grasslands and savannahs that rely on the water. These chaotic, dangerous events are sometimes caused by unwary travelers, nomads, or locals, such as a bonfire unkept or a torch dropped in long grass. However, the vast majority are set off by lightning. With clouds rolling overhead, rain just out of reach, the lightning crashes into the ground and sets the land ablaze. Wildfires can cover miles, or merely a few feet, depending on the length of drought, the time of year, and specific features of the location. Travelers are not able to do much if caught in a wildfire’s path, for unfortunately it cannot be outrun, and the plains offer little cover or places to hide from it. In many ways grasslands are linked symbiotically with fire, the land revitalizing itself and laying the bedrock for regrowth and a fresh beginning. Drought: Droughts are a common hazard across the plains during warmer months. They cause no real harm to a traveler, but their ramifications can be significant. Droughts can dry rivers that are relied upon by not only travelers, but the animals they might hunt. They increase the chance of wildfires significantly. And they are reflective of more turbulent weather likely to occur on the journey. It is inadvisable to travel in a plain facing drought, as it can place a heavier burden on supplies than necessary. Like the desert, the plains are place where being caught empty handed can be fatal. Cover: As mentioned in Travel Tips, plains have little to no places to hide within or behind. Natural disasters like wildfires, floods, or tornados, or more tangible concerns such as bandits and dangerous monsters can all catch travelers off guard during. In most terrains it is possible to find a gully, a rocky outcropping, a stretch of woods, or a flowing river to hide, but plains often lack all these things, or when they do exist, they are rare and stand out like a sore thumb on the flat horizon. This leads to very few options on how to avoid dangers fastly approaching. It is possible to outrun a threat, but mother nature is rarely beaten. At other times, the only recourse is to climb to the highest possible point and hope the gods are kind.

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Agoraphobia: Agoraphobia is a fear of the open. A sensation of panic and the feeling of being overwhelmed when nothing but flat land and open skies surround them. It is considered a rare disorder; most who experience this debilitating condition have done so since birth. It is normally found within people who have spent their whole lives within city walls. For someone suffering an attack of agoraphobia, the best way to assist is to help them calm down. As with maritime insanity, merriment amongst companions – perhaps with some hearty ale – is the best way to restore them to their senses. Flat Footedness: This obvious issue leads to quickly aching feet when walking long distances. The arch of a foot improves balance and comfort when walking long distances on flat ground. And for most travelers who cannot access mounts, walking is their reality. The true concern lies in underestimating it, many people with it only see the issue as a minor concern, not one to drastically effect a journey. However, on the plains when one might travel for hundreds of miles without change in terrain. It can cause incredibly issues, and slow travel down dramatically.

Environmental Dangers While they are safer terrains to cross than most, the Endless Plains do hold environmental dangers that any smart traveler should keep an eye out for. These issues often arise during specific seasons, or when routes are planned poorly, and can 166

Hags of the Endless Plains

raising their daughters generally requires more stable homes. But sometimes young daughters who feel the call of the wild will be found amongst it. A nomad child taken by a roaming plains hag, a life on the road from the beginning. Older hag grandmothers also live amongst the grassland plains, though it is rare to encounter them, as most enjoy a permanent home.

About the Hag Hags of the Endless Plains are an eclectic lot, wandering hearts drawn to the open plains of flowing grass and stretching horizons. Flighty and inquisitive, they rummage across the landscape, searching for travelers to “save” and nomadic clans to intertwine stories with. They act as tricksters, merchants, villains, and saviors, all with a mind to control the wilderness and its people who live too freely for their liking. The hag of the plains loves open skies and constant movement. They typically live on traveling homes, mounts, and caravan troops. They seek out those who need them – or those who can be tricked into thinking they do – before imposing harsh fares and quickly drifting off into the abyss of grass. There one moment, a fading nightmare the next.

Personality Hags of the plains are malleable, wild, and ever-changing. Some love nothing more than finding travelers and caravans to prey upon. Others join with traveling clans, assimilating themselves as one of their own, before slowly tearing them apart from the inside. Others care more for the wilds itself, traveling on magical and mundane beasts as they use nature to bring about their desires. Plains hags are many things, but they are not stable. They detest the concept of staying still for too long. They never stay indefinitely in a single home, nor associate with the same clan or tribe for too long. Some take this to an extreme, opting to change their plans entirely at a moment’s notice, one day in the middle of pretending to be a traveling mystic, the next searching for a group of wandering merchants to rip off. Like many hags they are unpredictable, however this volatility is in everything they do and feel, from actions, to anger, to their plans, making them confusing and unpredictable to encounter.

Names Hags of the plains range in appearance and behavior, be they old, young, smart, savage, charming, or frightening. Their names often relate to the type of plain they inhabit, or how they trudge across the lands. A with all hags they go by the common monikers of “mother,” “auntie,” and “grandmother.” Some common plains hag nicknames include: Caravana, Comet, Flatface, Flatfoot, Grasstoes, Horse Mouth, Mistridden, Savannah, Skyfall, Steppeon, The Nomad, The Vast, Tusseled, Twinkles, Wartbubble.

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“Flighty people with fickle minds, open skies and honest hearts, nothing is more beautiful to destroy. Vast open spaces speak best to this craving, the spaces I myself found in the grasslands.”

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Ideals I will find the most perfect creature to call my own, serving as my mount and home at once. I desire a new set of traveling companions. They must be fun, exciting, and easy to manipulate. I long for the comforts of a good bed. I will find a rich caravan that holds one and join them. I see to see every corner of the plains, every blade of grass. I will masquerade as a merchant to swindle a dozen fools to their deaths. I wish to find a child to take, a nomadic spirit to enslave.

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Bonds I hold a strong bond to these plains and will protect them from any thieving humanoid settlements. The open air brings me joy, I feel prosperous whenever I am in it. A merchant who travels these plains every year brings me gifts as a part of a deal, I look forward to it. A sister hag of mine also travels the plains, we send each other treats every month. My mount is precious to me, a great beast and good companion. A nomadic clan within the plains brings me a sacrifice every five years, a price for their protection.

False Form: Like every part of her persona and life, the plains hag will twist her false form to match the role she has taken, though for how long will rely on her whims and flighty nature. These appearances will usually be over the top, an exaggeration on her chosen role, but the hag believes that she has seamlessly blended in with those around her. True Form: Crow-footed with sharp talons, nails of steel, and cat eyes of piercing death. Skin wrung with fur and pelt or completely grown over with feathers and bulbous skin. These are but a few of the eerie forms that plains hags will come to resemble after years of false appearances. It is from infusing aspects from their false life into their body that allow them to be connected to their false personas. Their appearance is as chaotic as they are.

Flaws I cannot handle enclosed spaces; I must be in the open. A grass allergy causes blisters on my feet. While a lovely sight, it slows me down. I adore the taste of horsemeat, though it gets me in trouble sometimes. I detest the sight of metal; its very sight infuriates me. I love a terrible poem; I enjoy being blindsided by them. I miss the taste of fresh fish; my grassland has no strong coursing rivers.

Clothing: In either form most hags will cover themselves in colorful, billowing clothing, the designs and styles matching the nomadic tribes and travelers of the plains. In their true forms they are further embellished with trinkets and jewels, to hide a shabbier, dirtier truth. Disfigurations A plains hag’s disfigurations are connected to their persona. Twisted body parts and limbs melded with that of their fake position and life. Some turn into beneficial things, like sharp claws or thick hides, others are simple grotesque sights to delight the hag and scare her foes. d6 Disfigurations 1 From her knees down the hag has the contorted feet of a chicken, with sharp claws twitching at the ground. 2 A knotty mane runs down the hag’s back, hundreds of flies and bugs swirling around it. 3 The hag’s face is a wreck of skin and bone, jutting pieces pushing out from where they would naturally belong. 4 Hundreds of lash marks and scars run across the hag’s body as if she had been whipped a thousand times. 5 The hag’s teeth are warped and curled, jutting from her mouth like horns on a ram, some piercing the skin about her face. 6 The hag has no eyes. Dark sockets of mutilated skin are all that remains.

Appearance The hag of the plains is a cavalcade of shifting forms and grand outfits. She wears the cloak and scarfs of a wandering sage, the thick armor of a raiding nomad, and the utility and ruggedness of a caravan driver. Her clothes in her false form, her most common appearance, matches the needs of her false persona. In her true form she appears as a malformed cadaver reminiscent of her previous personas: the hunter with bones infused to her body, the nomad with her fur-lined legs. It is hard to determine a hag of the plains in her false form due to her powerful skills at imitation and merging with new groups. However, in her true form, her bestial appearance is obvious.

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Playing the Hag

This can appear in a few forms. Some use more mundane caravans and carts but magically transform them into wondrous and deadly abodes. These are the hags who hide amongst caravans and nomads across the plains. Others build homes upon the backs of giant beasts, with small cottages or rooms upon hardened skin and scale. Rare instances see these homes atop stilts and palanquins, carried by slaves and creatures enthralled to the will of the hag. Travelers typically encounter these hags only at the hag’s own discretion, as most avoid travelers seeing their true homes unless they deem the encounter necessary or a part of their plans. The “home” will appear mundane or normal to the average traveler. Making a Deal: Deals with plains hags relate to the charade that they are currently playing. Within a caravan they will benefit their taken role through the offering of advice, favor, or work in return for something they need, or a part played in a greater deed. When on their own, or traveling in their true forms, the deals are often longer lasting or more significant in nature. In these cases, they will generally relate to the greater world or things outside of their immediate vicinity. In Battle: Combat is only taken by the hag of the plains when their plans come to fruition or when things have gone astray. Or, if unlucky, when their tumultuous moods turn too foul for even them to contain. This will be seen when entire caravans are found dead, when nomadic tribes are torn from the inside, and when travelers go missing. However rare an occurrence it is, it is one that any with a sane mind will wish to avoid.

Plains hags are beings of deception and chaos. They hide amongst caravans, souring the apple from the inside. They wander past travelers, leaving only death in the path ahead. They stroll amongst nomads offering foul advice or cursed items. At any moment they could stop and disappear, off to find a new part of the plains to roam, a new group to devastate, a new story to turn into a nightmare.

Roleplaying Hags of the open plains love to wander; a quiet kinship they share with the nomadic folk they often prey upon. There are two types of plain hags: those wandering the lands by themselves, and those who have woven their way into a group of travelers. In either case they maintain a facade of normality, of being just another merchant, traveler, or nomadic wanderer. They are flighty and impulsive, with some simply disappearing one day, or deciding to murder their entire retinue the next. Some hold positions within groups for months on end, while others can only last a day or two, due to a situation or person souring what the hag had envisioned would be an enjoyable experience. On the Road: Plains hags are mainly found on the road, and therefore have a unique way to being “at home” compared to other hags. In this case “on the road” will refer to traveling with others. This is an incredibly common way to encounter a hag of the plains, though many will never realize the encounter had occurred. Generally, they are found amongst other travelers or nomads. They play the role of wise woman, crafter, guide, tarot card reader, soothsayer, healer, or herbalist. These roles create a false trust that can be used to slowly corrupt a group or cause a large chaotic event. Travelers that encounter hags in this manner are therefore at the whims of their greater plans. They could fall victim to a small trick or trap or be fated to face the final stages of their machinations. At Home: The home of plains hag is still on the road; their lair is different from those of their kin. While not true for every single hag of the plains – some retain both a moving and situated home – most build their home into their travels.

Encounters The Plain hag is encountered in a number of scenarios depending on her state of mind, the role she is playing, and how desperate those they interact with look. In many cases they begin any meeting in their false form, either in a character they have been playing for a significant time, or a new one built for this specific instance. The next moves in the story often relate to what they need or the situation they are already in. It is almost the hardest thing about spotting a Plain Hag, they rarely act the same, or a met in similar circumstances.

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Combat: It is rare for a plains hag to initiate combat for no reason, to attack those they have not dealt with before. However, this does still occur. Their erratic and indignant manner causes them to lash out when frustrated or in need of something they cannot have. d6 Combat 1 The hag has become annoyed at her traveling companions and seeks to attack the next lot of travelers she encounters to sate her rage. 2 The hag is preparing a grand scheme involving traveling merchants and a nearby nomadic clan. She plans to kill the next travelers she encounters and frame the nomads. 3 The hag will summon wraiths to attack the party in the dawn fog.

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Pretending to be a lost traveler, the hag will try to join the party for a while to see what schemes she could enact. In her false form the hag will approach the party and pry them for information. Acting as a traveler, she will try to determine if they can be of any value to her.

Deals and Danger Hags from the plains (as much as anywhere else) look for ways to trick or enforce deals upon their fellow travelers or those they meet upon the road. However, unlike many of their sisterly kin, they seek deals and manipulations on a smaller scale. Most are interactions revolving around quick outcomes, such as tricks and deals that play out in moments rather than weeks or months. In this sense most interactions with plains hags can be fraught with peril, as it is difficult to gauge how long a conversation with them will result in being imposed under their will. The Fine Print: Most deals done with the hag of the plains involve a return of favors or the purchasing of goods. The favors are never what they seem, and the goods are never what they are thought to be. Both relate to who the hag is pretending to be and what role she is playing: a “merchant” gives cursed items, a “fortune teller” gives terrible advice, and a helpful “traveler” seeks a returned deed that never ends well. These hidden conditions typically show themselves during the realization that the outcome is rarely what was asked for. In most cases, unless a plains hag has manipulated an entire group of people under her will, no actual contract will be used or needed, so the fine print is in spoken word only. Manipulation: Plains hags manipulate through lies and their various personas, through small stabs in the dark that annoy or fester within a person. Unlike many of their kin who seek grand plans to enthrall entire villages, many hags of the plains are happy to simply trick people on a day-byday basis, until a bigger plot appears to them. These manipulations are best done to those who are wont to believe their negative outcomes as poor luck, freak acts of nature, or the will of the gods, as the hag smiles in the background.

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The hag will cause panic and chaos amongst her traveling partners, making them think the party are thieves and robbers, and will send these innocent travelers to attack the party. 5 The hag will send her cronies to attack the party while she watches from a distance, ready to come help or hinder the party as needed. 6 In need of new slaves to carry her litter, the hag will attack the party, to injure them or knock them all unconscious. Non-Combat: These interactions are the most common to occur with the hag of the plains. However, they depend greatly on the role the hag is playing and what plans she is already enacting. d6 Non-Combat 1 Seeking information on the greater world, the hag will approach the party in her false form, pretending to be a merchant. 2 The hag is part of a caravan of travelers the party will encounter. She offers them her assistance, at a cost. 3 The hag will project her voice upon the wind to confuse and disorientate the party, speaking terrifying words to each of them when they are alone. 4 The hag will approach the party in her true form in search for slaves, trying to buy some of the members from the group. 170

Common Contracts

[Covert] = When no one knows the hag is a hag, the fey creature playing a role with a fake persona. [Overt] = When the hag is open about who she is to those she travels with. (This doesn’t mean she won’t pretend to be someone else to an outside party.) d6 Cronies 1 [Covert] The hag plays the role of seer in a caravan, she holds 1d4 imps that appear as cats. 2 [Overt] The hag has enslaved a small tribe of nomads (3d10 commoners) to her will. 3 [Covert] The hag acts as a lost traveler saved by a merchant, pretending to be a naive young fool who ran into the wilderness. 4 [Overt] The hag has captured a merchant and his guards (1d6 thugs), though she forces them to pretend all is normal. 5 [Covert] The hag acts as a driver within a large caravan, she can summon 1d4 specters to hound the caravan and cause issues. 6 [Overt] The hag rides upon a giant cyclops she has enslaved, a small howdah sitting on its hunched back.

It is rare for hags of the endless plains to use long term contracts upon those they deal with, most being simple affairs with the two groups never seeing each other again. Those contracts are often enforced verbally, with few requiring agreements in paper or blood. These more traditional contracts may occur in cases where a hag will enforce contracts onto groups of traders or nomadic clans. d6 Contract 1 In exchange for the hag’s aid the party must deliver a letter anonymously to a merchant caravan. 2 A nearby nomad tribe owes the hag a young girl who is to be converted into a hag. She is to be collected by the party. 3

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The hag requires details of a nearby caravan and the removal of its leader, as the hag plans to take their place. The hag requires a year of service in exchange for aid, starting 5 years from now. The hag desires the destruction of a Tower of Barbaros (chapter.xyz, pg.xyz), viewing the totems as a blight on her land. A nearby halfling settlement owes the hag trade goods. She wishes the contract fulfilled and the goods brought to her.

Strange Magic The wretched magic of plains hags often sits alongside either the items they trade with, the crafts they peddle, and in the traveling equipment they keep on their mount and in their lair. Many of these items appear as non-descript basic items, trade goods, or equipment. However, they are turned sour with magic that repels against the hands of any creature the hag deems unworthy. Some items exist purely to be sold or given to unfortunate souls who interact with the hag. Some spells infused into items that a plains hag owns include: � Snare (XGE pg.165) � Wrathful Smite (PHB pg.289) � Charm Person (PHB pg.221) � Disguise Self (PHB pg.233) � Sapping Sting (EGW pg.189) � Cause Fear (XGE pg.151)

Covens and Cronies Plains hags are sometimes found in covens, with small groups clinging together as a set of travelers, or in rare cases all playing a part within a larger scheme. However, most plains hags are alone since their flighty nature seldom agrees with the responsibilities of a coven. Many of these hags do keep groups of cronies under their sway, especially when they have enslaved or enthralled entire caravans or groups of travelers. They also hold strong links to creatures that carry their majestic moving lairs. The hags treat these beasts almost as equals, or at least with some form of cruel affection. Unlike basic cronies associated with other hags, a plains hag’s cronies reflect their interaction with the terrain. 171

Stat Block

The Hag’s Lair

Valley Hag

All hags are different and unique in their own way. Some struggle for greatness, others for solitude. Some grow large covens, while others seek slaves and servants. Some craft wondrous lairs, while others care little for such immobile creations. Unlike other hags, the hag of the plains rarely ever holds a stable lair. Her lair is upon her back, or more likely upon someone else’s. Her lair is a vehicle of spectacular power that lets her cross one side of the vast plains to another. Many of these lairs come with the same vile magic, traps, and treasures that other hag lairs hold dear. However, their designs are simple and easily transferable, with objects, spells, or tools that can be moved with ease when needed.

Medium fey, chaotic evil Armor Class:17 (natural armor) Hit Points: 96 Speed: 30 ft. STR DEX CON INT WIS CHA 17 (+3)12 (+1)15 (+2)15 (+2)17 (+3)16 (+3) Saving Throws: Wis +6, Cha +6 Skills: Stealth +4, Persuasion +6, Decep. +6 Condition Immunity Frightened Senses: darkvision 60 ft., passive Perception 14 Languages: Common, Sylvan, Elven Challenge: 6 (2,300 XP) or 8 (3,900 XP) when part of a coven Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: minor illusion, vicious mockery, primal savagery 2/day each: enthrall, fog cloud, witch bolt 1/day each: silence, hold person, enemies abound Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 ft. of one another, they can each cast the following spells but must share the spell slots among themselves: 1st level (3 slots): bane, identify, cause fear 2nd level (3 slots): mirror image, suggestion, invisibility, misty step 3rd level (2 slots): haste, sending, fear, fast friends 4th level (2 slots): polymorph, compulsion 5th level (1 slots): mislead Actions Claw (Hag Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d8+3 slashing damage Change Shape. The hag magically polymorphs into her false form, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Lair Types The lairs of the plains hag have been observed in two major varieties, as referenced in covens and cronies: those open and overt to the world, and those that are hidden and covert. Covert lairs consist of common vehicles and creatures used by those who travel the plains. Horse drawn carts and caravans upon the horse, or sometimes a simple backpack. Some hags bewitch objects to appear simpler than they are. The insides of many lairs do not match the outside, due to magical rooms that vastly differ in shape and size to what they seem. Hags occupying overt lairs hold little care for pretense, after taking control of an entire nomadic clan or traveling caravan. When a hag is traveling on her own or moving between groups across the plains, these lairs are pulled or carried by those she has enslaved to her will. The hag of the plains rarely lifts a finger to perform a task herself that another could perform. Covert � Mimics: These spellbound creatures are transformed to appear as a normal vehicle or cart, the hag able to use it as weapon when required. Some hags keep rooms within the carriage to feed the mimic, keeping the vehicle happy. � Carriages and Carts: Common carts and carriages are used by the hag, though typically not for long. The vehicles will generally appear mundane outwardly, 172

Regional Effects

however, they are internally filled with the types of magic and mayhem only a hag would enjoy. � Horseback: Sometimes, especially amongst younger or nomadically inclined hags, simple horseback is all they require to travel the lands. Again, as with most hags, this is rarely the pure truth. Many horses are in truth polymorphed foes or enslaved creatures of power. Overt � Giants: Hill giants and cyclopes are the two most common giants found under the sway of a hag of the plains. Some covens may also enslave the more powerful giants. They are often used to carry the home of the hag upon their backs; a small hut on its crumpled muscular body that the hag lives within. � Palanquins and Rickshaws: Once a plains hag has captured a group of travelers or nomads, she is likely to keep a few of them as slaves to carry her about the plains, until a new disguise or story is found. This can cause their lairs to be built upon rickshaws and palanquins carried by the tired and downtrodden souls that she holds power over. � Giant Beasts: Another common sight is to see the hags riding upon the backs of giant beasts, sometimes with small homes, other times with carts and caravans carried behind them. These include mammoths, giant elk, elephants, and even rare dinosaurs.

These effects are seen to pour outwards in the surrounding terrain of the plains around the hag and are one of the only signs a hag might be amongst a traveling party. Unfortunately, they do not point directly to the hag, and most of them can be considered the result of bad luck or mother nature: � Wildfires, thunderstorms, and floors are more likely to occur within 10 miles of the Plain Hag. The effects last 2d4 hours at a minimum when they do occur. � Wraiths appear in the morning fog 50% of the time, with the fog arising at least once a week. � The grass appears more wilted and dead than it should be for the time of year, as if a drought had been upon the land for weeks. � Horses and other beasts of burden appear more easily terrified and, in general, harder to control. This increases the DC of any Animal Handling check by 2.

Lair Traps, Lures, and Defenses The traps, lures, and defenses of a plains hag are more focused on spells and mundane items than hags of other terrains, as her moving lair cannot accommodate many in-situ lair mechanisms. The lair traps and defenses will always be on the hag’s vehicle or person, and the lures will be often towards her. d6 Traps 1 The entrance floor to the lair is covered with a sticky resin, DC 18 to notice. Players must make a DC 16 Strength saving throw to pull themselves out. 2 2d4 giant poisonous snakes are found hidden within her lair. 3 A mimic hides within the lair (or is the lair itself). 4 One of the hag’s horses will kick at anyone that tries to sneak into her lair. It will also alert the hag. 5 Poison darts line the inner door handles. The hag can open them with Mage Hand. Players must make a DC 14 Constitution saving throw or take 4d6 poison damage, half on save. DC 18 to notice. 6 1d4 imps await within the hag’s lair, hidden from sight.

Lair Actions When around their lairs, in whatever form they come, the hag of the plain holds a few additional skills and powers she can utilize. These effects can be used up to 30 feet from the hag’s lair. These events can occur on initiative count 20, losing ties. Only one effect can occur at a time: ● Cast Minor Illusion. Once one illusion is seen through, all are seen through. ● Can cast Misty Step within the lair. ● Can summon 2d4 swarm of insects. A more powerful plains hag can also perform the following: ● Can cast Dimension Door to escape the lair. ● Can summon 2d4 scarecrows. 173

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Lures Smoke and dust left by the hag’s group or caravan linger in the air for longer, easily drawing the attention of other travelers. Wildfires spring up around the plains, forcing the party towards the hag’s location. A beautiful woman is glimpsed in the grasslands out the corner of an eye, her appearance almost a trick of the light. She reappears over and over as travel continues. The cry of someone in the distance needing help will be heard, created by the hag to draw the party either towards a trap, or towards her. Enthralled cronies and slaves are sent to bring the party to the hag, using false stories if needed. Stampeding oxen are sent to drive the party towards the hag, or a trap. Defenses A spell carved upon the vehicle or lair casts Web upon all who pass it without speaking the magical phrase. An Alarm spell is placed onto doors and openings entering the lair. A vulture, crow, or owl flies above the lair. A familiar to the hag, it watches over her with keen eyes. The inner vehicle is covered in a Fear spell, should anyone enter unwelcome they must make a saving throw against it. The hag has an enslaved an apprentice to watch over her lair, interrupting any that approach. The hag holds a necklace that vibrates whenever someone touches her lair.

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Saddle of the Cavalier (PHB pg.199). It appears permanently soaked in years of blood. 2d4 spell scrolls (3rd Level). Any spell cast from these has a 25% chance of backfiring on the caster. Deck of Illusions (DMG pg.161) with a 5% chance of summoning the creature. Dust of Disappearance (DMG pg.166). Horseshoes of Speed (DMG pg.175). Though the shoes are permanently welded to the hag’s horse. Taking them requires killing the horse.

Strange Items Plains hags carry strange items that they have gathered over the years from differing tribes, clans, and caravans. Appearing as mundane items, they will have the corrupted essence of the person etched into them, transforming what was often once a loved possession, into something evil. d6 Strange Items 1 A saddle once owned by a powerful leader of a horse tribe. Tricked by the hag, his own skin was turned into the saddle, leaving him there forever. 2 Wind chimes built of simple wood hang from a cart roof, whistling beautifully in the soft wind. They were built from the remains of a family cart after the family were butchered by the hag. There screams can be heard when the wind rips through them. 3 A young girl’s teddy bear. Its eyes appear almost life like and real, as if a young girl is trapped in its furry body. 4 A wreath of flowers and grass taken from the fields. Its beautiful design is marred by sharp and painful thorns. Whoever places it upon their head feels their mind lifted high above the land, giving them views across the entire plains. However, the touch of the wreath causes a slow madness to creep into their mind. 5 A set of stones used in throwing games by children. The stones, however, are the petrified eyes of a nomad tribe that crossed the hag. 6 A deck of tarot cards. They ensure the reader will experience whatever fate they show, whether it was originally true or not, good or bad.

Treasure Hags of the plains can hold many treasures, or none at all, determined by each hag’s unique whims and desires. Some enjoy keeping mementos from the people, clans, and tribes they have terrorized. Others prefer to leave everything behind when they move on, with barely the clothes upon their backs. d6 Treasure 1 Cloak of Many Fashions (XGE pg.136). Though its material seems to be made of flesh. 174

The Hag and your Campaign

Rumors and Gossip The plains are often ripe with rumors and gossip, as chitter chatter is a commodity amongst nomads and people who follow the roads and wind. Hags of the plains are often fundamental to these rumors, though in many cases people do not realize their involvement. Plains hags love to start rumors and gossip about themselves, especially when playing the part of an innocent. d10 Rumors and Gossip 1 “They say the area holds a deep curse, that wights and ghosts rise each morning with the fog to attack all that travel through the area.” 2 “I hear another family was found upon the road, torn to shreds like animals.”

The hags of the rolling plains meet travelers in many ways, from the purposeful interactions of a conniving hag who schemes to place the traveler where she desires, to random encounters of a hag nestled into the inner workings of a nomadic tribe or merchant caravan. The hag’s interactions with the party could consist of simple interactions preceding disaster, or an event of grand consequence that unfolds over time. Outside their flighty and random nature, it is difficult for travelers to know if they had ever met a plains hag at all, let alone her intent.

Hooks and Plots

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These encounters are both ordained and coincidental, at least in the eyes of the plains hag. What occurs after the initial meeting is only known by the gods and the hag’s fickle nature. Some events that could lead to encounters and interactions: ● The hag hides amongst a traveling caravan, her role within the group allowing her access to everyone. The party encounters the caravan on their travels. ● In need of a service, a message delivered, or a debt collected, the hag approaches the party as they travel her domain. Her misshapen smile offers a “fair” reward for “easy” work. ● The hag leads a merchant caravan filled with those she has enthralled. She approaches the party in attempt to sell them her slaves, while the oncoming weather looks bleak. ● A nomadic tribe owes the local hag a grave reward for curing their herds of disease. Now the debt is due, they are unwilling to pay as the price too high, and they wish to be freed of the deal. ● The hag requires a group of travelers killed. She approaches the party seeking their aid. She plays an innocent local and paints her targets as villains and murderers. ● The hag hides amongst a nomadic tribe, impersonating someone she killed a few weeks prior. The party encounters the tribe during their travels.

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“That old merchant Billiba who travels this route every season, well I ran into him the other day. Was acting very strange, didn’t remember me, and tried to sell me some weird items. I ended up buying this necklace to shut him up. Maybe the wife will like it.” “I heard tell that the nomads around these parts are extra violent, would skin you alive if they caught you in the open.” “The driver Malleba she said she once saw a building on the back of a giant turtle, couldn’t believe her eyes. I don’t either to be honest.” “Three more clans have been killed in these parts the last few months. Starting to get out of hand.” “Wildfires been a bit harsh this year. Almost like someone been trying to burn the plains to the ground.” “My old nan would say ‘never trust a merchant you see on the road, especially one who offers you a deal.’” “The new seer’s been mighty helpful, told the drivers about them sinkholes before we even saw them.” “I’d pay my weight in gold to see a tavern on the road. A simple place to escape these voices I keep hearing on the wind.”

The Locals Locals are important to the plains hag, more so than most of the hag’s kindred. They not only ebb and flow with her ploys and schemes, but also form her lair, her coven, her cronies, and her traveling partners. Locals of the plains are the hags’ means to enjoying life and thrills of the open plains that they thoroughly adore. Nomads hold a place for hags seeking longer communion, a place within a group – or control over said group – for an extended period. Some plains hags have spent years within a hidden persona in a nomadic tribe, to only drop the facade, kill or capture as many as she can, and flee. A traveling merchant is one of the most common and popular disguises of the plains hag, crafting her caravan and trade goods from scratch, or simply killing a merchant and replacing them. Terrors like the Unknown Merchant, chapter.xyz, pg.xyz, have crept into existence from the acts of such a hag. Traveling caravans encompass the last major group within the plains. Groups of people journeying across the vast distances of the plains in search of a better life and a fresh start. The hag of the plains adores these people, loving their insipid joy of life, their disgusting delight at the idea of a new world, and their terribly strong trust of their companions. All things that cause incredible happiness to destroy and wear upon the caravan from both within and without. The hag of the plains lives for the wide-open chaos that the terrain brings, and the fuel that keeps it burning is the misery and suffering of those who tread across its open grasslands.

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Plunging Valley

Origin and History As with many terrains that are formed by geography (as opposed to climate or ecology) a valley’s origin will date back to the formation of the lands around it. The hands of gods kneaded the earth before the dawn of time itself. Once the first seconds and minutes began to pass, the valleys of the world slowly formed. A prominent part of the biome’s history is the effect it has had on civilization and the humanoid races. While some terrains – such as oceans and mountains – more precisely dictate where and how civilizations can be built, none can claim such powerful and long reaching benefits as the valley. Since the beginning, humans, dwarves, elves, and every other creature within the realms have looked to valleys as a bastion of life and prosperity. The very first villages resided within or near valleys, with waterways offering sustenance for crops and game. From the elven glades near great forests, to the mountain coves that helped feed the dwarves, to the wide and sprawling grassy plains that attracted humans, each holds a history of the valley’s origin. While valleys have contributed to the growth of civilization, it has also been curtailed by it. As many valleys are built on ground eroded by waterways, the damming and flooding of different rivers and streams along a valley’s course can be both beneficial and detrimental to its growth. Some valleys sit significantly larger or smaller than they naturally would have but were impacted by settlers shaping the land around them.

Valleys circle the known world, lying between mountains, amongst plateaus and hills, between deserts and forests, and throughout the arctic and the ocean. Dipping and winding their outstretched arms, they hold soft earth, slow waters, and wondrous life. Valleys are the cradle of humanity, and the site of many of villages and cities. Their long and storied histories are often a representation of their flourishing lands and welcoming biome. Valleys hold many names across the realms. Some relate to design, such as dell, mountain, cove, and hollow. Others relate to local terminology, such as glen, strath, corrie, vale, clearing, and rift. Many of these names are used across various locations and societies. Compared to many terrains discussed in this tome, the Plunging Valleys of the world are a traveler’s dream. They offer easy game, gentle terrain, safe villages, and middling climates. They are devoid of many of the dangers present in the wider world, offering quick, quiet, and enjoyable journeys for explorers and adventurers alike.

Terrain Valleys come in many shapes and sizes. They can be dry or wet. Some appear curved, while some are angular. Some fall and rise amongst the flatter plains, while some sit between raised land and mountains. While there are some innate differences between the varieties described herein, many valleys hold similar base features. They are all broad expanses of land that fall from the surrounding landscapes into a dip in the earth. In most cases, the gentle rises and falls are traversable by foot. At its center will sit a flat stream which, if not currently flowing, certain did at some point in history. In many ways valleys can be considered more temperate canyons, in that water, rich soil, and softer inclines are major factors in design. The terrain is heavily shaped by erosion. Most valleys encountered by travelers will be filled with grasses, flowers, plants, and trees. They will be riddled with animals and game, or remnants of past civilizations.

Formation Valleys form in a number of different methods. The most common seen is erosion, while others from ancient glaciers, and some from the shifting of the earthen plates below. Some valleys are even created from a combination of these methods over time. Erosion: Over vast periods of time, water will slowly dig into the soft soil and stone below it, the moving water having turned coarse over centuries. River valleys such as these often link with smaller streams and hollows, feeding into valleys of increasing side that lead into the ocean or immense lakes or swamps. A similar process occurs with canyons. However, what is violent and chaotic there is instead a slow and gentle rhythm here. 177

Glacial: Seen in arctic realms, and again akin to canyons, some valleys are formed after the movement of huge glaciers of ice on top of the region. In many ways these valleys can be indistinguishable from the fjords described in the Arctic Circles, chapter.xyz, pg.xyz, with the difference being in location and climate. The more temperate of these locales are often categorized as valleys. Rifting: The final method of creation comes from the movement of tectonic plates. This same system which creates mountains and divide the land also gives birth to valleys. For every mountain that rises out of the earth, a corresponding dip in the world is created. These valleys are often found between mountains and highland areas, though they can easily form on their edges or in the middle of flatter plains. These valleys are also seen underwater, though not by many travelers who live to tell the tale. Rifts are unique in that they are also commonly home to immense bodies of water, with other surrounding terrains flowing into the deep hollows of the earth.

Walking: This tome has covered walking in some detail, and for good reason. It is simply what most travelers do across the world. It is how folk of all races and creeds get from point A to B. Valleys are no exception to this. However, the gentle curves of earth, the trickling streams, the soft grass, the gorgeous views, all make the experience more worthwhile when compared to other places. That is of course if you are traveling along the length of the valley. Valley slopes can sometimes be another matter. When roads are available – which they commonly are in these terrains – they are twisting things that hug the flattest land they can find. This design often vastly increases the distance one must walk, with long treks required to cover short distances, going back and forth along the hillside. One of the best things about walking through valleys, however, is the reliable lack of danger and the increased signs of civilization. Valleys are likely to hold roads of some form, including major kingsways and thoroughfares. You are more likely to encounter taverns and villages to rest your weary feet at. Failing that, at least communal campsites and wells. Valleys contain a generally hospitable climate, lower chances of being attacked by bandits or creatures (and even lower chances of being ambushed), a plethora of roads and the tools of civilization. Walking through valleys is close to the best it can get for everyday travelers. Beasts: Whether horse, goat, griffon, wolf, camel or elephant, beasts of burden are another common sight amongst valleys. With plenty of grass and water, valleys are sought by caravans and trading parties on their journeys. Beasts of all shapes and sizes carry people, carts, carriages, and everything between. Valleys can also be a good place for travelers to acquire a mount, depending on their animal handlings skills. Goats, sheep, ibex and all their cousins are a common sight amongst the grassy slopes of a valley. Wild horses and camels may also be present if the climate is correct. Many traveling gnomes and halflings have been seen valiantly attempting to mount and tame wild bovines in the hills. Some finish their journey with new mounts, others with a few bruises and a humorous tale.

Traveling Valleys speak to the Wild Forests and the Endless Plains of the world, forming a trifecta of simple lands a traveler can encounter. These are places where journeys are undertaken every day, by every type of person, across every race. Places where simplicity and ease of travel are commonly found and happily embraced. Traveling across a valley is usually an easygoing and uncomplicated affair. With soft grass underfoot, or a gentle stream flowing beneath a boat, its common tranquilities are hard to argue with or complain about. Alongside these sit persistent signs of civilization, from roads to buildings to simple signposts. The mark of humanoids is a happy sight for those that have been amongst the wild lands for long.

Common Methods of Travel Walking when one must, upon a beast when one can, and on a boat when possible. These three common approaches to the travel are seen throughout many terrains, and with good reason: they are simple, cheap, and effective. The valley is no different, and if anything, sits as the most likely place one will happily endure the hardships that these methods can cause. 178

Boat and Barges: Many valleys contain rivers wide enough to accommodate boats and barges for travelers to journey upon. Often flat-bottomed vehicles, they slowly travel through the valleys into connecting tributaries, oceans, or lakes. Barges also commonly cross greater rivers, especially those that flow from mountains with ferocity. These can be extremely useful as bridges – which are not always a guarantee within valleys – and a traveler’s journey can be heavily extended without them. The following table gives the chance of encountering a boat or barge over the distance from civilization compared to the rivers size.

the sharp sloping hills giving tremendous momentum to the drivers. Utilizing toboggans for valley travel can be thrilling, though they are of little use in the heart of the valley, especially where no rivers are present. Rafting: From the humble handcrafted raft of wood and vine to the purpose-built kayak, canoe, or mini-barge, rafting is a useful and easy method of travel, conditions being suitable of course. Valleys often hold traversable streams, with many pushing into greater rivers if not lakes or the ocean itself. For travelers lucky enough to be heading down river, or strong enough for the current not to matter, then building a raft of some variety can not only save travel time but produce a more pleasant journey.

10 Miles

25 Miles

50 Miles

Small

25%

10%

5%

Medium

50%

35%

15%

Types of Roads

Large

80%

50%

25%

The valley is home to clear, well-defined roads for travelers to cross. These can be winding, narrow paths or immense highways. Lucky travelers may find that a road will carry them through their entire journey, the valley being but a small portion of it. Even if there are no roads in sight, a valley is still a more pleasant terrain to explore than most. Paths: Across the Plunging Valley, paths come in the form of muddy and rocky indents in the ground, left behind by carts and carriages. They contort at the flattest points of the land, turning up and down valleys, sometimes leaving them entirely to return later. Paths are common amongst the terrain in the wilder lands, with many being overgrown or a mess of stone, earth, and grass. Paths near villages are often leveled and packed down purposefully. Roads: Roads are commonly found throughout valleys. They are frequently used for trade routes between cities and towns and go hand in hand with any riverways that may flow through the valley. Roads are often paved with stone or gravel. Roads consisting of giant slabs of cut stone more likely found near dwarven capitals or opulent human cities. Gravel the most common type of road, crushed down over centuries into the hard earth. In some cases, stone or wooden sleepers are used to border the roads, giving a more structured and ornate design. Highways: Creating great works of infrastructure is a way for many powerful monarchs and rulers to stamp their mark in

Uncommon Methods of Travel The simplicity and ease of a valley typically does not foster the creation of wild and unusual methods of travel, for hardship and danger are the breeding ground of ingenuity and creativity. However, a number of entertaining and surprisingly pleasant methods of travel can be found in valleys, inspired b the terrain’s design and close proximity to civilization. Bicycle: Designed by renowned eccentric gnomish inventor Wadnic Goosefeather, the bicycle is a two-wheeled contraption of spinning chains and moving cogs. Purchasable in some dwarven and human cities, this rare and perplexing vehicle pushes travelers along at high speeds based on their own strength. Pedaling four unique spokes in circles, a series of cogs spin with the assistance of a chain that gives motion to wheels made of a strange rubbery texture. Expensive, rarely seen, yet nonetheless a joy to ride, bicycles are perfect for valleys. The wide slopes and frequent roads give these strange devices an easy journey. Toboggan: A common sight amongst younger folks, toboggans are the skiff of the grassland, functioning like sleds. Favored amongst halfling communities, toboggans are often painted in vivid colors, and can double as a kayak if designed correctly. It is not uncommon for them to be raced across large valleys between the highlands, with 179

history. Some build elaborate castles and cathedrals, others build bridges and walls, and some build highways. Highways – also called roadways and other terms – are found more in valleys than other terrains. They push through the heart of the biome, straddling rivers and towns along their path. Highways often tear through unlike roads which are still at the mercy of the terrain, turning them into tunnels or carving straighter routes in their place. When available, highways are the best routes for travelers to take. They are often guarded, well-trod, and likely to have taverns, inns, and small villages along its length. As long as it follows your course, it should be held onto tightly. The following table gives the chances of encountering a path, road, or highway, by their distance from civilization. 10 Miles

25 Miles

and stone. Valleys are no stranger to these, especially due to the prevalence of roads and civilization. For many travelers, signposts are the only way to acquire basic information such as points of interest, distances to landmarks and towns, and sometimes the land’s height. In some cases, they will point towards docks, places to ford rivers, other roads, or places to easily exit the valley. The valley is also one of the few terrains that intersects with almost all of races, being home to many dwarven, elven, human, gnomish, and halfling communities. Valleys with roads that border mountains and hills will often be named in variations of gnomish, dwarven, halfling and common, sometimes even giant and goblin depending on the surrounding population. Valleys that border forests may have elven and sylvan carved into their posts. Buildings: As valleys are commonly home to some form of civilization, either past or present, buildings are used to mark their surroundings. It is not uncommon to see signs carved into the walls of taverns that stand at a valley’s crossroad, to act as guides for locals. The permanence of a building lowers the chances of this information being destroyed by nature or time. It also allows for signage to be larger than would normally be possible, a godsend in a vast and open terrain.

50 Miles

Path

30

60

80

Road

45

30

15

Highway

25

10

5

Rivers: Sometimes rivers are such a prominent feature of the valley that they become its primary system of travel. Boats, barges, rafts, and canoes all drift to and fro across the open waters. Rivers will often be located near major settlements or areas of trade. Other times they sit as convenient middle grounds between conflicting terrain, realms, or routes. Rivers that do host the bulk of a valley’s travel are often lined with small docks and inlets. Inns, ferry and barge spots, carpenters and salesmen also set up along the length of the watercourse. The waterway will have helpful signage, from buoys to signposts. The local guard or militia may even patrol the length of the river, providing respite from any piracy or bandits.

Travel Tips Valleys are one of the easiest lands to travel across, with only a small amount of luck required to avoid bandits or dangerous creatures. Most valleys hold a plethora of vegetation, animals, and works of various cultures to make journeys even easier. However, should one find themselves desperate and in need within a valley, the following suggestions may aid survival. Wells: Alongside rivers, streams, and the numerous plants which hold watery stems and fruit, wells are commonly found, and provide another reason why water is such a common resource within valleys. Pushing deep into the earth, wells give a steady and easy supply of water often less tainted by nature than that above ground. While it may sound stage, wells are a major component in the history of many civilizations. Valleys were often initial home of many kingdoms, empires, and realms. As time went on many these valleys were abandoned for locations offering better

Road Markers Markers and signs are a common sight amongst the valleys of the world, with sole buildings or ruins being less so, but still prevalent. These markers are indicators of local realms and races, with valleys beings one of the few terrains where the influence of each race and realm can always be felt. Signposts and Markers: Signposts can take the form of simple wooden placards in front of rural towns, to elaborate posts of metal 180

Ecology

trade, more space, valuable resources, or strategic advantages. While many towns and villages remain in the Plunging Valley, there are many more ruins of settlements lost to time. The abandoned would eventually be taken back by nature since wood and thatch were a common building tool of early societies. But wells, often made of stone, were untouched. As such, many wells have survived for hundreds to thousands of years, the only reminders of long forgotten communities. Travelers encountering a well upon their travels could consider investigating its surroundings to see if more signs of the past can be found. Food Sources: Food is plentiful in valleys, due to small animals, game, fruits, berries, and plants. The biome is a perfect place for animals and plants to thrive. But no adventurer is guaranteed a full stomach, perhaps due to being in a rush, or maybe more treacherous circumstances. As such, a suggested list of the easiest to hardest food to obtain in valleys has been provided. The table shows food sources in valleys per biome, from simplest to hardest, based on availability and difficulty of acquisition. Biome

Simple

Medium

Arctic

Fish

Small Game Plants

Arid

Small Game Plants

Flora Valley flora is a combination of soft grasses, flower fields, and the effects of water ripples, woodlands, and rocky bluffs on trees, shrubs, and smaller vegetation. Valleys can easily be swayed into the particulars of their location and climate. Tropical valleys are influenced largely by higher precipitation, causing the growth of dense woods and flourishing plants. Conversely, desert valleys hold onto resilient succulents and palm. Most people, when referring to valleys, speak of those in the temperate region, hugging the highlands and skirting between mountains. Civilizations have spread along these valleys for their rich earth and flowing waters. These two factors are the cause of the picturesque flora of the valley. The earth turns from soft, watery soil to stone as it rises up through valley embankments, or at the edges of forests. The most common flora in this environment can be divided into flowers and grasses. Tree and shrub types are the most reflective of the local biome, and often less seen upon the curving slopes of the valley. Below are only some variations of flowers and grasses found in valleys. Flowers: Daisy, white correa, lily, tufted bluebell, pink wax, flannel flower, primrose, buttercup, poppy, bell, geranium, Morina, orchid, marigold, lobelia, sunflower. Grass: Flax, lovegrass, plume grass, tussock, foxtail, basketgrass, red fescue, weeping grass, windmill grass, speargrass, matgrass, lemongrass, bulrush, ryegrass. Edible Plant: Valleys are renowned for holding incredible soil at their bases, especially the wider ‘U’ shaped valleys that

Hard Fish

Temperate Fish

Plants

Small Game

Tropical

Fish

Small Game

Plants

Valleys sit as a junction point for many terrains across the world. They pull through forests and deserts, sit along mountains and highlands, and can reach from one biome into another on their larger stretches. Each valley’s ecology and environment reflect these strengths, with heavy influence and variety seen across the realms. Valleys, however, do share some qualities that make them a much-sought location for travelers and civilization. More temperate weather, predictable terrain, soft grass, reliable water, and plenty of game, valleys draw in people and animals equally, creating a humble, convenient, and scenic biome.

Fuel: Not every valley is guaranteed to contain woodlands and usable vegetation, and as such they can sometimes be sparse for fuel. In these situations, it is often best to head for lower ground, where fuel is more likely to be found. This advice is best heeded when the valley sits by a rocky outcropping or mountain containing caves that can be used to avoid inclement weather. If time permits, many reeds and water plants will burn well if given time to dry. Otherwise, animal furs, fats, and pelts can be used for warmth or fire if truly desperate. It is rare for weather to be so terrible within a valley that a fire is required to survive, but it is known to happen, especially in high altitudes. Travelers should always be cautious within an unknown biome.

181

contain flowing rivers. While useful for farmers to propagate seeds, several edible plants can also be found. � Lilly Pilly – A small tree with fragrant white flowers and berries that are fleshy and sweet. � Apple Berry – A slender climbing plant with pale yellow tubular flowers, edible with sweet pulp. � Coronata Fig – A small tree that grows along waterways, with leaves rough and coarse to touch, edible fruit, and malleable timber malleable which is easy to craft with. � Saw-Sedge – A sedge that grows along creek lines, identifiable by its very sharp leaves that can cut skin. Its red and black seeds can be ground into a flour. � Heath Myrtle – A shrub that flourishes under shade. It holds numerous small white flowers. The leaves produce a sweet and relaxing tea that settles the stomach. Alcohol: Valleys have been the home to wineries and brewing halls since the “nectar of the gods” was first discovered. Often containing high quality climates, soils, and waters, valleys are the environment for berries, grapes, fruits, honey, wheat, and numerous other cereals and sugars to grow and thrive. An estimated 60 to 70% of all alcohol originates within valleys, with many major cities and towns drawing their supplies from the effervescent terrain. Any traveler worth their salt will know that the quality of drink at any valley tavern is worth the time, cost, and distance it takes to arrive there.

offers the advantage of giving greater line of sight for spotting foes, and a longer length of terrain to follow them. A list of common valley prey includes: alpaca, antelope, badger, bison, buffalo, caribou, chicken, crow, deer, duck, eagle, elk, falcon, finch, fox, goat, goose, hawk, horse, ibex, impala, lizard, moose, mountain goat, mice, mule, owl, ox, pheasant, pigeon, quail, rabbit, rat, raven, sheep. Caprini: The Caprini are a group of similarly cloven-footed mammals seen extensively across the valleys of the world. Goats, sheep, tur, ibex, and tahr all come in numerous shapes and variational breeds with both domestic and wild herds being present in the region. Many humanoid tribes – both nomadic and settled – have taken strongly to the Caprini as mounts, pets, livestock, and a source of wools and pelts. Where herds of cattle are seen driven across endless plains, the valley plays home to goats and sheep, who take advantage of the lush grass, climbable hills, and running water therein. Fish: The rivers that run through valleys can be vast expansive rivers or small dribbling streams. Some valleys also house lakes or offshoot bodies of water. These are often filled with freshwater fish. Trout, pike, and perch are found in the more temperate and colder climates, while bluegill, bass, and catfish are seen in warmer waters. Many lazy days of traveling have been spent fishing in valley streams, a relaxing break on a long journey. Predators: Valley predators often come in two forms. Simple animals hunt life within the valley, coming to the region during hunting routes or migration, for the same reason their prey does. Creatures of medium intelligence haunt valleys with regularity, living in a similar, yet more primitive manner to humanoids. A list of common valley predators includes: bear, coyote, wild dog, rattlesnake, python, wolf, giant spider, jackal, hyena, boar, cockatrice, dire wolf, harpy, ankheg, griffon, manticore, bulette, ettin, hill giant. Trolls: Trolls are a common sight within valleys, as are their cavernous homes, forest tribes, and boggy encampments. The lands within or near their homes provide easy access to wild animals, travelers, and small settlements to terrorize and kill. Travelers are advised to bring some form of acid or an easy way to spark fire with them should they encounter these hulking foes.

Fauna Valleys are home to many animals, both bestial and monstrous, who flock to the region for the same reasons humanoids always have: water, soft earth, and a temperate climate. From forest or alpine creatures that creep down to the water’s edge, to the deserters of coastal realms that search for cooler climates and fresh water, valleys are biomes of heavy movement and constant occupation. Prey: Valley prey are numerous and thriving, with the environment perfect for their growth and breeding. Groups of every animal type can be found in the biome, especially in valleys bordering s on other terrains of significant wildlife such as forests, wetlands, and plains. While more prey tend to bring more predators, the valley 182

Residents

Goblin: Similar to kenku, goblins have long held a place of distrust and hatred by other races, especially human, dwarven, and elven societies. This cynicism and suspicion often come from a history of violent interactions, due to goblin tribes regularly falling under the sway of evil and powerful creatures. Despite this, numerous goblin tribes attempt to live a more lawful life. At least, by goblin standards. Often pulling away from their common forest and highland homes, they push into valleys to settle on the fringes of humanoid cities, or in abandoned homes. Unlike the kenku, many of these goblin tribes have made significant strides into trade, relations, engineering, agriculture, and all the professional roles that come with the formation of a village proper.

Valleys are referred to some scholas as ‘the cradle of civilization’, as they have long been home to people. Soft, rich soil surrounding rivers on gentle slopes easily suit the needs of a village or clan. Human civilization has long taken to the terrain, with most of their major cities or historical sites being located on or near a valley. Old proverbs state that while the elves hid in forests, and the dwarves underground, humans flourished in the sun. Valleys are also the home of the alienated and exiled, as they are provided with everything they need to survive. Goblin tribes that step away from forests or mountains, kenku gangs that flounder near the edge of civilization, or nomads that linger between the vast plains, all find refuge in valleys. Human: Humanity has long lived upon the valleys of the world, from the routes of nomadic tribes to the founding of the first villages. The ability to irrigate rich soil is one of the key reasons that humans were able to increase their food supplies and spread as they have across the realms. Their short lives, inquisitive minds, and daring actions only add to this. Humans have long been the forerunners of agriculture, with their constant need for increasing supplies pushing innovation. This all began in the wondrous valleys of the world, To this day, many cities, nations, and commercial enterprises are dependent on the breadbasket valleys. Kenku: The cursed kenku wander the world as vagabonds and outcasts, often seen on the outskirts of society. Misunderstood, many simply wish to sate their inert desire of flight, and the simple needs of life. Their unfortunate situation lead many kenku to copy and steal from other races and cultures. A particularly prominent clan of kenku, the Flock of the Lifted Wing, are found within the Tyrus Valley. In an attempt to build their own place in the world they inhabit Veldor, a long abandoned human town on the valley floor. The local riverbed has run dry, leading to the departure of the town’s former human residents. Here the kenku have attempted to mimic a more civilized society, while using the heights of a mountain that lies off the valley’s edge to attempt to regain flight. Both objectives have been less than successful over the years, yet the place still stands as one of the few kenku settlements of the realm.

Environment The environment of the Plunging Valleys is a place of opportunity and growth. A place where earth and life unite to create a terrain of wonder, beauty, utility, and value. Fields of heavy grasses and flowers sit between magnificent slopes that either continue into grasslands or rise into the rocky bluffs and plateaus of the montane ecosystem. The waterways that flow through valleys are heroes unto themselves, providing life to the soil, plants and civilizations that flourish around it. A diverse array of animal life is present within the biome, with those that more easily navigate its slopes at an advantage in the constant battle between prey and predator. All in all, it i’s one of the safer environments to travel in, with many comforts and basic utilities that are frequently and painfully lacking in other terrains.

Physical Geography A valley’s geography is simpler, and more varied than most. Its continuous structural design is repetitive yet rich in history, formation, and shape. As one of, if not the most common terrain found across the lands, its eye-catching formation is easily recognizable to travelers, with the gentle slopes and running water being happy sights to encounter.

183

Terrain

� Dell: Small, secluded valleys that are filled with running streams and light woods. � Mountain Cove: A valley enclosed on either side by the peaks of mountains. These are often found in mountain ranges and have high altitudes. � Hollow: These small valleys are surrounded by sharp mountains or ridgelines. They are often wooded and contain dry or semi-dry stream beds. � Steephead Valley: Narrow, deep, and flat bottomed, these valleys end abruptly with inclining walls, often pushing into a mountain range or hill. � Dry Valley: These valleys no longer hold significant water flow, sometimes even forming without a river or body of water. � Longitudinal Valley: Immense valleys that form between two parallel mountain ranges. These are some of the most common valleys to find civilization.

In the simplest terms, a valley is an area of land that lies between two raised landforms – often hills or mountains – and is generally occupied by a river or stream of some description. The ground is mostly made of soil or contains heavy elements of rocks and stone. While all valleys share these basic characteristics, it is the distinctions between them that determine their style. How deep the valley is, how it is shaped, and in what manner it formed, are all important questions to consider. In looking at a valley’s terrain the commonality and difference between valleys and canyons can be discerned. V-Shaped Valleys: V-shaped valleys rise from strong rivers and streams that cut into the earth, forming angular walls. V-shaped valleys tend to be younger than the other styles and can sometimes lie within a tipping point between becoming a canyon or a valley. The locate climate is a deciding factor. U-Shaped Valleys: U-shaped valleys are characterized by steep sides that push down into a curved floor. They are significantly older valleys that have withstood the ravages of time. Many U-shaped valleys in higher altitudes are remnants of glacial movements in the past. Fjords often fall into this category, if deemed a valley over a canyon. Flat Floor: Immense flat floor valleys are the most common found in the world. With long winding slopes, broad open flat plains between them, and sometimes vast rivers or lakes, they fill the world from the northern arctic reaches to the southern poles. These valleys often begin as V-shaped or U-shaped in origin, sometimes even transitioning between both as the years pass. Flat floor valleys are more likely to be filled with richer and more variable biomes, terrain of deep and luxurious soil and shifting woodland or swamp areas.

Classification Much like canyons, the classification of a valley is a widely conflicting and welldebated topic amongst scholars and geomancers. Some propose specific characterizations, such as angle, height, and properties. Some argue that “If it’s not a canyon, it’s a valley, if its not a valley, it’s a plain,” and believe the matter to be simple. Fundamentally, a hybrid of these two methods can be applied, where the valley requires certain characteristics to be classified, while not falling into the category of other terrains. � Width: Valleys are wider than they are tall, not including the body of any corresponding mountain. � Size: A valley can come in all shapes and sizes, in comparison to canyons which are immense both in size and depth. � Formation: While rivers and erosion are a key element to their formation, valleys can form from the shifting of the earth and the rising of highland areas. � Traversing: A valleys, in most cases, traversable on foot and does not require the climbing of terrain. This can be generalized to slopes with an angle of less than 45° at most points of intersection. � Water: When a valley is formed with a river or stream (as most are) the body of water leaves a significant mark upon the land, unless affected by a specific historical or geological event.

Types While there lies three overarching styles of valleys, there are numerous different types. These can be categorized by many features, be they size, formation, origin, or local terrain. As with many terrain types, the local vernacular may differentiate in accordance with the various cultures across the realms. 184

Resources

This table shows the most common minerals, elements, and gemstones one can find, and the chance of finding them. This table assumes searching for one hour with proper equipment.

Valleys are bountiful places that have provided food, water, and resources to the people of the world for centuries. From flowing water, to plants and animals, to woods and earthly treasure, the list is long and limited only by the natural desire to search and scavenge the land. In many ways valleys can offer many features of other terrains in smaller, bite-sized forms. From the gold within mountains, the vegetation of a wetland, and the animals of a forest. For travelers running low on supplies, a valley should be their next destination, for there is a high chance they can replenish their packs in the wild, if not within a friendly settlement. Water: Whether from flowing streams, great lakes, or wells of villages past and present, valleys are nearly always able to provide fresh water and its life-giving sustenance to travelers in need. Valleys are also one of the few places where the chance of the water containing disease or plague is limited, and the necessity to boil it before consumption is not as essential. Animals: Valleys are the home to a diverse and wide-ranging horde of creatures to hunt and tame as needed. Herds of sheep and goats, watercourses filled with pike and trout, quail and ducks – the list goes on – are rarely in short supply. It has been mentioned within this tome previously, but it cannot be emphasized enough: the valley is the place to be should you need food. Flowers and Plants: The ecology of valleys speaks to plants and flowers as useful sources of nutrition. And while this point stands true for those in need, they also offer significant commercial and crafting capabilities as well. Many flowers and plants that propagate in valleys are used to create dyes and bonding agents for paints and crafting. While forests, plains, and wetlands can offer the same vegetation, it is rarely in such copious amounts. Some fields of Hyacinthus are large enough to paint great monuments and buildings with ease. Mountain Mineral Runoff: When valleys form between mountain ranges (or at their bases) they are often filled with streams of flowing water. In many cases these streams pass through the mountain itself, bringing with them chunks of minerals and elements that break apart during the water’s passage. As the runoff enters the valley, and its speed slows down, the debris falls to the floor of the riverbed to be discovered by the lucky and resourceful.

Mountain Size

Small

Medium

Large

Iron

12%

18%

25%

Tin

10%

15%

20%

Quartz

8%

12%

15%

Platinum

5%

8%

12%

Gold

2%

5%

8%

Diamonds

1%

2%

3%

Unique Features While basic in many aspects of their terrain and design, valleys hold a number of unique and interesting features. Most are rare occurrences, or not found in typical valleys formed across temperate biomes, where valleys and their utilization can flourish. Volcanic Valleys: In rare and extreme circumstances a volcano can arise parallel to another mountain range or highland area in such a way that a valley forms between the two structures. When this occurs, and the volcano eventually erupts, the land between is filled with volcanic magma and rock. In these cases, unlike most valleys, the floor rises, and the V-shaped or Ushaped structure it holds gets filled in. These events are chaotic and often devastating for the valley, with its life and water flow killed or severely distorted and maimed. However, decades later, assuming the volcano has ceased erupting, unique and wondrous landscapes can be found. The remaining valley can hold huge variations of highlands, swamps, rivers, and nearly all other terrains, in small pockets or across vast areas. What was once a simple valley is now and forever a unique fusion of terrains rarely seen. Valley Islands: Some valleys are so immense in their size and breadth that they hold small biomes of varying terrains within them. While a rare occurrence, two of the more likely to be seen are that of the inner island, and the rising hill. � Inner Island: Valleys have long been home to rivers that flow through their length. In some cases, where the earth dips, lakes are formed before the water continues on its path. In even rarer cases these lakes form with a central island. A small, secluded landmass within the heart of a large valley. 185

� Rising Hill: In a similar yet opposing manner to the Inner Islands, the earth below larger valleys can rise again to form a central hill within the valley heart. These valleys have been long coveted by rulers to build castles and keeps upon the central rise. Traditional valleys are already great defensive locations; a rising hill provides an even greater tactical advantage. Desert Valley: Most of the valleys described thus far are found in temperate or alpine lands. This is because, in tropics and deserts, a canyon is more likely to form than a valley. Or the valley that does form is more representative of a temperate climate than the other extremes. However, this is not always that case. Desert valleys can form between mountain ranges and highlands that border the regions. When these occur, they are normally significantly larger in size, and often hold canyons within them. The ground here lacks the rich soil commonly seen in valleys and is often filled with rolling sand dunes and rocky earth.

across dales, and winds bring both warmth and the cold. Despite these fluctuations, the weather is usually an enjoyable experience for travelers, if not always reliable, or similar to other valleys they may have encountered. Temperature: Temperatures are varied and unpredictable in valleys, which are not only extremely diverse in location, but also elevation, design, and local contributing factors. Nearby mountains and highlands can play a significant role in determining a valley’s temperatures throughout the day. The altitude of the area also plays a major role in determining temperatures, seeing the same shifts seen in the Canyon Depths and the Upper Ranges. For every 500 feet risen, the temperature drops roughly -27°F (1.5°C). Winds also vary in valleys, with hot air pushed in during the day, and cold air forming at night. This can cause drastic shifts in some valleys where wind plays a large role in its climate. The following table is a rough guide to temperate valleys that sit around, or just above, sea level. Valleys in tropical or arid regions of the world will hold hotter days and nights. Valleys in arctic and alpine regions skew significantly colder.

Phenomena The phenomena of a valley rely heavily on the lay of the land, the gods, and their surrounding terrain. The slopes, depth, width, and elevation of a valley all come together to produce a shifting biome of changing temperatures, wondrous sights, and simple pleasures. Valleys cannot offer travelers the stability of plains or forests, but they provide a more enjoyable experience, with few major concerns or extremes to by wary of.

Average

High

Low

Spring

68°F (20°C)

46°F (8°C)

Summer

77°F (25°C)

55°F (13°C)

Autumn

63°F (17°C)

43°F (6°C)

Winter

55°F (13°C)

36°F (2°C)

Mountain Wind: Mountain coves and valleys directly attached to the edges of towering mountains are often subject to more extreme weather changes than mentioned above. In these situations, as the cold night air is pushed downwards upon hitting a mountain. This causes the attached valley to become freezing. If a valley faces these conditions, the low temperature can be between 13.5°F (-7.5°C) to -27°F (-15°C) lower at night. The day temperature stays the same as in the previous table, making the shift to night extremely noticeable. Precipitation: Valleys can hold significant levels of precipitation when local climates also reach high numbers. Areas such as highlands and mountains traditionally see greater yearly falls, with the valley coincidentally capturing the same amount. In many ways valleys are generally affected

Weather Valley weather is difficult to describe in generalizations, even if one were to look at zonal shifts as is done in the Canyon Depths. Unlike the canyon – which can contain a smaller climate within itself – the vast open roof of a valley leaves it at the beck and call of the surrounding biomes and local conditions. In addition, the connection between the Upper Ranges and most valleys is often crucial to its design and relevant phenomena. Common temperate valleys generally see warm summer days, cold winter nights, and slightly higher levels of rain and fog than most of the world. They see vast temperature shifts where mountains bridge 186

more by precipitation as a runoff effect than by actual rainfall. Snow is rare in most valleys, apart from upper alpine valleys. A common sight in many valleys, often as an effect of the shifting climate and air pressures caused by temperature fluctuations and wind, is the constant appearance of fog. Many valleys are filled with rolling fog during mornings year-round, while others only capture slight glimpses of murky air during sunrise. Seasonal Changes: The winter and spring of a typical temperate valley bring higher levels of rainfall and colder temperatures. Summers are often cool, dry, and humid. The seasonal changes of the area often reflect local biomes since the valley by itself holds little influence on the climate. Nearby oceans and mountains are often the influencing factor in the shape of the surrounding landscape. In general, common shifts of temperate, arid, and tropical seasons are present.

course sunlight create the perfect environment for vegetation to propagate. Throughout many cultures, the bounty of the land is linked to rituals and celebrations, marking the changing of seasons and time, the blessing of gods, and the fortunes of those that work the fields. But many geomancers claim a more natural cause to these wonderful conditions. A simple reality resulting in the Plunging Valleys frequently sitting in the right place, with the right climate, and the right geography, to create fertile soil. Life Spots: Valleys that appear in just the right place, as if by fate, can combine an incredible number of characteristics to generate what is known as a Life Spot. These locations are small biomes in the heart of a valley, with rivers flowing through the center. The soil, plant diversity, and local game within are so unique and well suited to one another that they all thrive and grow exponentially together. The plants and vegetation are exceedingly fresh and healthy. The animals are well fed, happy, and fertile. The waters are clean and filled with fresh fish and water plants. These places are a dream for travelers, an oasis within an oasis.

Natural A valley’s natural phenomena revolve around the life that sits within it, such as plants, animals, soil, and water. These features lead to awe-inspiring wonders and picturesque valleys straight out of a traveler’s dreams. The parts and particulars of these phenomena are not in themselves rare or unique, but it is in their spectacular growth, appearance, and ability to harmonize with each other that creates the natural wonder of a valley. Flower Valleys: Some valleys, especially in the lush and temperate regions of the world, are packed from cusp to floor with blooming flowers of ornate and wondrous colors. Sunflowers, buttercups, lilies, and mallows, the yellows, pinks, blues, and whites appear glorious rainbow for travelers to enjoy. At least, for travelers who are not allergic. These flower valleys are also found in the highlands of alpine peaks. In small valleys between rises, or along hollows and ridgelines, small pockets of grass and flowers bloom in the cold. Bell flowers, geraniums, Morina, poppies, and irises are but a few. Fertile Soil: Valleys hold some of the most fertile soil in the world. The greatest vineyards, farms, gardens, and greenhouses are often found in wide open valleys of lush grass and bright sunlight. Drainage, access to water, high levels of nutrients, and of

Non-Natural Most non-natural phenomena present in valleys originate from the gods themselves. Being such a ubiquitous terrain, especially in highlands and temperate regions, the gods often find themselves amongst the peaks and dipping valleys when communing with the world. In some cases, these interactions are purposeful, with intent and reason. At other times the gods will come to blows, their mighty power beating at the world. The Stone of Eternal Rolling: A few dozen miles north of Arginvale, at the edge of the Pinecrest Mountains, lies a small valley of incredible proportions. Each side of the valley curls slowly upwards towards the mountains on either side, with the central area leading upwards towards a crest in the ridgeline. The valley is dry with its watercourse having long sunk below the ground after its main source had diverted away. The valley’s origins are unknown, and its design contradicts how geomancers believe any natural valley should have formed, leaving many to believe that magic or the hands of man have been at play. 187

Windburn: To most clerics, healers, and medicine folk, windburn is sunburn; simple issue of semantics and misunderstanding. Although, those who spend their lives outdoors tend to disagree. Whatever the true cause, windburn is a common occurrence in many valleys, especially when more mountainous and raised. Travelers simply need to cover their bodies, even when the air is cold and sky is overcast, to avoid these issues, especially on their faces and hands. Sunburn: Sunburn is often overlooked amongst valleys, since the soft soil, cold water, and beautiful scenery serve as a distraction to most travelers. However, valleys are often void of cover, and most contain few to no trees at all. And travelers frequently find, after a day of walking, that their shoulders, heads, and legs have been terribly burnt under the beating sun. Sunburn is best cooled with aloe vera or a similar poultice. Keeping the area clean is an important part of halting any infection. Muscle Strain: If it is not too clear by this point, let us confirm once and for all that valleys are inclined terrain. While journeying along a valley’s length is a relatively flat affair, many paths inelegantly cross through each other, not along. As such, travelers will spend a significant amount of time going up and down large hills, often on long winding paths. This quickly leads to strains and injuries of the muscles, with cramps and swollen joints being an inconvenience at best. Stretching, careful consideration of the path ahead, and proper exercise are an easy solution to this common problem. Many naive travelers underestimate this when approaching valleys and their surrounding terrain, assuming the guarantee of an easy journey.

Its peculiarities come from its seemingly perfect design. The valley was discovered by a mischievous child who had wandered away from a traveling caravan. Should someone roll a rock or ball across its length, it will return to its exact spot, with no loss of momentum. Since its discovery it has been studied by mages, geomancers, druids, and clerics who could provide no answer as to how friction does not slow any movement within the valley. Balsam Valley: In the high alpine reaches of the world, travelers may unexpectedly encounter the Balsam Valley. With an evershifting location, it was created by Uana, Goddess of Flora, for her to converse with her most favored followers. The valley is named after a variety of balsam flowers that fill its entirety. The large, pink, hooded blossoms reach high into the sky with their thin green stems. Mazes are said to form of every shade of pink, slowly directing those she favors to a central garden. Valley of the Raging Gods: Across the world, a small number of valleys form against the ocean. Many of these valleys push into flatter grounds before descending deep into the water, but in rare instances a valley will fall partway into the sea. Such an instance formed the Valley of the Raging Gods, which has been about since the Primordial Wars. It is said that Hepris, God of Oceans, had argued with Thear, God of Earth, about where the land should part and meet with the sea. Their squabble did not see an amicable end. The resulting clash led to an explosion of magic which ripped into the land. In the aftermath, all that stood was a valley that laid half in the ocean, half out. There are no sandy or rocky bluffs between green hills and mountain edges. During high tide, the water washes right past the nearby mountains, creating a yawning river hundreds of feet wide. During low tide, travelers walk almost a mile into the length of the valley, far beyond where the ocean originally sat.

Environmental Dangers Valleys hold little dangers on an average day. Most are so large or long, that even when things do go wrong, travelers will have time to flee, or will be too far from the problem for it to have any effect on them. These dangers are often related to the geography of the valley, from its initial design, relationship with local climates and weather, and the luck of the gods. The best answer in nearly all cases is to proceed to the safest high ground possible, and hopefully, wait until it is safe.

Known Conditions and Effects Unlike many terrains, valley do not come with any unique or common conditions or effects for travelers to be aware of. Those mentioned below are only mentioned due to many people underestimating the damage they can cause while crossing the biome. 188

Flash Flooding: Due to the incline of valleys, it is not uncommon to see parts of the terrain sitting below the water table, and due to the likelihood of it already containing a river or body of water, flash flooding is a danger to consider. More often to occur in tropical regions, or where mountains push the formation of clouds over the valley, a heavy onset of rain can quickly build water not only in the central hollow, but along the sides of valleys. While initially the danger may not appear obvious, when the bulk of the water hits the central area, it can rise inches in seconds. In addition, if the nearby mountains, hills, or other elevated terrain themselves contain bodies of water, the excess will always seek the fastest route downwards, and likely end up in the valley. If unprecedented rains occur while in the belly of a Plunging Valley, it is important to ensure that an escape route is at hand, or high ground is close by. Either or both may quickly be needed. Landslides: Some valleys are prone to landslides, mudflows, rockfalls and, in general, the failure of their slopes. While they are rare occurrences, travelers should keep them in mind when crossing a valley, in particular its edges. These events are prone to occur after other mitigating extremes, such as earthquakes, heavy rainfall, or major geological works like mining, or cutting the ground for roads. They rarely happen out of the blue, and as such they are of little concern. If any of these events have recently occurred, travelers should plan their routes along the flattest and safest ground possible, and avoid walking below any mass of rock, stone, or earth that may reside in the slopes. Wind Tunneling: Wind has never been an easy phenomenon to understand or measure. Great scholars spending years learning its ins and outs, shifts and changes. Valleys are affected by wind in significant ways, and this knowledge is helpful in creating a safer trip. A simple rule to keep in mind is that during the day winds will hit stronger within and above a valley, and nights are slightly more restricted from the wind as cold air is pushed into the valley. This can be important information as some valleys are immense wind tunnels that coincidentally align with the natural

direction of wind flow in the area. It can make travel difficult at the best of times, and cause havoc to beasts and vehicles. In these situations, it is often best to travel at night, and avoid the dangers of the wind, lowering the chance of mishap or mayhem upon an otherwise pleasant journey.

189

Hags of the Plunging Valley

Personality Valley hags love to play roles. They seek out communities or establishments to plant themselves in, places where they can be treated as regulars. From here they wheedle their way into lives, often for their own betterment and the suffering of others. They love flamboyant displays, gaining notoriety within the valley’s heart. Sometimes they will build their character up over long periods of time. In other cases, they will simple kill someone and take over their lives. Most valley hags are young, though certainly not all. They enjoy socialization and being in the thick of drama that goes on in a place, as they are very often the cause of it. Their schemes and plans are frequently interlinked with a charade in which a big reveal is planned; a culmination of months or of work to bring out the most misery they can.

About the Hag Valley hags are outgoing, theatrical, wild, and sociable creatures of the Feywild. Like their kindred they prey on the weak and possess a love for suffering. They impose their will upon all who fall within their grasp. Hags of the Plunging Valley, as with those of the oasis, plain, and canyon, are sociable beings who put their lives and lairs in the hearts of societies. They sit on village outskirts as part of the community, they hold positions of power and relevance within towns. They are actors in a never-ending stage show, their life an evil production. No interaction with a hag is ever advisable, nor enjoyable. The danger of a valley hag is less that she will overpower a traveler, or that she will enthrall them to her will, but more scarily that they can never quite know who she is. Are they the local herbalist who helps the weak? The friendly tavernkeeper on a journey’s crossroads? Or the rustic farmer on the village edge? And what is their true role in this story?

Ideals, Bonds, and Flaws d6 1 2

Names

3

Valley hags are quick to use their given nicknames, thanks to their love for the personas they adopt when in their false forms. As with all hags they also go by the common monikers of “mother,” “auntie,” and “grandmother.” some common valley hag nicknames include: Boulderbelly, Corrie, Cove Crater, Curvedtoe, Delly, Myrtle, Rifting, River, Steephead, The Eroded, The Eternal, The Hollowed, Tobog, Val, Wellwisher

4 5 6

Quote

d6 1

“Life is all peaks and valleys. Don't let the peaks get too high and the valleys too low, or you’ll find me hiding within.”

2

Age

3

While hags of all ages can be seen across valleys, most are young or middle-aged, as older hags prefer to slink away to more remote biomes. Valleys attract younger hags due to their theatrical and outgoing nature. 190

Ideals I will make myself the most famous and loved person in the local area and crush the hearts of my adorers. I will enact a beautiful performance for all to see, its culmination a bloody affair. I will see if I can keep my disguise and place within the community for fifty years. I wish to find others like me and form a coven in the heart of the valley. I will learn to cast stronger illusions to further trick those around me. I wish to see the slow destruction of a nearby tavern so that I may build a new one in its ashes. Bonds My valley lies between two large mountains. The hags living within them are old allies. A town nearby sees me as a useful herbalist, bringing me rewards for curing diseases that I inflict. I hold a strong bond with a local well, being all that remains of a village I burnt to the ground one hundred years ago.

4

5

6 d6 1 2 3 4 5 6

Clothing: In her true form the hag’s clothing will appear naturalistic, covered in bone and earth. Though these are rarely seen by outsiders, they highlight her nature as a creature of the land. In her false form, she will wear clothing that matches her persona. Though she will always herself with ostentatious adornments; a gleaming clothespin, a manycolored scarf, a bejeweled belt, and anything else to draw the eye and garner attention. Disfigurations: Much of the valley hag’s disfigurations come from nature, the junction of bone, soil, and grass. Others come from her constantly assuming her false form, the magic affecting her body in strange ways. d6 Disfigurations 1 Bone fragments have pulled through the skin across the hag’s arms and legs. Some are hers, others are from beasts of the valley. 2 Moss, lichen, and grass have tangled their way through the hag’s hair, the tendrils and threads now a writhing green mess. 3 The hag’s arms are incredibly long, slumping her posture over like an ape. The strain on her back makes standing uncomfortable. 4 The hag bears scratch marks down the length of her body, the wounds pulsing red as small ticks and mites crawl across her. 5 The hag’s toes have formed together like clubs, rendering her movement awkward and slow. 6 The hag’s back is crooked and bent to the point where her head faces the ground permanently. Her elongated spine is unable to stretch upwards.

My home within the village means much to me, I will do all I can to make it grand while leaving the local area poor and pathetic. I hold a deal with a traveling merchant who uses this valley. He brings me herbs I can use to infuse into my potions. Three generations of my family have lived in this valley before me. This connection strengthens my magic. Flaws I detest travelers interrupting my plans within the valley. I hate being outside of the valley and find it unnatural to not be enclosed by sloping hills. I find the smallest things amusing, unable to contain a good cackle. I find that I react poorly to being made fun of. I lose my temper at simple slights. I hate being in my true form, masquerading as someone is the only true joy I find. I have poor relations with a coven of hags within a nearby valley.

Appearance The hag of the Plunging Valley, like all others, maintains two forms: her true nature, and her false self. Unlike many hags that keep to a singular – or at least similar – false form, the valley hag will find a form she enjoys, wear it for many years until its purpose is fulfilled, then find a new one to craft or steal. False Form: In her false form the valley hag will appear as a charismatic and beautiful woman. Whether old or young, a hardworking farmer or a soft-handed scribe, she will take the role that best suits her current plans. True Form: In her true form the valley hag is elongated and contorted, her long arms and stubbly bones in direct contradiction to the soft rolling valley that surrounds her. The hag draws little pleasure in this appearance creating a desire to be in her true form more often than not. Many parts of the valley hag’s body will have merged with the flora and fauna of the biome, with grass affixing to bone, growing over and within each other to further disfigure her appearance.

Playing the Hag Hags of the Plunging Valley are creatures of stories and acting, of the stages and tales, of heroes and villains. Though who they see as the hero often quite up for debate. They weave their way through valleys finding taverns and towns to infiltrate and take over. This is achieved through a new and enticing persona, or by simply replacing someone they find interesting. In small towns and other locations that commonly form within valleys, the hag could be anyone, doing anything. And that is the true danger she creates. 191

Roleplaying

Like many other hags, she will not leave it up to fate for whether people need her help or fall desperate. She will corrupt the land, cause ill fortune to the wealthy and weak, enthrall creatures under her sway, and cause chaos and destruction where needed to force people to her, as long as it doesn’t risk her character. In Battle: Combat is often the last resort of a valley hag, for when her illusions and persona are seen through, when no other option is left to take. She will fight quickly and violently while trying to escape. No persona is worth death, a new story is always on the horizon.

Hags of the Plunging Valley are found within towns, villages, and places of interest within the valley’s heart, such as a small farming hamlet, a town upon a crossroads, or simple a tavern on a long road. Where she chooses, she will fill a role that grants her a chance to play her character to an audience, always in search of those she can trick and fool. She may be the tavernkeeper who everyone loves to chat with, the nosy merchant looking to swindle her merchants, the friendly farmer who always tells a good joke, or the helpful burgomaster who seeks to improve her town. Of course, all of this, is a grand scheme, a performance for the centuries, acts within a show. All of which leads to ruin and inequality, death and destruction, chaos and disaster. For what is a grand show, without a twist in the final chapter? On the Road: Valley hags are rarely found on the road. They prefer a settled communal location from which they can craft their schemes and socialize with locals. They will sometimes adopt the persona of a traveling merchant or tradesperson to first enter an area. In other cases, assuming such a guise is an excuse to travel the lengths of her valley without drawing suspicion, however, this is a rare occurrence and usually requires a specific goal or outcome. At Home: At home, or nearby, is where the hag of the Plunging Valley is mainly found. Here she will have set up a gregarious and vibrant identity. She will play her role with great outward gusto, while quietly in the background she will manipulate whatever she can to her will. She will trick her way into power and knowledge, with the suffering of all as consequence. Making a Deal: Deals with the hag will often relate heavily to what role she has taken within the town. Most of the time she will seek compensation, if nothing else but to continue her charade. But when events seem to turn in her favor, she will institute debts she can collect later. In many cases she will ask for innocuous things about the town or local region that she can later use in her “big reveal”. Depending on how long-winded or farreaching her plans are – the destruction of a family, the enslavement of a town to her will, etc. – she might also use deals to seek knowledge and sources of power. Again, these will come about in exchange for goods or services she provides to town and people.

Encounters The hag of the Plunging Valley is encountered in a plethora of scenarios, though most will come from normal interactions with townsfolk and travelers as they pass through her valley. As stated, combat is rare for the hag so when it is mostly done through cronies and creatures who can take the blame. Social encounters are much more common and will occur when travelers enter her domain. The hag is acutely aware of new pawns on her board. In many ways the valley hag is similar to the hag of the Endless Plains, in that encounters with them are heavily dependent on who they are pretending to be, but their biggest danger is that no two valley hags will ever appear or act the same. Combat: It is a rare event to fight the hag herself; she will typically send creatures to hound those who would pass by her location, forcing them to visit her and join in on the charade. d6 Combat 1 1d4 trolls will be sent to harass the party towards the hag’s lair. The beasts are indebted to her. 2 2d4 wolves will stalk the lands around the hag’s domain, forcing people to the safety of her buildings. 3 2d4 townsfolk will be sent to attack the party. The hag has riled them up and blamed the party for some evil. 4 2d4 giant spiders crawl out to attack the party, attempting to injure them before fleeing. 5 A cockatrice will attempt to attack and petrify a party member. The hag will come to the rescue. 6 A hill giant will block the party’s path. 192

Non-Combat: These are the more common interactions with a valley hag. Depending on her chosen role, the largest motivating factor will be her attempts to keep travelers within the town, and her area of influence. d6 Non-Combat 1 The hag will send 1d4 villagers to seek the party’s aid, a made-up excuse to bring them to town. 2 The hag will approach the party in her false form as they enter the region, to invite them to the village. 3 The hag will use inclement weather to push the party towards her village or establishment. Thunderstorms and landslides occur all over the valley. 4 The hag will send 1d4 villagers to find the party, offering food and a good night’s rest in exchange for some simple work. 5 The hag will find the party and seek their aid in resolving a situation within her establishment. 6 The hag will send travelers to pass the party and speak good words of her domain, attempting to entice them to her.

them, and as such manipulation and trickery in actions and words are where her true powers lie. Manipulation: Valley hags are grand manipulators at heart, they seek to influence those around them to not only their will, but to direct them around a proverbial stage. They work tirelessly to create personas that common folk can fall behind, charismatic leaders or people of influence. The bulk of this is done through subtle manipulations, either directly or indirectly, against those within the town. Hags will cause havoc only to sweep in and save the day. They will feign a friendly shoulder to cry upon when ill fortune strikes. They will turn friend against friend, family against family, only to play both sides and come out on top in the end.

Common Contracts As spoken of previously, valley hags will rarely use actual contracts, with simple exchanging of favors being the most likely outcome of any interaction. It is only when she holds the life of a person, family, or village, in her grasp that she will enforce a one-sided contract. However, contracts are rarely needed for the hag to get her way; her false persona is usually enough for people to do as she asks, even if some of her tasks are questionable in nature. d6 Contract 1 The hag seeks a resident’s diary, knowing it holds secrets she can use against them. 2 The hag requires a giant stage to be crafted, the compartments within a part of her plan to trap the townsfolk after a great play. 3 The hag seeks help in bringing the local Lord (or similar) to her home. She just wants to spend some time with him, or so she claims. 4 The hag requires fifty barrels of ale brought to town for an immense feast she plans to host. A final feast for many. 5 The hag requires more people to pass through her valley and requires contact with merchant and caravan companies. 6 The hag desires an old and powerful book of illusions brought to her. Being a collector of sorts, she requires it sooner rather than later.

Deals and Danger Hags of the Plunging Valley serve deals and dangers in many forms, from the subtle ways she slowly pushes a location and its people into disarray, to the fact that recognizing her as a hag is extremely difficult. Like her kin she seeks power, suffering, and the enthrallment of people and creatures to her will, best done through slow and well-planned manipulations. However, the valley hag flourishes in the middle of the fray, in the heart of the fire, not in a hut many miles away. Her deals and manipulations often focus on the long game, or small events that are hard to pinpoint, blame, or connect to her. In most circumstances she will avoid any situation where someone could reveal her identity. Traditional hag contracts or deals that bite back on a person are rarely used outright. The Fine Print: Most deals made by a valley hag will lack reference to a greater issue or an owed debt. The hag will act like she is happy to help or perform a favor, when really the entire situation was created by her to begin with. Valley hags rarely use contracts, unless they control an entire region and wish to enforce things upon 193

Covens and Cronies

STR

Valley hags will have cronies within or about their lair, a group of creatures or monsters hidden away, or an enslaved servant or two to also hold false identities in her grand play. Valley hags are typically not found in covens (except when born into them) as their egos are too great to share the stage with another star. For this to occur, a grandmother, or hag of extreme power, would be required to keep the hags in line. d6 Cronies 1 1d4 humans are enslaved to the hag, acting as her apprentices or staff. 2 1d4 trolls are indebted to the hag and guard over the valley. 3 2d4 dire wolves wander the countryside doing the hag’s bidding. 4

5

6

DEX

CON

INT

WIS

CHA

17 (+3) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 16 (+3)

Saving Throws: Wis +4, Cha +4 Skills: Stealth +4, Persuasion +5, Deception +5, Performance +5 Condition Immunity: Charmed Senses: darkvision 60 ft., passive Perception 14 Languages: Common, Sylvan, Drac., Elven Challenge: 4 (1,100 XP) or 6 (2,300 XP) when part of a coven Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Charming. While in her false form the hag has advantage on any ability check to interact socially with a creature. Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: distort value, minor illusion, vicious mockery 2/day each: charm person, Tasha’s hideous laughter, sleep, dissonant whispers 1/day each: gift of gab, hold person Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 ft. of one another, they can each cast the following spells but must share the spell slots among themselves: 1st level (3 slots): command, bane, identify, hex 2nd level (3 slots): calm emotions, mirror image, suggestion, silence 3rd level (2 slots): major image, clairvoyance, incite greed 4th level (2 slots): halluc. terrain, compulsion 5th level (1 slots): geas Actions Claw (Hag Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d8+3 slashing damage. Change Shape. The hag magically polymorphs into her false form, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying is not transformed. She reverts to her true form if she dies.

The hag has tricked a succubus and incubus to work for her, the pair acting as locals within the region. The previous mayor of the town lies tied up in the hag’s basement, forced to give her information when she needs it. The hag keeps a cockatrice inside her inner lair, ready to set upon the town when she wishes.

Strange Magic Unlike many other hags, the valley hag will rarely hold objects of strange magic in her lair, as in most cases, her lair is open for all to see and enter. However, in the very depths of her lair, or on her person, she will sometimes carry objects infused with spells to aid her when things go wrong. These items will relate to the persona she has taken on and are often of illusionary nature. � Illusory Script (PHB pg.252) � Fear (PHB pg.239) � Hypnotic Pattern (PHB pg.252) � Silent Image (PHB pg.276) � Color Spray (PHB pg.222) � Confusion (PHB pg.224)

Stat Block Valley Hag Medium fey, chaotic evil Armor Class: 17 (natural armor) Hit Points: 96 Speed: 30 ft. 194

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20, losing ties. Only one effect can occur at a time: � Can cast Phantasmal Force, it lasts for 1 minute or until she casts another spell. It does not require concentration. � Regains 1 use of Charm Person, to a maximum of 4 times per day. � The hag knows of everyone within 100 ft. A more powerful valley hag may also perform the following: � The hag can cast Calm Emotions. � The hag knows of everyone within 300 ft.

The valley hag’s lair, like most things in her life, is a representation of the role she is currently adopting. The hag playing a tavernkeeper will live in the tavern, a farmer on the farm, a merchant in their shop, and so on. Her persona relies on a realistic appearance and the chance that someone may intrude on things, and as such, the hags often live within the means of their character. However, tucked away in homes, shops, and other locations, the hag can access a secret room or two. Within these rooms are treasures and objects of power, spell books and potions, magical artifacts and relics. These rooms are hidden within their lair, and thickly covered with traps to stop any would-be intruder who would ruin her story.

Regional Effects The regional effects of a valley hag echo across the village, crossroads, or general region she inhabits. They are small pervasive things that drift into the minds of those within her grasp. Unlike many other hags, whose touch affects land and nature itself, the valley hag likes to corrode those around her, to better shape her narrative. � The land surrounding the village or establishment that the hag resides in appears welcoming and warm to be within, while the lands beyond appear more dangerous. � Those within 1 mile of the hag’s lair begin to desire a soft bed, warm food, and a good night’s rest. � Those within 2 miles begin to miss the company of others, seeking good stories and happy smiles. � Those within 3 miles begin to notice that their feet are becoming tired of the road, sore at night’s end.

Lair Types As the hag of the valley could be in any building, store, or home, her lair is everchanging. The following examples speak to some locations one might see these lairs in common establishments. � In a tavern in the center of town, a hidden basement under the kitchen holds her true lair. � The attic in the mayor’s home is sealed shut, her inner lair within. � On a farm on the edge of town, the barn holds a back entrance that leads to a room in another dimension. � At an inn at a crossroads, the master chamber holds additional rooms that the hag keeps locked away. � In a general store that sells all forms of goods, a secret room is hidden in its very center, under a rug. � On the outskirts of town, a well in a herbalist’s backyard leads into a hidden lair.

Lair Traps, Lures, and Defenses Other than those guarding her inner lair, a valley hag does not use many Traps or defenses. This is due to the simple fact that she does not wish to draw undue attention towards herself, never risking her charade. However, she does use lures to bring people to her domain who would otherwise pass her by. d6 Traps 1 The entry to the hag’s deeper lair is covered with the Alarm spell. 2 The hag holds a bracelet imbued with the Fast Friends spell. She gives it to those who appear untrusting of her.

Lair Actions Valley hags hold various powers within their domain, most working within 100 feet of their place of hiding or false home. The more powerful variations work up to 300 feet from their lair, often covering the entire village or town. More powerful hags have lived in the region for decades, their false identify a part of the town’s history. These events can occur on initiative count 195

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The hidden entrance to the hag’s lair contains a Banishment spell upon the floor, which can be triggered by any but the hag. A Polymorph spell is imbued into the door to hag’s inner chambers. Anyone but her that touches it is transformed into a rat. The Modify Memory spell is carved into building walls, affecting those that walk by. It attempts to make them desire to stay in town longer. A false floor sits below the entrance to her inner lair. Should someone open the door without trigger the secret latch, the floor drops them into a cage below. The party must make a DC 20 Perception check to notice. Lures 2d4 Harpies surround the valley’s edges, drawing in those that would try to leave the area. The hag will use illusions to make her land appear on fire, with screaming people in need of aid. The illusion turning to a great fireplace and playing children when they approach. The hag uses a corrupted version of sending to send whispering thoughts into the party’s mind, making them desire a warm proper bed. The hag will send a Succubus and Incubus she holds power over to entice the party to the town. The hag will promote a great feast with accompanied shows free for all to join, with word being given to the party by a passing messenger. The hag casts Dream to send people alluring thoughts of her town or establishment. Defenses The hag keeps a necklace with the Misty Step spell carved into it. The hag keeps a ring with the Invisibility spell imbued into it, only needing to spin it to activate it. A gargoyle statue sits in her inner lair. The gargoyle can awaken and warn her of intruders or attack them if needed. A giant eagle watches over the hag’s valley, able to warn her of dangers, or those who try to leave.

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1d4 imps appear as beautiful birds watching all near the hag’s establishment. The hag has an enslaved crony watch the entrance to her private quarters at all times.

Treasure Hags of the Plunging Valley sometimes hold treasures and relics in the open, on display for all to see, as long as this behavior aligns with their chosen character. A magical axe above a fireplace in a tavern’s heart, or a wondrous cloak billowing in a merchant’s window. However, a hag holds her true treasures in her secret lair; her strange, arcane items that she uses to further her plans. d6 Treasure 1 Cloak of Billowing (XGE pg.136) 2 A needle of Mending (EGW pg.268) which only stiches skin, and fails on any garment. 3 Helm of Telepathy (DMG pg.174). The hag can overhear anyt thought sent through it. 4 1d4 painted gold masks (DMG pg.135). 5 Horn of Valhalla, brass (DMG pg.175). Anything summoned by it will not attack the hag. 6 2d4 various uncommon potions. 20% chance that they contain poison.

Strange Items In her lair the valley hag will often keep items in which she watches over her fellow actors within the local area, twisted objects in which she can manipulate people and their lives to better suit her needs. These items are often corrupted and evil in nature, and best left alone if stumbled upon. d6 Strange Items 1 The hag holds a small vellum map that holds a small marker for every person within 1,000 feet of her lair. 2 A pair of pickled ears sit in a jar of fetid water. If the hair of a person is placed in the jar for 1 minute, the ears can be held to one’s own, to hear everything that person hears for 1 hour. 196

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A set of shoes lie upon the floor. Made of soft leather, they smoothly fit to any foot. Once worn they double a person’s movement speed. However, the wearer can never leave the valley. A wooden mask appears of a twisted face. When worn, it allows a person to see through the eyes of the hag. However, it is cursed and cannot be removed by any besides the hag. The wearer is deaf, mute, and blind to all but what the hag hears and sees. A silver cat statue of rich and ornate design. Whoever stares at it too will feel fate working against them, ill fortune on the horizon. A small bauble lets the holder see several locations throughout the local area when held to their eye.

● A hag of the valley has set herself as the “mayor” of a small village. She is slowly forcing everyone to perform a grand play for her, with a deadly finale. ● A hag has built farms on the rich valley soils. But nearby farms have started to suffer, and curious eyes are looking at her flourishing lands. ● A goblin clan has inhabited some old ruins within a valley. A local village is blaming them for cattle and flock going missing. The goblins claim no knowledge of this and only seek to be left alone. The hag is the true source of both the disappearance and the confusion. ● A coven of valley hags have appointed themselves as a village’s mayor, innkeeper, and shop keep. In doing so they have been able to hold the town hostage to their whims. ● A valley hag seeks out the party’s aid, in return for something they need. She seeks an alliance with a nearby mountain hag and the party are to act as a go between.

The Hag and your Campaign Hags of the Plunging Valley filter into campaigns, unsurprisingly, when a party enters a valley. However, a party is often taken off guard by the realization that they are under the hag’s charm or stricken by her touch. A friendly barkeep offers free rooms if the party can help her move some barrels, which are in fact filled with the previous owners. The charming village mayor holds a feast in the party’s honor, to dine upon enslaved townsfolk and drink their blood. A jovial farmer seeks aid in clearing away blighted creatures that she herself corrupted. The valley hag secretes her way into stories, and begins to control the narrative, to star in a show that she conducts, with townsfolk and travelers alike at her evil beck and call.

Rumors and Gossip Rumors and gossip will seldom directly mention a hag of the valley, nor link her to any terrible events. In most cases the gossip will appear vague and confusing, sometimes merely just boring town gossip. In many cases the hag herself will have started the rumors, idly chatting with folk in the village tavern or inn. d10 Rumors and Gossip 1 “The old lady that lives at the end of town seems kind of nice. A bit odd though.” 2 “I heard a tavern was opening up down the valley. Just near the crossroads. You’d think with that nearby cursed well that no one would even bother.” 3 “A young woman and her daughter opened up a farm on the edge of town. Growing wheat I heard. Supposedly she’s trying to become friends with the local lord already. Very forward for a new person.” 4 “Nearby grove of trees in the valley is filled with apples, has been since I was a wee girl. Yet of late people been falling sick that eat them. Strange days.”

Hooks and Plots These are several scenarios a party could experience when entering the domain of a valley hag. The difficulty in determining their true nature or plan renders each encounter unique. ● While traveling through a pleasant valley the party stumble across a tavern run by a valley hag. The previous owner is dead in the basement. 197

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“The valley used to be home to a might city centuries ago. You can still see some remnants of the old stone buildings in its centre. Though a troublesome place, many gone missing from there over the years.” “That new mayor we got sure is an outgoing sort. She’s been all up in everyone’s business. Friendly like enough. But still. Very Nosy.” “I heard that the small halfling community in the nearby valley all disappeared. All 20 odd of them. Lord’s knights couldn’t find a single trace.” “The new herbalist is a bit of an odd one. Says she used to be a theatre performer.” “I heard the taverns got a new owner, little old lady who’s cheery as a button.” “Shame about the Miller twins going missing, this valleys always been a safe place.”

The Locals To a hag of the Plunging Valley, locals are the heart of her story, the central players in her act. They are the farming communities and small villages, the hubs at large crossings, and the remote taverns of the lonely highway. They are the heart and soul of her actions, plans, mischievous schemes, and grandiose displays of power and evil. Sometimes locals are small human villages, goblin settlements, or halfling hollows. Sometimes they are a smorgasbord of travelers, merchants, and caravans that cross long-worn roads. Either way, the valley hag holds them dear like a mother to her bosom, at least until she is ready to tear out their hearts from their chests.

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broader context, especially over large areas of land. Wetlands across the world can also be easily categorized by those that are in the presence of freshwater lakes and streams or the saltwater of the oceans. The salinity of the water effects fauna and flora alongside the composition of the earth and mud. Marsh: Forming along flat grassy plains near river mouths, coastlines, and bays, marshes are found in the more temperate regions of the world. These fields see frequent flooding and slow drainage. Often smaller and shallower than swamps, they lack woody plants or trees and contain a wide variety of grasses, reeds, and shrubs. Marshes contain a wider range of birdlife, amphibians, reptiles, crustaceans, algae, and fungi than many other wetland areas due to constant re-flooding and cycling of water. Swamps: Swamps form in a similar manner to marshes, though often over larger areas with heavy bodies of water. Swamps are permanently saturated by water, which feeds the trees and vegetation in the area. Often called submerged forests, swamps are filled with mangroves, cypress, willow, cotton gum, and oak. Some swamps contain brackish water, where saltwater mixes with freshwater sources. Swamps are found more readily in tropical and temperate climates where high levels of precipitation or flooding occur. Bogs and Fens: Located in the cold desolate realms of the arctic, highlands, and tundras, wetlands form as bogs and fens. These two types of wetlands are often described together due to their similar ecology and geographic location. Developing in depressions in the earth, from long lost glacial holes, or lakes and rivers that dry up as vegetation drains away the water, these areas are in a constant state of damp and decay. With more vegetation and stable water levels than marshes and swamps, bogs and fens stack layers of decaying water matter that slowly turn into peat. Less agriculturally viable than other wetlands, they are dreary places filled with deep rolling mists and dangerous monsters. The largest difference between bogs and fens relate to their water sources: bogs are engrossed by overland sources and fens are fed from underground. Due to this, fens also have a higher variety of fauna and flora, as the soil is more viable for life.

Swamps, marshes, bogs, and fens swarm along inner coastlines, rise from the shores of flooded lakes, or dot the land where the water table rises above the ground floor. Known for their heavy water flow, soggy soils, and water loving plants, wetlands host an abundance of life. With a multitude of names and varieties – depending on the cultures and races within their domain – wetlands are filled with unique ecosystems, wonders, and dangers. Be they swamps, marshes, billabongs, lakes, lagoons, salt marshes, mudflats, mangroves, coral reefs, fens, peat bogs, wet prairies, vernal pools, or quagmires, every watery wonderland has a story to tell. A place of mystery, folklore, and supernatural beings, the line between fact and fiction is often lost within the depths of the wetlands. While allowing various plants and animals to thrive, the wetlands are often miserable and dangerous for travelers. Filled with treacherous terrain, arcane phenomena, and deadly predators, a safe journey is hard to find. Similar to the sandy deserts and frozen Arctic, wetlands are difficult to build upon and civilize. Against this backdrop of danger are spectacular sights and a unique and beautiful ecology unfound in other biomes. Winding streams of mangroves, cattails, and immense cypress trees stand amongst floating algae and colorful waters. The diversity of fish and crustaceans are higher than that of most oceans. While wetland travelers must always prepare for the unexpected, the region also offers unique sights and experiences. A journey through the wetlands is guaranteed to provide an unforgettable experience. Hopefully for the better.

Terrain Wetlands are transitional biomes that are sandwiched between deep-water environments, such as oceans, rivers, and highlands. In these areas the water table sits at the ground surface level or above, causing the ground to be covered in a shallow layer of water. The four major terrains of the wetlands are marshes, swamps, bogs, and fens. While the four overlap in many distinctions, they are the easiest to identify and understand in a 199

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Origin and History Wetlands across the kingdoms have fascinating histories, a surprising amount of which are linked to important events or dark deeds. Naturally occurring places like quagmires and coastal swamps form as continents shift and continual flooding breaks apart the earth to form soft, hydrated lands of soggy soil and waterloving plants. Fens and peat bogs fill empty glacial cracks with vegetation and muck over centuries. Forest swamps and salt marshes are born by the flooding of great lakes or river dams bursting due to extreme natural phenomena. Many more wetlands, however, have formed from presences of deep evil or powerful and deadly magic. Ancient black dragons are known to turn idyllic forests into dense arcane swamps. Bog hags practice their evil magics across tundras, causing decay and rot. Other locations result from mighty battles where rivers and mountains are magically torn asunder, the tears in the earth causing drylands to flood or water to spread over large thin areas, creating marshes and swamps.

Traveling amongst wetlands is often cold, damp, and dangerous, filled with insects, animals, and never-ending water. Wetlands are difficult to cross safely and have barely any signs of civilization or comforts. Traveling these constantly changing biomes should be avoided were possible. Nearby rivers, oceans, or highlands are far safer and more reliable. However, travelers often have no choice but to delve into the dreary depths of a swamp or across a misty and murky bog. In these instances, it is best to be always on guard, and to keep at least one eye open at all times.

Common Methods of Travel Traveling across wetlands is inadvisable in most situations. However, the need to do the inadvisable will eventually arise, as it is wont to do during exciting adventures abound. A number of approaches can be seen amongst varying wetland types: Boats: In larger swamps and marshes of temperate climates, ferry operators and boaters can be found on rare occasion that travel the length of the wetlands. These services are invaluable in these dangerous places that sit between civilized locations or on the edges of trade routes. Vehicles operated by skilled crew traveling along known paths will often make short work of what is normally a slow and difficult trip. In places less frequently visited, docks and piers can allow for private boats or makeshift rafts to be used to cross the deepest reaches a swamp. Many precautions should be taken if this route is taken, due to the likelihood of encountering unpredictable water levels, quickmud, underwater beasts, and confusing routes. Walking: In drier swamps and marshes, and across bogs and fens, walking is the only choice available, however perilous. Using poles and rope is a smart choice to aid in judging water depths or the strength of the land. Paying attention to markings or maps is often the difference between life and death. Sturdy shoes and trousers as well as many changes of socks are recommended for the trek. Boardwalks: When civilization finds itself on the cusp of wetlands, or the shifting earth and water cause wetlands to spring up beside a town or village, boardwalks are a common tool in attempts to tame the wet wilds. Either rotted and half sunk into the

Formation Many swamps, marshes, bogs, and fens naturally form through similar means, which can be seen with some variation across each sub-type. Wetlands are more common to form in specific locations such as along riverbanks, coastlines, bays, lakes, ponds, or any area that has a consistent and large source of water or moisture. The ages of wetlands depend on their formation and ecosystem, with places like peat bogs often being thousands of years old, whereas a lagoon or billabong may have only flooded a few years prior. Wetlands will contain, to some degree, each of the following: ● High levels of rainfall, tidal waters, or flooding. ● A large or constant supply of water nearby. ● The water table being level to the ground floor, or above. ● Vegetation that thrives in high levels of water. ● Soil that is prone to becoming sodden and hydrated. 200

ground surrounding a fallen keep, or pristine and functional on a well-visited trade route, boardwalks are a blessing while they are functional. While they can attract threats such as hags, bandits, or intelligent creatures, the risk is often worth the immense amount of time and danger avoided. Hill-Hopping: Across bogs and fens, and even some marshes, hill-hopping is a common and well-practiced method of safely traversing semi-dry wetlands. Hill-hopping is the name given to routes wherein which dry hills can be followed from one side of the wetland to the other. These hills or rises will be marked in various methods and will always be visible from markers on either side. Designed for direct travel, these paths wind across the wetlands in the safest way possible, stopping at dry places of rest along the way. As useful as hill-hopping is, the routes should always be thoroughly examined for sabotage with the help of local guides.

rider’s tail, those without may find some added difficulty in maneuvering the devices. They are perfect for the fluctuating terrain of bogs and fens, giving travelers a higher view to better judge their path. Alongside guiding poles to test the ground ahead, it is highly recommended to practice with the stilts before using them to head into dangerous terrain. While makeshift variations of the stilts can be easily made, the quality and sturdiness of those crafted by boggards (as well as lizardfolk) survive the harsh wet terrain significantly longer and are thoroughly recommended for ease of use and mobility. Zipline: In swamps or marshes with tall trees or overhanging canopies, travelers may encounter the ziplines of the marsho-toa. It is an amusing, memorable to see these small fish-like creatures screeching through the air between trees upon riggings of vine, rope, and metal. The ziplines are not a useful travel method. They are often shoddily designed, unsuitable for larger creatures, and only lead to the underwater dens of their makers. However, they show paths across immense and deep pools of boggish water, or quickmud traps, or deadly terrain.

Uncommon Methods of Travel Rare methods of wetland travel are linked to specific cultures, locations, or wetland types. Should travelers encounter one of the following it is highly recommended they endeavor to use them. Each of the following adds flavor and fun to an otherwise dreary and dangerous trip. Great Tortoise: Amongst the swamps that litter rivers and forests, fortunate travelers may witness the elusive yet friendly swamp elves and their mighty tortoise companions. These gargantuan creatures can slowly but easily swim or climb their way across the biome and are therefore used as mounts by elves inhabiting the forested wetlands. Great tortoises have also been known to save the lost or dying, pulling sodden and struggling voyagers onto the beast’s hard shell and taking them to safer lands. If approached by a great tortoise or its elven companions, it is recommended to move and act slowly and in a friendly manner in the hopes that they will offer a ride. Stilts: Tall, sturdy, practically designed stilts are used by boggards native to the colder wetlands. Crafted from hardened wood, the stilts are roughly five feet tall, with circular flared bases. They lift the rider upwards and allow for travelers to quickly pass over deceptive and dangerous bog holes and hidden barrows. As they are designed to be counterbalanced by the

Types of Roads Roads are a rare sight in the wetlands, and the few travelers may find are often dilapidated. With constant water, erosion, and a lack of local civilization, the existence of roads should not be relied upon. Many roads only lead to the edges of the biomes, remnants of old attempts to tame the land, now broken and half-swallowed into the muck and water below. Functional boardwalks can sometimes be found along the length of a wetland. They should always be used as much as safety allows. But as with all things that appear too good to be true, it is important to keep wits close and weapons at the ready. In a few rare places it is possible to come across great works of kings and queens to conquer wetlands. Made with drainage, mountains of dirt, and a hearty supply of workers, these main roads split the wetlands apart or destroys parts of them completely. Using these roads still counts as traversing the wetlands, even though they prevent travelers from encountering the natural hallmarks of the biome. 201

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Failed attempts of these feats are still seen on small islands or rises above the water level, not repurposed into travel markers or other means of navigation and passage. The land will reclaim them in time, submerging them in the murky depths below.

Safely traveling across difficult terrains of the world is a study unto itself. The wetlands are just as dangerous as the desolate Arctic and desert realms, or the hazardous peaks of mountain passes, or canyon rims. Below are some pieces of advice to follow when traveling the width of a wetland, especially if the area is unknown or new. As with all terrains, local information and knowledge can never be underestimated in value. Food Sources: While food is rarely hard to find in the wetlands, it is often a perilous gamble. Many insects, animals, and plants in the region are poisonous or deadly to consume. At almost all costs, travelers should not consume anything they have never eaten before. Fungi, moss, lichen, and the copious insects are toxic to humanoids.

Road Markers Road markers cross wetland paths, a lifesaving and important tool for navigating the terrain. Some direct boats towards traversable streams, others warn of danger, or point from one rise to another. These cairns, signs, and markings are one of the few reliable ways to navigate across the wearying bogs, fens, marshes, and swamps of the world. Road Signs: Signs and markers of the road are found at the borders of wetlands, at the beginnings of boardwalks, or towards paths drawn in the wetland depths. They are the most common, yet least useful markers found within the wetlands, as they tend to direct travelers towards paths, villages, bridges, or boardwalks that no longer exist. While basic information such as travel distance or cardinal directions are always useful, most information displayed on a road marker, especially markers that seem worn down over years, should be taken with a sizable grain of salt. Hill Markers: In wetlands traversed through hill-hopping, or where locals or travelers are friendlier than most, markers will be left upon hills that rise from the depths of the biome. With the shifting ground making signs hard to read and even harder to navigate, these markers of stone, wood, or metal are planted in the earth to signify safe grounds for resting. Depending on the local population, type of wetland, and those who travel the paths, these markers may be simple placards with arrows towards the next hill, or complicated signs with detailed information on location, distance, and terrain. Even when not hillhopping, travelers should always heed hill markers, for those desperate moments where finding a place to rest could save a life. Water Markers: Markers of wetland watercourses are similar to those found on any river, stream, or waterway. Seen mainly in deep swamps, they are used to signify passage routes and safe locations to disembark. Markers gauging water level are also commonly found in areas prone to flash flooding or intense seasonal rains.

If in dire need, fish or crustaceans are a safe choice, due to a scarcity of poisonous elements. Mammals are a better choice, though often significantly rarer. The safest possible course is to overprepare. The difficult terrain, lack of civilization, and repetitive surroundings can misdirect even a skilled navigator. Fuel: Wetlands can either be a blessing or curse when in need of fueling a fire. In bogs and fens, the dense masses of aged and rotten vegetation will easily burn and have been used as fuel by civilizations since time unknown. As long as they are dried before use, they provide a healthy flame. However, flammable material is rarer in water-laden marshes and swamps. The trees, grasses, and shrubs that sprawl across the terrain are often clogged with water and mildew if not completely covered in moss or lichen. When burnt, the smoke will ruin any gainful heat and give away a party’s location in minutes. In these situations, searching for dry wood or grass is paramount, as is simply bringing fuel from elsewhere. Water: Wetlands are perfect for natural water purification. With reliable waterflow, algae, and minerals within the soil, a large amount of toxins and poisons are drawn in from the surrounding waters. While this a positive thing for bodies of water and the local environment, it does not mean that water can be drunk straight from rivers, streams, or ponds. The water can still contain diseases and mites that affect the stomach. Water should always be boiled or strained through charcoal filters before use. 202

Darkness: One of the greatest dangers of the wetlands is darkness. On treacherous terrain, particularly where the presence of dark magic is felt, the darkness draws dangerous plants, beasts, and bugs out of hiding in search of prey. At night, hags and traps use lights to ensnare hopeful travelers. Ghosts and the undead can illuminate themselves to draw the living to their doom. Travelers at nighttime should ensure to have safe ground, a bright fire, weapons at the ready.

size and ferocity within bogs or swamps, especially where foul magic has corrupted the waters. Some are large enough to swallow a man whole. Swamps: While swamps contain most of the flora found within marshes, bogs and fens, their uniqueness lies in trees and woody vegetation. Beside the common mangrove, willow, and cypress, swamps are home to numerous other adaptable varieties. Bubinga and ovangkol are two variations of luxury woods found in the wetlands, used in crafting exquisite musical instruments and furniture. Silver maple and water oak are also found across the watery woodlands, pushing towering trunks out of the swampy depths and forming canopies above. Marshes: While marshes sit closer to swamps in physical geography and terrain, their flora composition is more like that of a bog. More than 90% of a marsh’s vegetation come from the endless fields of grasses, sedges, rushes, and reeds. Cattails, bulrushes, maidencane, sawgrass, seagrass, and cordgrass all flourish in the damp marsh soil. Alongside these are varieties of algae such as Chara, Nitella, and planktonic effortlessly growing on small ponds and streams of water that filter through the land. Bogs and Fens: Acidic bogs are not ideal for vegetation growth due to their high acid content, and fens are only slightly better. Peat bogs and basin fens primarily contain grass, moss, sedges, reeds, and brown moss. Alder trees, willow, myrtle, and orchids are a rarely found in these places. The richness of plant life within a fen can give insight into the quality of its soil.

Ecology The wetlands contain water, humidity, moss, reeds, mangroves, shrubs, willow, cypress, expansive fields of soggy grass, and steady streams of vegetation-filled water. Hidden amongst these are an endless supply of tropical fish, herons, ibis, monkeys, sloths, alligators, crocodiles, lizards, frogs, and a plethora of bugs and insects. Clans of kuo-toa and lizardfolk pepper the landscape as small human and elven settlements cling to the uninhabitable wilderness. The ecology of the wetlands stands as the middle ground between that of the ocean and forest. Fauna and flora that thrive on dense vegetation and copious amounts of water and hydrated soil are found here.

Flora Being both “on land” and “under water” at the same time, wetlands have birthed a set of hardy plants and vegetation that receive all the water they require while not being submerged. The four main types of wetlands come with their own unique compositions but have some elements in common. Amongst swamps, marshes, bogs, and fens, the most common flora are mangroves, willow, and cypress trees. With extensive roots that push out of the earth, some forming angular knobs that rise more than a dozen feet into the air, these trees litter the watery wastes, creating canopies and homes to birds, reptiles, and swamp elves. Sawgrass, papyrus, duckweed, grandpa’s beard, and cattails are also found across all wetlands, thriving on the damp soil. Carnivorous plants are a particular lifeform that travelers should be aware of. The range from the small round-leafed sundew to the northern pitcher plant, to the Venus flytrap. While most variations of these plants are small and avoidable, others grow huge in

Fauna Both aquatic and land animals dominate the wet wilderness. Creatures may habituate multiple regions of the wetlands, despite the greatly fluctuating water levels and depths. Crustaceans and fish live comfortable in this ecosystem, depending on if the local waters are salty or fresh. The wetlands are fraught with unknown mysteries and hidden creatures waiting for unwary travelers. Wetland fauna are often of a questionable benefit to travelers. Poisonous fish, reptiles, insects, and amphibians are frequently easily confused with safer or more edible kinds, and game that was once safe could turn foul by parasite or bug. 203

Prey: The most abundant source of food within the wetlands is underwater. Fish and crustaceans are of high variety and quantity with lobsters, mudcrabs, yabbies, shrimp, catfish, striped bass, bullhead, and pike being but some. Alongside them are everpresent birds with ibises, storks, herons, pigeons, kingfishers, and gulls being easy to catch. Insects and amphibians in the region can be eaten, but it is important to note that many varieties are poisonous or toxic to consume. They are best left alone unless armed with knowledge on the subject. Some common prey include: ● Swamps and Marshes: Crane, anhinga, heron, ibis, egret, capybara, crayfish, coypu, otter, white-tailed deer, lobster, teal, mallard, vole, bass, catfish, pike, turtle. ● Bogs and Fens: Frog, crane, moose, otter, caribou, yellowlegs, vole, muskrat, and a plethora of insects. Predators: The most terrifying predators within the wetlands are those associated with the undead and dark magic. While common predators in more mundane environments such as alligators, snakes, great cats, or boars can cause difficulty or danger for travelers, a harsher peril lies hidden from view. In wetlands across the realms it is common for the dark magic of hags, black dragons, or necromancers to call upon the undead, out of the muddy, wet soil. Creatures such as bodaks, ghouls, willo’-wisps and zombies are often found plaguing fog-covered bogs or dense swamps. Alongside these are creatures of folklore and horror stories: corrupted fey, dire trolls, froghemoths, and the catoblepas to name a few. Some common predators include: ● Swamps and Marshes: Alligator, crocodile, spider, scorpion, anaconda, python, panther. ● Bogs and Fens: Osprey, boar, bear, fox, wolf, wolverine, cougar, mud snake.

colonize peat bogs to harvest the plentiful fuel, while elves have been found in submerged forests, with their homes sometimes older than the swamp itself. However, they do not last long. Stone structures such as outposts, buildings, or keeps sink into the muck, and structures of wood rot and fall away in matter of weeks. Marsho-toa (Kuo-toa): Like their underground kin, the marsho-toa are fishlike humanoids with simple minds, religious fervor, and a love of water. This clan of kuo-toa live in the reeds and marshes of wetlands around the world. Differing clans of marsho-toa often latch onto local legends, beasts, dragons, hags, or creatures of power to worship and idolize, and therefore frequent dark, mysterious places frequently home to creatures that desire minions to control. The marsho-toa are slightly smaller than other kuo-toa, with their eyes being less sensitive to light. They constantly crave all manner of amphibians populating wetlands, which serve as their main source of food. A rare and captivating sight, the graceless creatures travel across ziplines placed between trees within swamps and marshes, apparently for the sake of tradition more than practicality. Swamp Elves: While friendly, swamp elves are frail, elusive, and rarely seen, even by elven standards. Living within large cypress trees within the hearts of mighty swamps, they live a life of solitude and quiet reflection. Many swamp elves are alchemists or herbalists studying the fungi, algae, lichen, and moss that fill the biome. Swamp elf villages are normally small, with usually three to four families per collective. Swamp elves are rarely seen by other races, often only spoken of over campfires or ales. Stories are told of lost and dying travelers saved by the elves upon the backs of their giant tortoise companions. Boggards (Lizardfolk): Lizardfolk of the bogs, known as boggards, reside in the Arctic and tundra. As aggressive and xenophobic as all lizardfolk, boggards attack on sight. Living in deep bogs and gullies, they spring upon unsuspecting travelers, to kill or sacrifice. Boggards are unique to their race in that they use the environment to prosper in hostile conditions, from the adaptive use of peat and acidic waters of the bog to the creation of stilts and markers to navigate the lands. Many consider boggards to be the most intelligent of their race, seeming less primitive and archaic than other lizardfolk.

Residents Wetlands are often removed from the rest of civilization, as most outside cultures avoid traversing the difficult terrain. The kuo-toa and lizardfolk are two races that frequently roam the wetlands. They build homes of reed, mud, and clay, basking in the humidity and moisture. Races such as elves, humans, gnomes, and halflings have long attempted to reside within the wetlands with various degrees of success. Humans have been known to 204

Environment

away. These biomes nearly always allow for the growth of life, from fields of algae and sedges to full forests. The water coursing through wetlands comes in many varieties and from many sources. Waters near the sea are of high salinity and affected by tidal shifts, while freshwater deep within the earth is continuously at play with the caprices of each season. Between these are brackish waters of mixed origin, from the water and terrain being pulled from both the saltwater of the ocean and clean river water.

“Wet”, “damp”, “soggy”, “sodden”, “mushy”, “moist”. These are among the more polite descriptions given to the wetland environment by passing travelers. Whether a submerged forest filled with mangroves, elves, and crocodiles, or a bog of lizards, peat, and moss, the one thing all wetlands hold dear is water, flowing and ebbing with time and tide. The environment of a wetland attracts water-loving plants, grasses and trees and uses them to create food, nutrients, and shelter for life above and below the waterline. With unknown dangers, murky water, rolling fog, dense reeds, and flowing canopies, the wilderness of the wetlands cannot be tamed man. It is beautiful, unique, and ultimately dangerous. Even through leaps of progress made by civilization and technology, everything is drowned in the damp and sodden depths.

Types Wetlands appear in many types, variations, shapes, and sizes with many shifting in one or more of these traits depending on seasonal changes, natural disasters, damming, flood mitigation, or attempts at irrigating the land. They are also heavily defined by salinity, climate, vegetation, and the location of nearby rivers, seas, and mountains. The list below describes the different wetland, with common characteristics and designs: Swamps ● Flooded Forests: Found in upland depressions and along rivers and streams, these locations are teeming with trees and vegetation. The forests are flooded seasonally with variable water levels. ● Shrub Swamps: Heavily saturated soils are often filled with water up to one foot deep. This level of water causes the growth of shrubs and small trees that use roots to rise from the ground. ● Wooded Swamps: These locations are perpetually submerged in a few inches to a foot of water, under towering cypress and oak trees. These swamps tend to be near heavy bodies of water, such as large rivers or lakes, that are affected by flooding. Marshes ● Wet Meadows: These are places with heavily saturated soil and barrages of ongoing water, and do not contain any pools or rivers of standing water. Water levels are in line with or slightly below ground level, the ground rarely firm or solid. Vegetation mainly consists of grasses and shrubs that can survive the onslaught of earth and water.

Physical Geography In case readers require any reassurance, let it be known that the wetlands are indeed wet. They are damp, water-clogged biomes home to strange soils, plants, and creatures. Wetland terrain types and classifications depend on water availability, flow, salinity, as well as local flora, water sources, drainage, and precipitation. The geography of a biome, from the rivers, to shoreline lagoons, to sunken bogs, is the result of water interacting with the land it flows through. While the creation and nourishment of wetlands rely heavily on water sources, it is the land itself that determines how that water flows and where wetlands are formed.

Terrain Wetlands often form where rivers and oceans interject with the land, through flooding and high seasonal variance of water levels. They are commonly found where rivers meet oceans or lakes, where waterways chaotically rush from highlands into valleys and lowlands, and where holes in the earth have been filled by precipitation or shifts in the terrain. The wetland terrain often forms on earthen depressions or upon slow downward declines of the land. Highly permeable soil and stone allows the flow of water to pass through it without completely pulling it 205

● Shallow Marshes: Found on the edges of rivers and oceans, shallow marshes are filled with grasses and reeds. The water level sits a few inches to a foot above ground level and is often altered with tides and floods. ● Deep Marshes: Deep marshes sit in a water level of one to three feet, with many turning into swamps or growing swamps at their borders. ● Open Water Marshes: Where deep marshes flood gullies and valleys, they form into open water marshes, with large bodies of water rising one to seven feet above the ground. They are often located near dammed water sources or immense rivers prone to flooding. Bogs: In the Arctic and tundra, bogs are formed where the earth is covered with water, normally where lakes and rivers have partially dried or been overtaken by vegetation. Bogs are at the cruel mercy of floods and precipitation, with some containing deep pools and potholes and others form as thin sheets of vegetation and deluge. Bogs often hold four layers consisting of: 1. Floating Bog: The upper layer of vegetation, in the form of grasses, reeds, or moss. 2. Clear Water: A layer of clear water, with the mud and vegetation sinking below. 3. False Bottom: Where the residue of mud and vegetation lies loosely. 4. True Bottom: Where the ground is compacted down with dense vegetation and the formation of peat. Fens: While found in similar places to bogs, fens form where the water level is equal to or above the ground, the porous soil pushing water through. These areas often have low levels of precipitation, relying on water from the earth. Due to this, the ground is filled with a higher concentration of nutrients, vegetation, and plants than bogs.

Some common markers used to classify a wetland are: ● Pools or courses of water that are frequently impacted by outside sources of water, whether directly or through precipitation. ● Water depths of less than seven feet. Anything even deeper than this is considered an aquatic biome. ● Places where the water table lies above the ground level. ● Vegetation and life that that requires soil yet can survive high levels of hydration. Name Variations: Swamps, marshes, fens, and bogs are called a variety of names throughout different cultures and regions. Most can be placed within the following four categories, but some encompass one or more due to niche requirements or specific circumstances: ● Bayou, Billabong: Slow-moving streams through swamps and marshes, either alone or as part of the larger area. ● Lagoon, Mudflat: Watercourses near coastal fringes landlocked by mud or sand from the main body of water. ● Vernal Pool: Small bodies of water within marshes and swamps that lack fish and larger aquatic animals. ● Mire, Quagmire, Peatland: Are all bogs and fens that are filled with peat forming vegetation, many with current sources of usable peat. ● Carr, Floodplain: Marsh-like locations with flooded areas filled with shrubbery and grasses. ● Pocosin: Like bogs, they contain acidic and peaty soil, found on higher grounds.

Resources Resources within the wetlands come from the unique properties of the biome itself, such as water and vegetation. With rivers, tides, and never-ending precipitation, it is clear that water is the heart of the biome. Water: Wetland biomes absorb excess water from rivers, torrential rains, storm surges, and tidal surges. The water that gathers in wetlands is often channeled into new riverways and aqueducts by villages that require it. Wetland water also allows the growth and prosperity of the array of aquatic animals and plants that inhabit the area.

Classification Wetlands are classified as areas of sustained inundation by water, be it from tides, rain or flooding. Wetlands are filled with flora that can thrive in water-saturated environments, and they contain soil and earth that allow for high levels of hydration and seepage. 206

Peat: As discussed in Travel Tips, peat is a useful, cheap, and natural source of fuel for when timber and coal are unavailable. Bogs and fens forming in the northern and southern realms are home to depressions and gullies filled with peat. While it is similar to other natural resources that take eons to produce, it is in limited supply. Merchant guilds are known to strip entire regions of peat before moving to new locations. While many travelers complain of the smell of peat, they still rely on it to keep them warm. Medical Herbs and Algae: Due to the vibrant conditions surrounding marshes and swamps, they are home to a plethora of algae, moss, lichen, and flowers. These resources have long been studied by herbalists, alchemists, and those who practice the medical arts to create exciting new tonics and tinctures. However, they are filled with poisonous plants and fungi, proving that an inquisitive mind does not always lead to a favorable outcome. A few herbs and algae of note: ● Swamp Root: A long green tuber that rises out of swamps, its large circular white spots are noticeable through the reeds and bushes. If ground into a powder and made into a tea it will cure minor ailments of the stomach. ● Blue Bog Algae: Found in bogs and fens, this algae floats atop small ponds and pools. It is easily spotted due to its myriad of blue shades, the darker towards the center. If dried and eaten, it will spread warmth and comfort across the body for several hours. ● Glowing Berries: Found in swamps and marshes that hold mangroves, these deadly plants could be best described as an invasive fungus. They graft themselves into healthy trees and cause them to grow small purple berries that give off a slight glow. While appearing delicious, they are in fact extremely deadly, causing paralysis and toxic shock in a matter of hours if consumed.

Water Trees: The sight of trees standing in lakes is rare in any other biome. The cypress tree with its knotty features, the mangroves with thousands of reaching roots and limbs, the ferns and shrubs that sprout foliage along watery banks, all deploy their roots underwater. These trees seen all over lush earthen forests rise from the aquatic depths as if this behavior is not exceptional at all. Sunken Cities: While not quite geographical features, sunken cities are a geographical circumstance. Every wetland across the realms carries remnants of a failed attempt at civilization. Be they immense keeps. small huts, boardwalks, or kings’ roads, they all fall victim to the marshes and bogs that refuse to yield to any kingdom. Algae Plains: Wide plains of algae mats are commonplace across nearly every swamp and marsh. Where pools of water lie still or flow with little pressure, algae will slowly build in small layers and mats. Occurring In pools, ponds, and rivers across the realm, no other wetland lifeform comes close to the dazzling displays seen across the mats. The ingress of water, the abundance of soil and vegetation that feeds upon that water, and the damp and humid environment cause the algae to blossom incredibly fast and spread across the water’s breadth. Some pools or streams are so enclosed that they appear at first glance to be a field of grass. Reed Bayous: Across marshes that saddle riverways or near ocean inlets, lie the soft flowing streams and watercourse of a bayou. Filled with reeds, rushes, and sedge grass, they create paths of water for boats to drift across, sometimes miles long in length. Their unique appearance of tall grass and dense brackish water is unlike anything else in the world, as if a river and field were entangled with each other.

Unique Features Wetlands stand unique in their geography due to bridging two differing biomes, that of water and land. Not primarily of either, yet conducive to both, it creates features and designs unseen anywhere else:

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Phenomena

Bogs found within tundras and Arctic biomes are unusually reliant on aboveground water sources, such as precipitation. These bogs are found in barren regions with high annual rainfall, where local mountains or valleys causing the pressure shifts required to maintain the natural water cycle. Seasonal Changes: The differing seasonal changes of climates around the world can have a large impact on wetland water levels. Fens and bogs that depend on frozen water sources are fed heavily during summer melts and floods. Wetlands at mountain bases and river mouths flood when winter snow melts upon the peaks, sending colossal waves of cold water onto the land below. In tropical regions, forests and shallow meadows that lie semi-parched in dry months are flooded by torrential rain during the transition to the wet season.

Wetland phenomena are the result the ordinary progress of nature through biomes, as well occurrences of magic and intrigue. Weather and climate indicate not only the state of the local biome, but also the type of wetland that will occur and how its water will be fed. Spectacular pink lakes of temperate swamps rise and fall with springtime floods, while disease spreads rampant in tropical regions during periods of relentless rain and humidity. The wetland is a place of danger, wonder, and beauty. Wildlands of water and soil untamed by civilization.

Weather A key geographical feature of wetlands is the inundation of water within and above ground level in non-aquatic areas. As such, wetlands can be found across all realms. Most swamps and marshes are found within temperate and tropical zones, while bogs and fens form mainly on the edges of the Arctic realm. Within temperate regions, temperature shifts, seasonal changes, warm summers, and cold winters are the norm. Tropical wetlands have higher average temperatures, greater evaporation, and more humidity and precipitation. The freezing temperatures in the Arctic lead to the thawing of ice that floods bogs and fens in the summer. Temperature: The temperature of the wetlands is dependent upon the local climate and varies with the changing of seasons. While temperatures play a large part in replenishing the water sources so vital to the wetlands, it is more often the terrain’s formation and ability to contain shifts in temperature that determine the design of a wetland, not the temperature change itself. A single location may have two rivers, both affected by spring floods, but with only one of them able to contain the water level increases which leads to the flooding of meadows which creates marshes and swamps. Precipitation: As with temperature, wetland precipitation varies greatly with the local biome. Higher levels are found in tropical wetlands, less so in temperate and Arctic biomes. This can vary between fifteen hundred to ten thousand millimeters per annum.

Natural While a wild place of supernatural peril and mystery, the wetlands are also home to natural phenomena. These range from the inspiring, to the deadly, or simple visual spectacles all worth a curious glance. Great Tree of Elenvia: In the center of the Bossay Pond lies the Great Tree of Elenvia. Standing nearly a hundred feet tall, its thick base and roots push into the water and earth as its limbs reach out to forests and wetlands. With hanging moss, vines, and thick leaves, its entire upper half is enveloped in a sea of green and brown. The Great Tree is old as time itself, a fledgling when the surrounding mountains were mere pebbles. It is a relic of nearly all elven cultures, seen as an object of worship and honor. So sacred is the tree that even elven clans at war or animosity – from drow to high elf – will lay down their quarrels and arms in the Tree’s presence. The Tree emits a tranquility that the foulest of creatures fail to overcome. Pink Lakes: Spread across every form of wetland are brightly colorful lakes. Bodies of water change color over time when specific types of algae interact with nutrients found in rich soils. While nominally called “pink" lakes after the most prevalent color, they appear in nearly every hue, from blight yellows to deep purples to rich reds. They are a beautiful sight, especially juxtaposed against the typical brackish colors of the wetland. They are frequently revered in various religious and cultural practices. 208

The Petrified Undead: Due to the composition of water, soil, and mud found across wetlands, especially in bogs and fens, deceased bodies take years to decompose when left in the water. This is commonly seen with drowned animal corpses, but this also occurs with unprepared travelers and those who fall prey to the beasts and monsters of the wilds. The bodies lay halfpetrified for decades on end and are often used by hags, necromancers, and other intelligent creatures who dabble with the undead. The longer a journey through the wetlands lasts, the harder it is to avoid encountering these bodies. Most lie still in the water, but some rise up to haunt the lands or serve a wicked master.

schemes and desires of the hag who cast them, are used to lure travelers or creatures into danger. They may seem like markers or torches directing travelers to safety, but in truth they lead to sinkholes, traps, or quickmud. Others take the form of Illumines Trees, fireflies, or campfires which are always suspiciously out of reach, leading unsuspecting victims to the hag’s lair. While harmless light sources do exist within the wetlands, they are indistinguishable from hag lights.

Known Conditions and Effects Wetlands are home to many diseases and plagues spread by corruption, infected water, and insects, most notably the mosquito. These maladies often begin with the same symptoms, from stomach issues, to dehydration, vomiting, and diarrhea. Many of these conditions are cured over time, especially in strong adults with access to clean water and food, which are not come by easily in the wetlands Constant damp clothing, foul food, and muddy water are an ever-present reality. More common conditions are listed below: Stomach Sickness: Often brought on by the consumption of polluted water or diseased food, this sickness is more severe than any found in more temperate conditions. From diarrhea to vomiting to weakness of joints, it can knock the healthiest traveler down with ease. Clean water and bread are the best cure. So is rest, in the rare moments it can be found in the wetlands. Malaria: A mosquito-borne disease, it flourishes in wetlands, especially in the tropics due to the water and humidity. Causing fever, vomiting, headaches, and tiredness, malaria can lead to death if not treated swiftly. Drinking a tea of sweet wormwood plants is the most common remedy. Typhoid Fever: Another sickness caused by contaminated water and plants. Like stomach sickness and malaria, it causes diarrhea, vomiting and severe dehydration, yet typhoid is discernible by bloody coughs and rose-colored spots on the body. In then spreads to the lungs to bring forth high fevers. Since typhoid often results in grim outcomes, a cleric or herbalist should instantly be sought should someone fall foul of it.

Non-Natural Alongside natural phenomena, wetlands also hold places of magic, mystery, and artificial construction. From arcane fogs to lights that guide and confuddle to failed keeps and immense walkways, many nonnatural marvels are present within swamps, marshes, bogs, and fens. Illumines Trees: In forested swamps and sunken woods where swamp elves are found to reside, the effervescent Illumines Trees are found. Breeds of pond cypress, the elves have magically imbued them to produce a radiant sap that emits a gentle blue and white haze. The trees are often used to guide travelers and brighten the dark and dangerous wetlands. The trees also release a magical barrier a few hundred feet around them, granting protection from the negative effects of hags, dragons, or other powerful beasts. The Great Boardwalk: Across the Beaconsend Shallows, between the cities of Greenwick and Biehull, lies the Great Boardwalk. Over five miles long, it stretches across the marshlands, sturdy and strong. One of the oldest still-standing boardwalks in the wetlands, its wooden structure requires constant upgrade and repair to maintain its function as a trade route. The boardwalk is almost twenty feet wide and accommodates several lively inns and taverns along it. While it is one of the greatest marvels of engineering in the world it still faces typical perils such as water level fluctuations and attacks by lizardfolk tribes. Hag Lights: One of the dastardlier magical tricks of the wetlands are the presence of hag lights. These lights appear in many forms and shapes depending on the 209

Trachoma: Travelers catch this waterborne disease by washing their faces in contaminated water. It is a slow and disorienting disease, attacking the eyes of the victim, causing eyelid stiffness, swelling, blurred vision, and eventually blindness. The best solution is to apply a mixture of copper sulfate directly to the affected area or consulting a cleric for more advanced cases.

the best method to survive is to stay still, creating a wide surface area with your body, and slowly wiggling free. In actuality quickmud is not difficult to escape from, but many travelers panic and envision horrible stories told around campfires, causing them to flail about, fall into the mud, and drown.

Environmental Dangers While dangers of the unknown are present within any wilderness, they are magnified within a wetland. Be it misjudged water depths, confusing and perplexing landscapes impossible to traverse in a straightforward manner, diseases, and dangerous plants and animals, wetlands environments appear almost vindictive in their ability to wear down those within its powerful grasp. Drowning: Drowning is one of the most common dangers in the wetlands. Easy, quick, and ever present. From wrongly presuming the depth of a body of water while carrying heavy gear, to trying to swim through plant-infested waters, drowning is a danger across the wetlands. The best course of avoidance is to assume nothing, to always prepare an exit or flotation strategy, and to never travel alone. Navigation: Wetlands are notorious for their ability to move paths, create obstacles, and bewilder the most skilled navigators. From unpredictable water levels, living plants, and unreliable roads and walkways, a wetland is never straightforward to approach or traverse. Adding to this are the devious and dangerous creatures who use take advantage of magic and take nature to confuse and trap travelers. The best methods to overcome these hazards are through frequent orientation and prior preparation of maps, compasses, and local guides, as well as bringing along a skilled navigator able to adapt to the shifting circumstances as they arise. Quickmud: An often overlooked and misunderstood danger of the wetlands. While many tales are told of unlucky travelers who perish within pools of quicksand, knowledge of quickmud is not so popular. Found in wetland biomes, especially bogs and fens, this mud looks much like normal soggy earth. However, like quicksand, its viscosity changes upon being touched, only a foot being needed to sink a traveler into its depths. As with quicksand, 210

Wetlands Hag

Personality

Of all the hags to walk the realms, none compare to the cruel and malevolent hag of the Flooded Wetlands. It is of her that parents tell stories to scare naughty children while tucking them into bed, that old men speak tales of horrors over campfires and quiet ales, and that young girls gossip of dark sightings in the woods while picking flowers and herbs. It is the hag of the bog and swamp that haunts nightmares and fills legends of the grim. Old, vile, and evil as the spawn of hell, the wetland hag exudes dread. Travelers and villagers alike hope never to encounter her, even when she can help them. With a taste for young flesh always close to the lips and an arrogance to challenge the gods, the wetland hag is a force to be feared and reckoned with.

If one word could describe the wetland hag it would be “insidious.” A word that arises from deceit and entrapment, it encapsulates her methodology and mindset. As with all things that are to flourish to their full potential, time is key, and the wetland hag holds this to heart. She will scheme and plan and manipulate people, families, or entire village over years or generations to achieve her goals. Wetland hags are both physically and morally vile. These ancient creatures adore nothing more than corrupting those around them, taking what they love most, and destroying it in front of their eyes. Wetland hags are evil, calculated, patient, and above all meticulous in their actions, plans, and interactions with the world. Rarely caught off guard or outplayed, the only bargain travelers can consider with such a hag is how quick their demise shall be.

Names

Ideals, Bonds, and Flaws

Wetland hags are often older than many of their cousins, being the first hags to enter the material plane and settle in the damp and murky homes. As with all hags they go by the common monikers of “mother,” “auntie,” and “grandmother.” Some common wetland hag nicknames include: Bogbrain, Boggy, Fogroller, Kuo Mother, Marshal, Mozzie, Muckeyes, Mudlover, Peatbreath, Quagmire, Soggyfeet, Swamppit, The Brackish, Turtleback, Typhoid Tyrant.

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About the Hag

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“My temple is the swamp. When I create myself, I seek the darkest woods, the thickest, most impenetrable. dismal swamps. I enter the swamp as a sacred place, a sanctum. For I have reached a new world. Far away from the fey lands. It is my home, and I will own all that enter its domain.”

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Wetland hags are among the oldest of evil fey creatures. Some have long forgotten their ages, seeing years as if seconds, decades as if minutes. Young wetland hags are typically sent away to other realms to grow and learn after a few decades within their mother’s coven. The Flooded Wetlands are no place for the young.

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Ideals I will create great powerful potions. It has been centuries since I last had a daughter. I will seek out a new one. I will enslave someone to build a new home for me. I wish to form a coven with nearby hags to learn from them. I will learn how to fly to better thrive in my environment. I will find a new family to take as slaves. Bonds A human lord attempted to build a road through my home. I will destroy his life. I owe a favor to another hag. A local village brings me a child once a decade, that time is near. The marsho-toa are great minions that taste wonderful when they fail at tasks. I have corrupted a great tortoise and it now acts as my mount. A nearby boardwalk is infused with magic that gives me great pleasure. I hate when “goodies” touch it.

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Flaws I adore the taste of children’s flesh and will always seek out families over the childless. I despise those pathetic elves that walk my realm. I struggle with my rage when I can sense them near. I cannot resist a clever puzzle or riddle. I miss the taste of elderberry wine. It never seems to cross my region. I am deathly allergic to the urine of dogs and will kill any I find. The full moon blinds me, I hide within my lair at these times.

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Old and crooked, living in the damp and wild wetlands of the world, these hags vary in their corruption. They appear as herbalists and wise women to the locals they manipulate; however, they much prefer their deformed and hideous selves when deep in their domain. False Form: In her false form the wetland hag will attempt to appear as woman of the land. Assuming roles as herbalists, healers, tinkerers, furriers, or merchants, the hag will float on the edge of a small community with friendly smiles and sinister motives. Her clothes will often match their assumed roles, and her appearance will be homely and plain to divert attention away from her. True Form: The hag of the wetlands much prefers the grotesque feel of her of her true form. Her body is transformed over many years living in the dank and dark wetlands. This form is the archetypical imagery of a villainous hag in children’s stories. Clothing: In both her true and false forms, the wetland hag wears dark cloaks and dresses to match her surroundings. Sashes and bandoliers of potions, bones, herbs, and body parts are all at the ready to use in spells or tonics. In her true form her clothing deliberately emphasizes her disfigurations. Disfigurations: Wetland hags love displaying their disfigurations, seeing them as beautiful. When in the presence of humanoids, they will do their best to make their victims feel uncomfortable by the sight of their various deformities.

Disfigurations The hag’s body is covered with mushroom growths. The fungus sprouts out of every pore, from her eyes to her ears. The hag’s skin is covered in bubbling pus sacs, black ooze pouring from them. The pus sacs appear predominantly near her arm and knee joints. The hag’s right leg is clubbed, dragging behind her as she walks. The hag’s skin is covered in a thin sheen of foul-smelling liquid, as she sweats the boggish water of her swamp. The hag’s fingers are melted together to form flipper-like appendages. The hag’s back is so crooked she almost folds in half. A huge mass of bone and tissue pushes out of her spine to create an immense hump.

Playing the Hag The hag of the Flooded Wetlands is the master of the long game, composing ballads of misery and pain for all who dares enter her realm. The hag thrives in a biome of damp, dreary, and desolate conditions, reflecting those who would seek her aid. Encountering a wetland hag is never by coincidence or chance. Her machinations and schemes are always at play, with recent troubles and future ills always close by and directed by her evil hand. Escaping an encounter with a wetland hag alive is often the worst fate of all.

Roleplaying Wetland hags are cruel, devious, and malicious to the bone. This evil is only kept in check by their intellect and the knowledge that their goals are better served through manipulation than outright anger or carnage. These hags will only approach people when the interactions lead to a beneficial outcome. They will gauge and study their victim first, lurking them into the depths of the swamp or marsh, observing and studying. It is common for a wetland hag to wait for her victims to come to her or become desperate before she appears before them. Sometimes she will specifically move their 212

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home around the wetlands to make travelers tired, confused, and lost, before she makes herself known. Wetland hags rarely use their false form unless they believe it will lure people into their lair, preferring their disfigured and disgusting bodies to scare and intimidate. On the Road: Wetland hags are rarely met upon the road, as they prefer their victims come to them. A hag may even move her home to be in the paths of travelers or those seeking her service. Not all who pass her lair are in dire straits, the hag often meets them when she requires something of them, or to compel them into her service. Her false form is used sparingly, to convince youths, women, and other potential daughters to follow her home. At Home: Hags of the Flooded Wetlands thrive within their lairs, where they typically live for centuries. Filled with trinkets, potions, magic, and darkness, they often represent a hag’s chaotic and arcane traits. At home, the hag will be confident to the point of confrontational, with any creature found within her abode completely at her mercy. A wetland hag within her lair is at her strongest, and her attitude will represent that, taking and demanding with heavy punishment dished out to those who question or refuse her. Making a Deal: Most deals made with a wetland hag will be done during times of desperation, the hag influencing events as much as needed for these circumstances to arise. The deals are often astronomically in favor of the hag, as she purposefully targets people who lack the fortitude or morals to say no to her. If requiring things of less desperate people the hag will use subterfuge and misdirection to ensure that the event still ends poorly for those involved, even if unnecessary. She delights in the knowledge that others will suffer for their actions, even if those actions help her. In Battle: Wetland hags typically avoids combat; they are not quick to anger, nor do they enjoy an unneeded fight. A hag will rarely ever fight in the open, preferring to flee or disappear when possible, even if the odds are heavily in her favor. Within her she will have prepared for every eventuality, planning escape routes, magical items, and potions specifically for each creature she brings into her domain.

The wetland hag can be encountered in several scenarios both in and out of combat, some of which are listed in the tables below. Unlike the more social or disorganized hags of other realms, the wetland hag will rarely approach people unless she requires something from them or if time is of the essence. Combat: While extremely unlikely to occur, if betrayed or desperate wetland hag may attack those within her domain. d6 Combat 1 The party have trespassed upon the hag’s domain, ignoring or not seeing signs that indicate the land is to be not entered. The hag will summon miserable weather and pestilence upon the party before attacking with spells. 2 The hag will attack the party from a distance to drive them from her domain. She is conducting experiments of an important nature and does not want her nearby lair disturbed. 3 A screech is heard from a nearby fog. A merchant who has betrayed a hag is being torn to shreds by her pet shambling mound. 4 In need of blood for a potion, the hag will attack the party. Once blood is drawn, she will flee. 5 A great tearing noise is heard in the distance, the sound of the earth being torn asunder. A hag is removing an Illumines Tree from her domain, fighting the elves who helped infuse it with magic. 6 In an attempt to hinder the party and force them to seek her aid, the hag will attack them with her cronies. She does not intend to kill them, only injure. Non-Combat: These events will occur when the wetland hag desires something. She prefers her true form to her false appearance. d6 Non-Combat 1 In need of someone to remove an Illumines Tree from within her domain, the hag awaits the party in her true form.

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Desiring to spread fear and panic amongst the party, the hag will appear in true form at the edge of their vision multiple times through the day. This will occur for whoever has the lowest Wisdom. In her false form the hag will approach the party to pry them for information. Acting as a lost local she will try to determine if they can be of any value to her. The hag will appear in her true form to the party while they rest, offering what appears to be a fair trade for assistance. If refused, she will batter them with foul weather the following day before approaching and offering the deal again. This will be repeated each day with harsher terms and more difficult weather. In her true form the hag will be seen in the distance to the whole party. As they draw near, she will disappear, only to reappear further away. This will continue for days on end to unnerve and derail the party. In her false form the hag will be glimpsed in the distance of whoever trails at the back of the party, enticingly gesturing that they join her. She leads them either away from or towards her lair.

Another frequently used tactic of the wetland hag is to bend her words in a way that underplays or simplifies the dangers of a deal. A lost traveler may trade an item for directions, only to find they lead towards the dwellings of boggards and other lizardfolk. Someone seeking a healing potion to cure a blight may find that the potion disfigures the drinker. The hag never truly allows a deal to lead to a happy ending for any involved. Manipulation: The hag’s manipulations are rarely directly seen. In villages these events may occur over years, through the slow withering of crops, the cursing of pregnancies, sickness in youths. The wetland hag loves to manipulate and influence from the shadows, her presence never truly known until it is too late to alter the course of fate. For travelers, and those who enter her domain, the hag will confound weary souls on endless marches, obstacle-filled routes, or plague them with dreadful weather, before finally offering recourse. She will discover ways to turn party members against one another and revel in their misery and infighting.

Common Contracts Wetland hags regularly forge contracts, especially as many of their plans take place over years. These contracts are often written with shifting letters or illegible text, languages long lost or warped over time – not that many commoners can read to begin with. Blood is used to seal the deal, inscribing the indebted’s soul onto the contract they have made, feeding the hag’s power. The most common contracts involve helping travelers navigate the wetlands or cure a disease that has been inflicted upon someone. d6 Contract 1 A series of Illumines Trees are to be cut down within her domain. Any swamp elves found are to be killed. 2 A nearby town owes the hag a young girl who is to be converted into a hag. She is to be collected and brought to the hag’s lair. 3 The hag is missing an ingredient for a potion, a rare herb found in a dangerous location.

Deals and Danger No deal with a wetland hag will ever turn out well, not one, no matter how simple or mundane it may seem, or even how much it appears to benefit the hag. It will go wrong, and it will end up far worse than ever imagined. That is the true danger of a wetland hag, that it is impossible to know the reality of any deal made until it is too late. The Fine Print: The most common contract the hag will use to get her way is an openended favor, an unnamed debt to be paid at an unnamed time. An extremely common request involves helping those in need, requesting a seemingly harmless favor in the future and disappear for a decade or two, long enough for the indebted to believe the debt forgotten or fulfilled. The hag will then arrive at their door, or meet them during travel, and demand extreme or devious payments beyond anything originally envisioned. 214

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The hag desires a recently built boardwalk of a local lord to be destroyed, as the construction is a blight on her lovely domain. The hag requires a message sent to a nearby hag, the two plan to form a coven in the near future. The hag requires the eyes of a dozen marsho-toa that reside nearby.

objects to use when in need, the hag of the Flooded Wetlands prioritizes potions and elixirs, using the waters, herbs, fungi, and moss of the region to create powerful and innovative brews. Some common spells infused into potions within the hag’s lair are: ● Control Water (PHB pg.227) ● Crown of Madness (PHB pg.229) ● Confusion (PHB pg.224) ● Slow (PHB pg.277) ● Hallucinatory Terrain (PHB pg.249) ● Zone of Truth (PHB pg.289)

Covens and Cronies Wetland hags rarely form covens with other wetland hags, as most are too old to abide by the whims and needs of another ancient creature. However, they do form covens with younger hags, ones they have created themselves or ones who have come to the wetlands in search of knowledge and power. These covens are generally short lived, a few decades at most, and usually end with the other hags leaving the wetland hag’s domain. Wetland hags are unlikely to keep many servants for a long period of time, preferring singular pets or minions in their service. The hags enjoy creating servants and slaves out of local townsfolk, parading children, fathers, or mothers in front of the destroyed families. d6 Cronies 1 A shambling mound follows the hag from a distance, unnerving humanoid limbs poking out from its bulbous form. 2 The hag has enslaved a black dragon wyrmling. 3 A slight swamp elf, shackled and malnourished is chained to the hag’s wrist. 4 2d8 marsho-toa are under the control of the hag, constructing what she wishes across her domain. 5 1d4 flail snails slowly crawl across the hag’s lair. 6 The hag keeps a catoblepas as a pet mount.

Strange Magic Filled with boiling cauldrons, shrunken heads, mysterious objects, and twisted relics, the wetland hag’s lair is a place of strange and perverted magic. While many hags incorporate spells and magic into 215

Stat Block

Actions Multiattack (Hag Form Only). The hag makes two claw attacks. Claw (Hag Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2d8+4 slashing damage Change Shape. The hag magically polymorphs into her false form, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying is not transformed. She reverts to her true form if she dies.

Arctic Hag Medium fey, any evil Armor Class: 16 (natural armor) Hit Points: 126 Speed: 30 ft. STR DEX CON INT WIS CHA 18 (+4) 17 (+3) 15 (+2) 17 (+3) 19 (+4) 18 (+4)

Saving Throws: Dex +7, Wis +8, Cha +8 Skills: Perception +8, Stealth +7 Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks Senses: darkvision 60 ft., passive Perception 19 Languages: Common, Dwarven, Sylvan, Infernal Challenge: 12 (8,400 XP) or 15 (13,000 XP) when part of a coven Amphibious. The hag can breathe air and water. Legendary Resistance (1/Day). If the hag fails a saving throw, she can choose to succeed instead. Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 17, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: minor illusion, vicious mockery, thorn whip 3/day each: hold person, invisibility, sleep 2/day each: fear, blight, silence 1/day each: confusion, eyebite Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 ft. of one another, they can each cast the following spells but must share the spell slots among themselves: 1st level (4 slots): false life, inflict wounds 2nd level (3 slots): enthrall, ray of enfeeblement 3rd level (3 slots): animate dead, bestow curse, speak with dead 4th level (3 slots): blight, death ward 5th level (2 slots): dominate person, raise dead 6th level (1 slot): magic jar 7th level (1 slot): finger of death

The Hag’s Lair The wetland hag’s lair is a cacophony of plants, herbs, animal bodies, potions, and chaotic magic. Frequently appearing like the corrupted hut of an herbalist gone mad, the lair is filled with tonics and tinctures to damage, decay, and destroy. Healing and helping are the furthest from her desires. The lair itself is typically located by a small pond or river, rolling fogs, overhanging trees, or a gully within a bog, masking its location. The lairs are rarely mundane in nature with giant creatures often woven into their structure to allow for movement and relocation. It is extremely rare to find the lair of a wetland hag unless she desires so, as she tends to use regional effects and magic to divert, confuse, and disorient noisy travelers away.

Lair Types Hag lairs come in many shapes and varieties, with each individual hag’s peculiarities shown in the design of the building. A consistent theme seen across hags of the Flooded Plains is a desire to be able to move their homes. Many of them infuse or enslave creatures to the buildings to allow for relocation when desired. Homes of wetland hags are as old and powerful as their residents, many standing long before the trees or plants that surround it were a seed upon the ground. ● Deep within the murky depths of the wetland lies a cottage built upon the legs of a giant bird. When lowered to the water’s edge the building appears as a normal hut. It can raise a dozen feet into the air and move about. ● Half sunken into the muck lies the skull of an ancient black dragon, the hag having moved into the giant head, digging under the earth around it. 216

● The empty shell of a giant tortoise has been turned into a home, the hard shell appearing as a small hill from a distance. ● A small cottage of wood and stone lies slightly off the ground, wooden poles and stumps at its base. When desired the hag summons a horde of kuo-toa to lift the entire building and move it about her domain. ● A houseboat lies upon a bayou, the wooden structure a contorted ship with outstretching rooms and platforms, almost in the shape of a cauldron. ● A dozen cypress trees have been woven together a dozen feet into the air, the trunks curving to create a roof, the elongated roots that rise above the watery muck wrapping around as walls.

occur, or none can occur, depending on the whim or needs of the hag. ● Fog will constantly sprawl across the wetland, with huge patches rolling, forming, and disappearing where the hag desires. ● Plants and vegetation will wilt and corrupt, as the growth of invasive vines and weeds flourish. ● Insects and vermin will grow immensely in population with huge swarms of rats or stirges found at every turn. ● Disease and plague will spread quickly, illness latching onto the healthiest of people with ease.

Lair Traps, Lures, and Defenses Lair preparation is a key cornerstone of a hag’s life, with long years of solitude within her lair giving her the time and the ability to prepare for almost any situation that may arise. As wetlands are filled with hags of immense age and power, their traps, lures, and defenses are rarely avoided and often remarkably effective at their goals. Traps damage or capture those who try to sneak into the hag’s lair. Lair lures draw parties into the hag’s lair, often into a trap. Lair defenses alert the hag or her cronies to an intruder’s presence. d6 Traps 1 The vegetation near the hag’s lair is magically imbued with the entangle spell, DC 15 to escape. The spell has no duration limit, though can be destroyed by flame or weapon. 2 Quickmud pits dot the land near the most traversable parts of the lair, many hidden by foliage and vegetation. Players must make a DC 14 Perception check to notice, and a DC 12 Strength check to pull themselves from it. 3 Small pits of water around the lair are deceptively deep, some up to 10ft., while appearing only as puddles. 4 Trees surrounding the lair are covered in glowing berries that cause paralysis that lasts 1d4 hours. 5 The entrance to the lair appears normal however it is merely a thin layer of mud over a spike trap below. Players must make a DC 12 Dexterity saving throw or take 2d6 piercing damage as they fall into the 20ft. trap.

Lair Actions Within her lair, during times of stress or combat, the hag can access abilities and skills that she has gained from spending long years within the structure’s walls. Wetland hags are generally older and more powerful compared to hags elsewhere. These events can occur on initiative count 20, losing ties. Only one effect can occur at a time: ● The hag can cast Misty Step within her lair. ● The hag can cast Minor illusion anywhere within her lair, even without line of sight. ● The hag immediately knows the nature of all magic items that she looks upon. A more powerful wetland hag may also perform the following: ● The hag can summon a giant toad to her side. ● The hag can cast Hold Person.

Regional Effects The corruption that emanates from a wetland hag permeates across the swamps and bogs she invades. These effects are designed to bewilder and disorient those who travel across what is already a dangerous and wild biome. The effects can spread up to two miles from the hag’s lair. Illumines Trees are usually the only thing able to stop the continuation of the perverted presence. These effects can all 217

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The door to the hag’s lair has been trapped with a Polymorph spell. Should anyone but the hag touch the door they shall turn into a frog. Lures Boardwalks, trails, and markers have been moved and altered to lead towards the hag’s lair. Vegetation and deep water part to create the only traversable path towards the hag’s lair. The cry of a young woman is heard in the distance, the figure of the hag in her false form seen just at the edge of the party’s vision. Smoke is seen rising above the wetlands in the distance, a heavy downpour of rain making it almost impossible for a fire to be lit. The hag, in her true form, will be seen not far from the party, standing and staring at them as they travel. If approached, she disappears. She will do this to lead them towards her lair, appearing where needed to scare or entice their approach. A heavy and dense fog will envelop the party when they try to walk in any direction that is not towards the hag’s lair. Defenses 1d4 cypress trees surrounding the lair will be awakened and corrupted, attacking those who try to enter the area without the hag’s permission. 2d4 constrictor snakes swarm the area around the lair. Magic eyes are placed on pathways and boardwalks near the lair. The hag can see through the eyes when she desires. 1d6 giant spiders are buried within holes in the ground surrounding the lair, ready to spring upon any trying to sneak in. Wind chimes made of humanoid ears line the trees near the lair. The hag is able to hear through the ears and listens in on noisy travelers and interlopers. 2d4 zombies rise from the muck when someone passes nearby.

The wetland hag’s lair is filled to the brim with items of malicious intent and magical purpose. From shrunken heads to a symphony of potions and elixirs, to jars filled with organs and body parts, to the belongings of nearby villages that have been taken as payment for poorly ending favors, the lair is a place of noxious smells and gruesome imagery. The true intent of these items, and in particular the many vials of liquid that fill shelves and benches, are rarely known by any outside the hag herself and are extremely difficult to determine without consuming the dangerous concoctions. d6 Treasure 1 2d4 unknown potions. The potions have a 75% chance of being poisonous or cursed. 2 A rabbit’s foot on a necklace grants the wearer advantage on any saving throw once per day. The foot curls up upon use to unfurl the following dawn. 3 Gloves of Cursed Touch. A pair of gloves made of human flesh that allow the wearer to cast Bestow Curse twice per day, one for each hand. The spells resets at dawn. 4 A belt of alligator skin grants the wearer resistance to piercing damage. 5 A chain covered in pickled ears contains the Identify spell. Can be used once for each ear, with the ear falling off on use. Contains 2d4 ears. 6 A Cloak of Elvenkind has been corrupted. While retaining all properties, its magic is perverted and will cause offense to any elf that sees the cloak.

Strange Items Hags of the Flooded Wetlands are notorious for trading arcane items and potions with locals as a way of offering aid. A poor and downtrodden villager will trade their life’s possessions, for a remedy that rarely fixes their problem alone. These items seldom have a net positive effect for anyone but the hag herself. It is inadvisable to accept the gifts of a wetland hag unless no other option avails itself.

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Strange Items A small cooking pot. Any meat, no matter how foul or from what creature, will become a hearty cooked meal when prepared within it. A map of the nearby village is carved onto a wolf pelt, with a small human eye attached by a cord. When the eye is touched to marks on the map, the person holding the eye can see the locations though the eyes of a raven. A small tray contains a wooden replica of basic crops, from maize to wheat to potatoes. Alongside them are potions containing poisons and disease. When the crop figures are painted with the tonics, it corrupts all forms of that crop within the hag’s region.

Wetland hags are encountered when they deem it necessary, they connive their way into the lives of others at their own choosing or allow those who have befallen harsh times to make their way to her lair. Some events that could lead to these meetings are: ● Disease has spread amongst the party, and the hag arrives to offer tonics and cures, at a steep cost of course. ● A village on the outskirts of a swamp owes the local hag a grave reward for curing their farmland of pestilence. Now the debt is due they are unwilling to pay, the price to high, and wish to be freed of the deal. ● When first entering the edges of a wetland the party come across a sign recently carved with the words, “Beware the Hag”. In the distance the outline of an old women can be seen amongst the reeds and grass. ● A swamp elf is encountered in the process of infusing a tree with magic to transform it into an Illumines Tree. The elf warns of the local hag and his attempt to curtail the spread of her powers. ● Lost within the labyrinthine waterways of the wetlands, the party finds themselves by the cottage of a hag, an apparent respite in a desolate place. ● In need of a service, a message delivered, or a debt collected, the hag approaches the party as they travel her domain. Her wry smile offers a “fair” reward for “easy” work.

A mortar and pestle sit upon a shelf of herbs. The mortar has the lips of a creature stuck to the side, and whenever an herb or plant is placed within and crushed, the mouth will speak the name of it in sylvan. A marionette of a small human lies within the corner. It is coupled to a local villager that fell victim to the hag. It can control their movement for 1 hour every day. A small lantern, when lit, can produce 2d8 hag lights that last 1d4 hours each. The lights replenish at dawn. Anyone who looks at the lights are drawn towards them and must make a DC 12 Wisdom saving throw to ignore them. On a fail they will try to touch the light, taking 1d4 necrotic damage if they do.

Rumors and Gossip In nearby towns, over campsite fires, at crossroad inns, and all across the realms that border swamps, marshes, bogs, and fens, rumors and tales abound of the deadly and wicked hags of the wetlands. No place is without its own sad tale of a family destroyed or a life ruined by a deal gone wrong. d10 Rumors & Gossip 1 “The smith’s daughter went to the swamp witch when she got knocked up by that tanner boy, they say she was going to get rid of the child. The poor girl was never the same after that, was gone a whole month.”

The Hag and your Campaign The hags of swamps and bogs are usually best avoided, rarely spoken with, and never indebted to. They will involve themselves in a traveler’s life only to suit their needs and never in a manner that could favor anyone but themselves. They revel in causing misery and anguish upon anyone they cross and will plan their actions meticulously. As with many hags they will appear when desperation is at its zenith and all other possible answers have been lost, this terrible position almost always caused by the actions of the hag herself. 219

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“I heard tale that there are these lights just off the boardwalk that passes through the marsh, if you follow them you never return. Stay on the boardwalk is what I say.” “A man is better off dead than making a deal with the devil that resides within that bog.” “It’s said that if you get lost within the nearby swamps you could get saved by an elf or saved by a hag. One is a story to tell, the other is nightmare to forget.” “My nan said they used to see an old hag within the woods every now and then, would come into town to heal the sick and cure blights. Wonder why that stopped, many a folk not well round these parts at the moment.” “Them boys that harvest peat from the bog be coming back with queer tales of late. Saying they seeing a maiden in the distance. Hope it don’t relate to the boy Miles going missing.” “A traveling merchant once said he made a deal with the hag of the sunken woods. Said he tricked her good and got away with his life and some fancy gloves. Well would you know I saw him a few weeks later, both hands cut off from the wrists. Stay away from them hags.” “I reckon its nothing but an old wife’s tale. A hag in a swamp, please. Too much gossip from them washer women I say.” “They say she takes an ear off everyone that makes a deal with her, cuts it right off the second the ink has dried on the contract.” “I saw her once from a distance, ran the second her eyes fell upon me. Her face was a twisted mess, scarred and bubbling with pox. Nothing so ugly ever has existed as that old hag.”

Wetland hags using local kuo-toa and lizardfolk as cronies or food supplements, the dim creatures no match for her. Villages of humans, halflings, or gnomes fall easily under the hag’s sway, as she happily spends years bending them to her will. Her biggest foes come in the form of swamp elves and black dragons, the first a constant thorn in her side, the other a foe to be wary of. While wetlands themselves are desolate and remote, the hags that occupy them ensure they have a clan, village, or tribe within reach to manipulate and control.

The Locals Wetland locals are often found outside the actual biome the hag resides within, in small villages or towns in nearby highlands, on the drier side of vast rivers, or by shorelines and lakes a fair hike away. Most wetland hags will have built their lair within a day’s hike of a village. A traversable distance, but one that leaves a traveler tired and ill at ease. 220

Hag Contracts

● In return for “X” those indebted will destroy the main entrance to the dwarven mines three miles north of the coven’s domain. The entrance, and at least a dozen feet of the passageway within, must be brought to rubble, so no creature larger than a rat will be able to crawl through its gaps. The entrance must be brought down three nights from the signing of the contract, when the moon reaches its zenith. After this has occurred, “X” will be given to those whose names are written in blood herein. ● In return for “X”, those signing below agree to fulfill the terms written herein. Failure to do so will cause the signed to owe the coven all items they own. ● In return for “X” those indebted will spend however long is required to build a bridge across the canyon’s width, from its narrowest point above the coven’s lair, to the opposing side. The bridge will be of quality wood and be strong enough to hold a score of men. Those signed below will find and collect all required materials, with none leaving more than a dozen miles of the canyon to source them.

These hag contracts exist as examples for you to use during your campaign. It will be assumed that the party requires something from the hag, represented the “X” in each contract. From access to a remote and dangerous location, to passage through the coven’s lands, to basic resources needed to survive, items of value that the hags can provide that the party are desperate for. Note: while the contracts reference “covens”, hags could be making these contracts alone quite easily.

Ocean ● In return for “X,” those signing below agree to fulfill the terms written herein. Failure to do so will cause the signed to owe the coven an act of the coven’s choosing. This act shall be called upon within a year. ● In return for “X” those indebted will find the naval frigate “The Swirling Anchor” and send it to the depths below. The boat shall be sunk before the next full moon rises, with no chance to ever rise again. The boat must be sunk in deep waters no less than a score fathoms deep. After the deed is done the small satchel given to those signed below will be burnt and thrown into the water, over the scuttled remains of the ship. ● In return for “X”, those signing below agree to fulfill the terms written herein. Failure to do so will cause those below to owe the coven one limb from each person signed. This limb will be taken by the coven at their time of choosing. ● In return for “X” those indebted will bring through the waters, within ten miles of the coven, a total of a dozen ships over the following year. These ships will not be of the war-faring kind, but any other is acceptable. The ships will have a crew of no less than a half dozen living souls each. The coven will be informed of the ship’s passage by the sending of messages through the stone given to those signed below. No period equaling a moon’s full cycle will bring more than three ships at once.

Forest ● In return for “X”, those signing below agree to fulfill the terms written herein. Failure to do so will cause the signed to owe the coven a set of eyes from a living human. ● In return for “X” those indebted will destroy the dam that currently blocks a nearby river mouth, to flood the heart of this great forest. Once the dam is broken, it will be ensured to remain as such for no less than a score of days. ● In return for “X”, those signing below agree to fulfill the terms written herein. Failure to do so will cause the signed to owe the coven a child to bring into the coven, a girl no older than twelve. ● In return for “X” those indebted will seek out the company of loggers that have intruded upon the outskirts of the forest and slay them to a man, with none leaving the forest alive. A bloody message is to be left for all who would dare bring axe and saw to the coven’s realm. After the deed is done, each body is to be covered with the ashes of their own hair, and these words spoken out loud “Victorum Actium”.

Canyon ● In return for “X”, those signing below agree to fulfill the terms written herein. Failure to do so will cause the signed to owe the coven their souls. 221

Valley

must be alive and kept in jars containing no more than a dozen each. The beetles will be caught within ten days.

● In return for “X”, those signing below agree to fulfill the terms written herein. Failure to do so will cause the signed to owe the coven five tasks, each taking no longer than one day in length, to be fulfilled at any point as the coven desires. ● In return for “X” those indebted will bring to the coven the great actress Madam Toulouse Tonara. The actress must travel within a mile of the hag’s domain, for at least a day. The actress must be unharmed and in good body and mind. Those signed below have until the rise of the next full moon to complete the task. ● In return for “X”, those signing below agree to fulfill the terms written herein. Failure to do so will cause the signed to owe the coven a year’s service from the moment of failure. ● In return for “X” those indebted will help erect a grand hall in the center of the hag’s domain. Its dimensions are to be no less than five score in width and length, and half that in height. It shall be made of cut and polished timber and be sound in quality. Those signed below have three full cycles of the moon to complete the task and can enlist aid. However, they cannot travel beyond ten miles of the coven’s lair.

Oasis ● In return for “X”, those signing below agree to fulfill the terms written herein. Failure to do so will cause the signed to owe the coven a gallon of their blood. ● In return for “X” those indebted will seek out no less than a dozen souls that wander the desolate lands around the oasis and bring them here to rest and recuperate. The signed below shall not travel more than a score miles from the oasis. This task will be completed before the rise of the next full moon. ● In return for “X”, those signing below agree to fulfill the terms written herein. Failure to do so will cause the signed to owe the coven a piece of flesh, per person, from a living person no smaller than the palm of their hand. The flesh must be given so willingly. ● In return for “X” those indebted will bring the coven two carts filled with maple or oak, the wood cut and ready to be used in construction. As no such tree resides within any close proximity to the coven’s lair, those signed below will be able to travel as far as required to find such goods. A time limit of one year is placed upon this task.

Plains ● In return for “X”, those signing below agree to fulfill the terms written herein. Failure to do so will cause the signed to owe the coven service as pole bearers for a year. ● In return for “X” those indebted will seek out a nearby merchant caravan that will pass this way in the coming days. The merchant will come with two score men and women, and half a dozen carriages. Those signed within will bring the coven the third carriage, and its contents are to be undisturbed and unopened until in the hands of the coven. Those signed below will do this before the merchant and the caravans leave the plains. ● In return for “X”, those signing below agree to fulfill the terms written herein. Failure to do so will cause the signed to owe the coven their memories of the one they love the most. ● In return for “X” those indebted will capture for the coven no less than five “Night Fires”, the illuminating beetles that cover the plains each night. The beetles

Highland ● In return for “X”, those signing below agree to fulfill the terms written herein. Failure to do so will cause the signed to owe the coven their most prized possession. ● In return for “X” those indebted will find every sign and road marker within a dozen miles of the coven’s domain and destroy them. Be they of stone or wood, each will be brought to dust and ash. The contract will be fulfilled before the rise of the full moon. Those signed below must return to the coven once the deed is done. ● In return for “X”, those signing below agree to fulfill the terms written herein. Failure to do so will cause the signed to owe the coven a piece of magic that courses through their blood.

222

● In return for “X” those indebted will seek out the clan of giants that have brought themselves to the nearby mountain range. Once they are found the indebted will pass along the message entrusted to them. After such they will return any messages the giants have for the coven. Should the giants give a verbal reply the indebted will remember it word for word. Those signed below will read no message given to them, nor allow any others outside of the intended recipient of the message to read or hear it. The task will be completed before the passing of ten days.

● In return for “X”, those signing below agree to fulfill the terms written herein. Failure to do so will cause the signed to owe the coven a debt to be called upon within the following decade. Those indebted must arrive within a dozen of days from being summoned. ● In return for “X” those indebted will seek out the frost giant Aggorath, who has forsaken his deal with the coven, and slay the mighty creature. The hags of the coven place no restrictions on when or how it is committed, though they desire significant proof he is dead. Those indebted will not leave the Arctic realm until the deed is done.

Desert Wetlands

● In return for “X”, those signing below agree to fulfill the terms written herein. Failure to do so will cause the signed to owe the coven a sum of 10,000 gold. ● In return for “X” those indebted will find the deepest slot canyon within two score miles of the coven’s lair. The depth of the canyon will be measured to the foot and be no less than five score feet deep. At the base of the slot canyon those indebted will draw the markings in chalk as given to them. The markings will be exact and only drawn with the chalk given. The task will be completed before the end of the season. ● In return for “X”, those signing below agree to fulfill the terms written herein. Failure to do so will cause the signed to owe the coven three soul coins. ● In return for “X” those indebted will seek out three tiefling pilgrims and bring them to the coven’s lair. The pilgrims only require a touch of tiefling blood within their veins. They shall be brought uninjured, though their free will in the matter is irrelevant. This task will be completed before three full moons have crossed the horizon.

● In return for “X”, those signing below agree to fulfill the terms written herein. Failure to do so will cause the signed to owe the coven an unnamed debt to be called upon. ● In return for “X” those indebted will find a local lord, who has sent knights to kill the hags, and bring him to the coven’s lair. He is to be brought alive and at least conscious. This task will be done before the lord sends a new force into the wetlands, else they must be dealt with by the indebted. ● In return for “X”, those signing below agree to fulfill the terms written herein. Failure to do so will cause the signed to owe the coven their first-born child. ● In return for “X” those indebted will find and destroy all illumines trees within the wetlands, alongside killing at least a dozen of the elves who guard them. Each tree will be torn from the ground, from root to tip. Any elf found guarding such trees will be slain, with their ears brought as proof. There is no time limit to this task, though the elves are known to re-grow the trees quickly should the indebted take too long.

Arctic ● In return for “X”, those signing below agree to fulfill the terms written herein. Failure will cause the signed to owe the coven five fingers, frostbitten and dead. ● In return for “X” those indebted will seek out a local clan of ice kobolds and discover why they have stopped sending seasonal sacrifices to the coven’s lair. Those indebted will find the truth of the matter and bring those responsible for the failure to the coven’s lair, alive or dead. The task is to be completed within a score of days. 223

The Sisters of Nightfurry Forest

Laveeda “Rootrot” Mindefisk: Laveeda was once a promising cook, but her abusive father and negligent brothers never showed her any appreciation, causing her gentle soul to harden. Now, as a hag, she is the most violent of the three, and loves to wade into melee combat. She remains a skilled cook, but now she only ever cooks the flesh of goblins and humanoid children. She is also remarkably skilled at crafting potions and brews. Leticia “Barkskin” Mindefisk: Leticia was once incredibly beautiful and had great promise as a jeweler, even securing a position an apprenticeship with a wellrespected lapidary. However, her father stole all her wages, driving her to despair. Now in her wretched state, the only satisfaction she finds is in destroying beautiful things. She is especially fond of transformation spells and is responsible for turning many beautiful people into toads. She is also adept at crafting charms and magical tools that bestow curses on their bearers. Lorinda “Fernface” Mindefisk: Lorinda was once a very promising seamstress and could have become a clothier of incredible repute. However, after seeing the misery that pursuing her passion lead her sister Leticia to, Lorinda refused to pursue her dream, sinking into bitterness. She displays astonishing sadism, even amongst hag, and loves to cause suffering, favoring spells that weaken her foes or prolong their pain. She is also very adept at weaving illusions and deceptions.

Coven Motto “Darkness will fall upon those who claim strength.”

Coven Lore and Origin Once, Laveeda, Leticia, and Lorinda had been human. Living with their abusive father and vulgar brothers, they had grown to resent their lives and resolved to escape. They murdered travelers and stole their money, hiding the bodies by cooking the unwary men in pitch black cauldrons of the hottest flames they could muster, to serve to their father and brothers. The money they stole was not enough and the abuse only grew, until one day they murdered their father and served him to their brothers in the same way. This act of evil caught the eye of the ancient hag Talisa who sought the girls out. Devouring them whole, she rebirthed the sisters into newborn hags, offspring of corrupted mind and intent. Centuries later, the sisters now dwell at the heart of the Nightfurry Forest, their mother moved on. Here they terrorize travelers and mortals that dare come within their lands. They breed wicked creatures, and plot wretched torments to soothe the pains of their past lives.

Coven Indicators

Coven Structure

Many strange symbols and effects can be seen within a few dozen miles of the coven. Not dissimilar to regional effects, these are chosen or crafted by the hags. Sigil of the Burnt Vine: A magical rune scribed with charcoal. It appears like a knotted vine. The Twilight Barrier Spell: This spell is unique to the sisters, appearing as a barrier of black and dark ruby flame, brimming with glowing dark particles. This spell allows only those permitted to pass through the barrier, all else are burned by necrotic powers. The Hellish Cough Plague: The plague is unique to the members of this coven and is a clear sign that they are nearby. Those who contract it will begin excessively yawning and feel cozy, as if they were next to a warm

The sisters Laveeda, Leticia, and Lorinda all see themselves as equals within the coven, each playing their role. Their “mother” Talisa rules over them, but she now only visits them every few decades.

Names The coven holds many names given to them by local villages, travelers, and merchants. Some of these names include: ● The Black Fury Sisters ● The Keepers of the Dark ● The Witches of Woods The coven consists of the three sisters, all transformed into hags of the forest by their mother Talisa “Needlenose” Burrows. 224

fire. Nausea typically starts spontaneously within a few hours. The yawning usually recedes after the initial onset, replaced by a cough that burns the throat and neck. The experience of neck pain may be amplified by the nausea. After a few more days an altered mental status is experienced infrequently, mostly when waking up from fever. These effects often leave people feeling weak and diminished for months on end.

troubled by terrible nightmares. During these nightmares, the hags who crafted the potion can communicate with the drinker telepathically, regardless of distance or planar location. If the hags wish it, they can cause the drinker to gain no benefit from the rest. The effects of this potion can be ended early by Remove Curse. Brew of the Dark Moon: This potion was first created by an ancient dark fey creature, and the secrets of its creation have since spread throughout hagkind. Brewed with the blood of fiends and the flesh of its crafter, it grants the drinker the strength and vigor of a demon, but at a cost. Once ingested, the effects of this potion remain for 1 week. While under the effects of the brew, a creature is a fiend, is treated as if it has Strength and Constitution scores of 20 (+5) unless their scores are already higher than that, and they have resistance to cold, fire, and poison damage. The affected creature's physical appearance also changes to become devilish and frightening, giving them advantage on Intimidation checks and disadvantage on Persuasion checks. Once the effects end, the drinker’s Constitution is permanently reduced by 2. If their Constitution is reduced to 1 by this effect, they die. If a good-aligned creature drinks this brew, they must make a DC 17 Constitution saving throw or be rendered unconscious for 1d4 hours and gain no benefit from drinking it. The effects of this brew can be ended early by Remove Curse. Brew of Trouble: This potion is one of the most powerful forms of alchemy known to hags. It requires all members of the coven to be involved but the results are chaotic. When successfully brewed, the below effects occur: ● Burning Weather – The weather patterns in the region are altered to be extremely hot. Random fires start with no apparent source that are extremely difficult to put out. ● Cursed Crafts – Those who apply the trades of a cook, jeweler, or tailor are targeted with bad luck and find themselves ruined. ● Ruined Food – Seeds to be planted become blackened and charred, and meat cannot be cooked. ● Weakened Bodies – All fathers and brothers find themselves unable to perform hard labor, as their bodies become weak and tired within moments.

Coven Agenda The sisters’ goals and agenda are dictated by their own personal stories and desires for retribution. The members of the coven hold many goals, some of them being: ● To witness the suffering of all brothers and fathers within their reach suffer. ● To destroy all that is beautiful and successful, for none shall have what they could not. ● To apply their once mortal trades to evil and create turmoil through the items they make. ● To punish those who use only strength and brute force.

Coven Magic The coven holds unique spells and arcane magics listed below: Coven Spellcasting: This coven possesses the following unique coven spellcasting list: 1st level (4 slots): Thunderwave, Entangle, Charm Person, Goodberry 2nd level (3 slots): Hold Person, Locate Object, Spike Growth 3rd level (3 slots): Plant Growth, Dispel Magic, Conjure Animals 4th level (3 slots): Polymorph, Conjure Woodland Beings, Blight, Speak with Plants 5th level (2 slots): Insect Plague, Contagion 6th level (1 slot): Bones of the Earth

Coven Alchemy This coven members possesses the ability to brew and create these powerful brews: Brew of the Black Eyes – This concoction is crafted with slivers of hag tongue and the eyes of a deaf man. A creature who ingests it possesses truesight out to 60 feet for 1 week. However, during this time they are 225

Coven Curses

Location – Ruins of a Broken Home From the outside this house looks like it might have been grandiose in times past. It has been built with yellow wood, charred throughout the exterior, and bricks that might have been tan at one time, now burned black as pitch. Small, triangular windows once held glass, but now are sealed with a black obsidian stone. The ruins of the sisters’ home were once equipped with a large kitchen which is now where they brew their magics. The other rooms are scarred with flames, and filled with overgrown plants and trees, as well as all manner of dark items. The ruins of this once home are shaped like a circle. Half of the house is surrounded by a stone garden path, filled with flora than could only grow in a hellish landscape. The second floor is the same size as the first but is even worse. The large basement underneath the kitchen opens to a maze of rooms and tunnels. Lair Effects: At the top of the round, the GM can choose which lair action to use if any member of this coven would like to use one. Any member of the coven uses the same lair action twice in a row, even if another member used the same lair action. ● A hag can summon 1d4 wolves to her side. ● A hag can cast Misty Step (PHB pg.260). ● A hag can cause trees to collapse. Any creature underneath them must make a DC 14 Dexterity saving throw, or take 2d8 bludgeoning damage, half if successful. Regional Effects: The lair and its surrounding environment can be changed either intentionally by the members of the coven or just by the contamination of the magic they use. Listed below are regional effects of this coven: ● Plants and trees die away, rotten and diseased on the inside, often at a rate of 10 feet for every year the hag lives within the forest. ● Darkness seeps beneath the canopies. The light that should pierce the branches is unable to do so, casting long and frightening shadows. ● Food and meat turn rotten almost instantly, none lasting longer than 24 hrs. ● Creatures and animals are angrier and more aggressive, many more likely to attack then run away.

This coven possesses the following unique curses they can use and apply to those they wish: 1. The cursed creature attempts to bathe but remains unclean. 2. The cursed creature must prick their finger in some way before attempting to craft any item. 3. The cursed creature becomes afraid of those who appears stronger than them. 4. The cursed creature is afflicted by an incredibly painful burn, but no symptoms appear on their skin.

Weird Coven Magic Hags are known for strange magical effects that can occur at random. This is more so when multiple hags form a coven. These effects typically spawn from their fey ancestry. Some include: 1. A burned and rotten gourd has grown. If broken, Fireball (PHB pg.241) is cast centered at the point where it was broken. 2. A blood-stained holy book. If a blasphemous statement is spoken within 60 feet of it, it emits a blinding light and disappears. 3. An eyeball of a dragon-like creature in a jar of brine which, if shaken, casts Telekinesis (PHB pg.280) on random objects. 4. An ornate golden dagger. If stabbed into a dead creature's chest and removed, it replicates the Raise Dead spell (PHB pg.270), leaving no wound except a scar. 5. Dead black thorn vines wrap around a creature causing the Hold Person spell (PHB pg.251) until they are cut. 6. A bloodied club flies in a random d12 direction. It strikes any creature in that random direction in a 30-foot line causing 1d6 bludgeoning damage and 2d8 psychic damage.

Coven Lair The headquarters and home of the coven is detailed below along with all the benefits within: 226

Coven Familiars

Coven Wealth

Wizards and warlocks are not the only beings that can gain familiars. Covens sometimes allow for incredibly powerful familiars. Blinking Toad: The blinking toad is by far one of the laziest predators in the world. Covered in poisonous slime, the toad is impossible to eat by predators due to its deadly nature, terrible taste, and acidic quality. The toad needs to do virtually nothing to ensure its continued safety. The sisters love the creatures, filling their lair with dozens of them. The foul things poison anything they touch. Twig Blights: The sisters also command a small army of twig blights that obey their every command. Some act as guards and alarms spread through the forest around them. Others act as servants and minions, following the sisters around to conduct their endless bidding.

The members of the coven are known to possess many treasures: ● 3 transparent blue and white diamonds worth 1,250 gold each ● A black sapphire of a translucent lustrous black with glowing highlights, worth 1,000 gold ● A sketchbook filled with talented drawings of the three sisters before their descent ● 4 Potions of Superior Healing ● 1 Potion of Gaseous Form ● 5 Potions of Resistance ● A book of lost recipes, worth a lot to the right buyer ● ● ● ●

Coven Weakness Some hags possess a supernatural weakness. These weaknesses can take a wide variety of forms, but while they are more powerful together, these weaknesses remain. Phobia – Token of a Far Traveler: All three sisters are known to have a phobia to items from distant lands. This ties to their original murders of travelers, and anyone possessing such a token causes any member of this coven to be overcome with anger and fear. Revulsion – Fresh Seasoning: Laveeda Mindefisk cannot abide cinnamon used for cooking or eating. Some might find this strange, but her once love for cooking treats for her sisters has now mutated into a revulsion. She is unwilling to be around cinnamon or enter any room that has the foul spice within it. Obsession – True Cost: Leticia Mindefisk was once a great jeweler, and this former trade has become an obsession since her becoming a hag. She is compelled to examine any piece of jewelry worth more than 250 gold pieces (non-magical only). She will do anything she can to get her hands upon the piece of jewelry and look it over until she has determined its true worth. She must succeed on a DC 15 Wisdom saving throw or be compelled to stop doing whatever she was doing and devote herself entirely to the piece of jewelry.

230 pounds of dragon scales 3 dragon claws A garden growing strange herbs. 5,000 gold of miscellaneous coins

Magical Treasures Alongside their treasures, hags are powerful enchanters and crafters of unique magic items. But beware, for some might contain powerful curses: Ring of Spell Storing: The coven made this ring to look unassuming or unappealing. It looks like a tarnished brass ring with a poorly cut ruby gemstone that most would believe to be fake. Yet this ring can store up to five 5th level spells or eight 4th level spells if they are fire based. Choker of the Liar: A cursed gold chain necklace. Once put on it cannot be removed. When the wearer speaks a lie, a link is magically removed from the chain and clatters loudly to the ground. The more the wearer lies, the more it begins to choke them. Candle of Black Resistance: This candle is made from wax rendered from the flesh of a red dragon and a sap only be found in the plane of fire. Once lit, the candle burns with a strange black flame for one hour, and so long as it is burning any damage dealt to the individual who lit it becomes 0. However, if the candle is extinguished before it is fully consumed, the individual who lit it takes all the damage they would have taken all at once. 227

The Sisters of the Depths

Names The coven holds many names given to them by local sailors and merchants, including: ● The Abyssal Sisters ● Davey Jones’ Wenches ● The Ocean’s Mistresses Some of the coven members include: Sallie “Barnacleback”: A deformed and angry young hag whose back is covered in copious growths of barnacles. Sallie constantly picks at them and throws the remains at her fellow coven members. Nell “Crabclaw”: A vicious woman whose sharp claws rip skin and bone. Her unnerving smile never leaves her face in her true or false form. Yolanda “Limey”: An ocean hag who enjoys assuming her false form to pulling sailors to their deaths underwater. Her hair is a flowing mane of seaweed. Lydia “Sharkeye”: A hag who loves the taste of raw fish, eating them constantly to the point her body is bloated and barely able to move. Belinda “Salty”: A devious hag who knows that Grandmother Gilly is up to no good. She pretends to play along as another unsuspecting youth. Nannie “Trouthead”: The youngest of the hags, Nannie was rebirthed only a few years prior. Her desire to capture sailors and prove her immeasurable worth. Rosa “Pincerclaws”: Sister to Nell, Rosa loves to trick the other hags into fighting amongst themselves. She uses her cruelty to her own advantage. Paula “Pufferlips”: A quiet and reclusive hag, her desire to learn about the true powers of the ocean have seen her plunge deeper than most else ever have.

Coven Motto “Let the cold watery depths welcome you in forever.”

Coven Lore and Origin The Sisters of the Depths are an ancient and sprawling coven of almost a dozen hags, each as mean and selfish as the next. They are spite-filled, vengeful and devious, haunting the broken wreckage of an ancient ship that lies off a deep and well-traveled coastline. Since its founding by Grandmother Gilly “Sandytoes” Goldfin, the coven has brought pain and misery to countless sailors and pirates for generations. As new members of the coven come and go, Sandytoes has held power and control, though in truth she is naught but a figurehead to a deeper and darker devil. Unbeknownst to the members of the coven, outside of Grandmother Gilly, the coven’s purpose is solely to sacrifice bodies to an ancient and powerful kraken that within an abyss not far from the coven’s lair. Every few decades the creature rises and claims the dozens of bodies owed to it by the coven, gathered at Gilly’s behest by her daughters over the interceding years. Should the captured souls fail to reach the kraken’s quota, Gilly is quick to throw her daughters to the beast as well. The middling years between the kraken’s awakenings are filled with sinking ships, bewitching sea captains to the needs of the coven, and fighting merfolk and tritons that plague the waterways.

Coven Structure

Coven Indicators

The coven is overseen by Grandmother Gilly, with almost a dozen daughters under her sway. Each child is treated like they are the favorite, a facade leading to the younger hags pitted against each other to gain favor or besmirch their siblings. In many ways Gilly leaves the hags undertrained and ignorant of many things, expelling those who become too smart for their own good.

A number of symbols and effects occur within a few dozen miles of the coven. Not dissimilar to regional effects, these are chosen or crafted by the hags to occur: Seaweed Sigils: The Sisters of the Depths create wreathes of seaweed that float upon the waters or spill onto beachfronts. While intricate and beautiful to look at, they are filled with spikes of poisonous fish, or deadly jellies. 228

Coven Alchemy

The Twirling Pit Spell: A spell effect that radiates from the covens’ lairs, taking the form of random whirlpools and maelstroms that find their way into the paths of oncoming ships. The hags, when working together, can control the waters’ tunneling paths. The more they cooperate, the greater their ferocity. Swift Scurvy Plague: A sign that a hag coven is nearby is the sudden onset of scurvy spreading across a vessel like a plague. While any ship worth its salt brings food to counter the deadly disease, this sudden appearance and widespread effects are easy to see, and hard to stop.

This coven members possesses the ability to brew and create these powerful brews: Brew of the Kraken: This potion is made from crushed coral and the poison of a puffer fish. When mixed with triton blood it creates a tonic that gives the drinker a Strength and Constitution score of 30 for 24 hours. However, the come-down from the potion is heavy, dropping those same scores to 4 for the 48 hours that follow. Brew of the Tide: This potion allows the consumer to pass through water as if it were air, letting a creature swim or walk through torrential storms and crushing tsunamis with ease for 24 hours. To craft the potion the brewer is required to obtain a jug of fresh water from 200 feet below the surface, boil it within an air bubble until all the oxygen within the bubble is consumed, then mix with it the hair of a merfolk and the feather of a gull. All three ingredients need to then be left for one month buried under 3 feet of sand as the tide washes over it. Brew of Terror: One of the coven’s favorite concoctions, it causes an utterly incurable terror within the mind of the consumer for an entire week. Crafting the brew simply requires a small vial of burnt seaweed, hair from the future victim, and a few drops of the brewer’s blood. The potion expires a few short hours after being brewed, and will only effect its intended drinker whose hair was used.

Coven Agenda While Grandmother Gilly holds her own agenda of gathering bodies to appease the terrible kraken, the other daughters of the coven work towards their own goals, some of which include: ● To create legends and myths of terror about sailors and pirates brought to Davy Jones’ Locker by the devilish hags. ● To manipulate merchant captains and naval commanders to their will, increasing the travelers and souls the daughters can claim. ● To remove a nearby tribe of tritons that plague them constantly, as these good intentioned creatures of the water live in opposition to the hags.

Coven Curses

Coven Magic

The Sisters of the Depths possess the following unique curses they can use and apply to whomever they wish: 1. The cursed creature tastes heavy salt in any drink they consume. 2. The cursed creature cannot gain their sea legs, becoming unsteady on any boat. 3. The cursed creature becomes violently sick at even the slightest of waves under their vessel. 4. The cursed creature desires only the taste of raw fish, regardless of how rotten or poisonous the fish is.

The coven possesses unique spells and arcane magics listed below: Coven Spellcasting: This coven possesses the following unique coven spellcasting list: 1st level - (4 slots): Speak with Animals, Entangle, Hunter’s Mark, Create or Destroy Water, Cause Fear 2nd level - (3 slots): Gust of wind, Misty Step, Moonbeam, Gift of the Gab 3rd level - (3 slots): Counterspell, Fear, Hypnotic Pattern 4th level - (3 slots): Confusion, Grasping Vine (seaweed), Control Water 5th level - (2 slots): Modify Memory, Dominate Person 6th level - (1 slot): Mass Suggestion 229

Weird Coven Magic

Lair Effects: At the top of the round, the GM can choose which lair action to use if any member of this coven would like to use one. Any member of the coven uses the same lair action twice in a row, even if another member used the same lair action. ● A hag can summon a swarm of quippers. ● A hag can cast Ray of Sickness (PHB pg.271) at a target. ● A hag can cause a small whirlpool to form. Creatures must make a DC 12 Dexterity saving throw to not be pulled 20 ft. in a direction of the hag’s choice. Regional Effects: The lair and its surrounding environment can be changed either intentionally by the members of the coven or even by the contamination of the magic they use. Listed below are regional effects of the Sisters of the Depths: ● The skies are continually overcast during the night, making any attempts to read the stars almost impossible. ● Fish are less likely to be caught from fishing, and most caught are inedible or poisonous. ● Lightning is likely to strike any ship near the coven when a storm occurs. ● Water becomes briny and undrinkable.

Hags are known for strange magical effects that can occur at random. This is more so when multiple hags form a coven. These effects typically spawn from their fey ancestry and regularly affect objects and animals in the hags’ vicinity. Some include: 1. A small school of fish follow the hags. Should the hags be attacked the fish will swim in front of the attacker, confusing and disorienting them. 2. A rotten and faded chest upon the sea floor near the hags’ lair is secretly an underwater mimic. 3. A fishing pole. When cast, it causes sharks to arrive to and eat all nearby fish. 4. Should any water within a mile of the hags be boiled to drink, it will immediately become salty again. 5. The seaweed that surrounds the hags’ lair appears to have a mind of its own, constantly tangling creatures within its length. 6. Planks of wood found around the hags’ lair are cursed. Any boats built using them are more prone to sinking than others.

Coven Lair Coven Familiars

The headquarters and home of the coven is detailed below with all the benefits within: Location – A Sunken Ship The hags’ lair is an immense sunken ship a few dozen feet below the surface of the water. Several hundred feet from the shore, it sits directly underneath a common course run by merchants and sailors. Wind and tide create a fast and reliable sea path. The ship remains standing despite being in multiple pieces, with rotting cabins and private chambers that the hags have taken over. Parts of the ship are broken by rocks upon the seabed, with one at the edge of a large underwater cave. Some sections of the boat are filled with air, with underwater vents pushing noxious air into rooms. The boat resembles a nightmare, with floating debris and eerie seaweed. Bodies of dead sailors are likely to be found in corners or stored in small unused cabins.

Wizards and warlocks are not the only beings that can gain familiars. Covens sometimes allow for incredibly powerful familiars. The Prickly Puffer: The Sisters of the Depths have gained the loyalty of poisonous puffer fish, using them to play tricks upon each other or those they have captured. They will constantly use illusionary magic to hide the creatures before they spring at unsuspecting victims. Sucker Fish: Many hags of the coven keep sucker fish attached to their bodies. The small creatures form a symbiotic relationship where they heal slight injuries done to the hag, while feeding off their dead and rotten skin.

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Coven Weakness

Magical Treasures

Some hags possess a supernatural weakness. These weaknesses can take a wide variety of forms, but while they are more powerful together, these weaknesses remain: Phobia – Fire: The coven hags are deathly fearful of fire, even when it is required to boil their brews or sink ships. The fear makes little sense, with their watery home and powers easily able to quench any flame. However, as with many irrational fears, it holds strong amongst all of the coven members. Revulsion – Wine: The Sisters of the Depths despise the taste of wine, feeling rancid upon their tongue on the rare occasions they are tricked into drinking it. So repulsed by its taste, many sisters have fallen out of their disguises while aboard ships when they have accidentally drunk the foul liquid. Obsession – Wood: Ocean hags are obsessed with wood, finding pleasure watching it rot in the water. The Sisters of the Depths are no different, greatly enjoying the sight of a ship sinking into the ocean near their home.

Alongside their treasures, hags are powerful enchanters and crafters of unique magic items. But beware, for some might contain powerful curses. The Brine Trident: An arcane +2 Trident, this magical weapon is a tool of kings, a fierce device to be wielded by powerful merfolk and triton elites. This weapon, however, is cursed, damaging its wielder for the same damage it deals. A cackle of a hag is heard as the pain burns through the wielder’s hands. Unchained Chain: A coil of chain that will never tighten or hold what it is being used for. It will slip off, appear to break, then magically reform, or slide from the fingers of anyone trying to use it to tie or hold. Tainted Seaweed: A small pouch of seaweed on Grandmother Gilly’s belt. When consumed in small amounts it heals the creature, gives them the ability to breathe underwater, doubles their swim speed, and cures any poison. However, once consumed, small amounts of the seaweed must be eaten every ten minutes for one hour. Failure to do so causes death.

Coven Wealth The members of the coven are known to possess many treasures: ● A pipe that blows bubbles ● A tiny music box that plays whatever words that were last spoken in front of it. ● A small wooden statuette of a smug halfling ● A dozen signet rings for a dozen noble houses ● A Cloak of the Manta Ray ● 3 onyxes, 6 citrines, 3 carnelians, 2 star rose quartzes, a chrysoprase, 3 jaspers, and 2 zircons, all totaling 1,200gp ● A Bag of Holding ● 2 Potions of Hill Giant Strength ● 3,500 gold of miscellaneous coins amongst a dozen treasure chests.

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The Sisters of the Oasis

Names The coven (and their oasis) carries many names given to them by local villages, travelers, and merchants. Many view the hag’s oasis as a place of rest, despite any illrepute, with rarely any knowing the true nature of the woman in charge or what goes on below grounds. Some of these names include: ● The Sisters’ Sanctuary ● The Last Rest ● The Well of the Lost The coven is made up of Granny Arroyo and the two Bellatrix sisters, Tiana and Matria. Granny Arroyo: The dark wanderer, the vulture; daughters of the coven have come and gone, but there is little question that the eldest and most central figure of the coven has persisted without change. Only a few have encountered the wizened dark figure, and fewer still survived. Many times, it has been thought that the matron had passed out of the world in one way or another, only for a sunblind and gibbering wreck of a survivor to crawl out of the sand, whispering fearfully of the eldritch figure appearing to them when all hope was lost, sparing them in exchange for the very last vestige of themselves they were able to give. She has been a specter of terror, a shadow under the bright sun, for generations. Tiana the “Bloodtouch”: Spending most of her days in the desert, Tiana is constantly on the move, stalking parties and caravans, directing minions to harass and deplete their energy and resources, anticipating their moves, leading them around in circles and staying a step ahead until, finally, allowing them to stumble upon her, an unexpected helping hand to guide their way to their lair. A false safety. Tiana adores glamours and illusions that paint her as a noble warrior and adventurer, her true figure mangled and weak. Her dark skin and piercing eyes carve through the souls of any creature that enters her desolate lands. Matria the “Soothsayer”: In contrast to her sister, Matria lives her life within the oasis, running the lodging and alehouse at its edge. Matria spends her days appearing as a loving and homely old woman, the type to welcome travelers and make them feel safe. She welcomes all to her oasis with a smile and cool drink. Her thoughts, however, are more focused on her victims’ necklines, and the delicious nectar that runs through the veins of mortals.

Coven Motto “All lives are weak and ready for the taking.”

Coven Lore and Origin Granny Arroyo is a hag as old as time. Originating from the fey lands, she came to the material world a corrupted and wretched being. Over centuries she has migrated between many realms, such as the mountain peaks, the forest depths, and the writhing wetlands, all drawing her slowly to an oasis in the depths of a mighty desert. In this time, she sired many daughters. Some grow powerful and moving off into the world to sow destruction and discord as they begin their own covens, while others are deemed failures, taken below the earth to never return. Her youngest daughters are Tiana and Matria, twin girls she stole as newborns from a caravan four decades prior. The daughters know no life outside the desert, their entire lives are constructs of the ancient, evil hag.

Coven Structure The hags within the coven operate almost entirely independently of each other, and rarely operate in same place. The two sisters communicate magically, either through whispers carried on the wind, or by familiars passing messages. Both adhere to the commands of Granny Arroyo, communicated by the presence of her vultures. As with other hags of the oasis, the sisters prefer not to have their true faces seen. The sisters remain glamoured, playing opposite but complementary roles; one within the oasis, one outside it. Arroyo herself always remains hidden until the very final extremity, whether of the coven, or of a victim. She only appears in moments of utmost desperation, after her daughters have stripped away everything that can be taken, to take the victim’s freedom, independence, or life.

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Coven Indicators

2nd level (3 slots): Hold Person, Misty Step, Ray of Enfeeblement 3rd level (3 slots): Counterspell, Suggestion, Plant Growth 4th level (3 slots): Polymorph, Hallucinatory Terrain 5th level (2 slots): Mislead, Dream 6th level (1 slot): Mental Prison

Many strange symbols and effects can be seen within a few dozen miles of the coven. Not dissimilar to regional effects, these are chosen or crafted by the hags: Corrupted Caravanners: The oasis hag may have mortals who remain under her sway for a time, indentured by their own promises into servitude, who will play the part of caravanners. The people who belong to the hag’s caravan behave strangely; taciturn, fearful, struggling to speak, and choking on answers to questions about themselves. Birds of Death: Granny Arroyo communicates with her daughters through her vultures. The hideous black birds, clutching collections of bleached bones in their talons, indicate Granny’s attention. Piles of bones, dropped and scattered, signify a message left by her. The sisters can read and interpret the bones with little effort, but a practiced druid, warlock, or necromancer may also be able to interpret part of Granny’s instructions. Dire Thirst: Those who come in contact with or fall under the eyes of the coven are overcome with a strong desire for water, even if their thirst was recently quenched. This desire lasts for days, regardless of how much is drunk.

Coven Alchemy This coven possesses the ability to create these powerful brews: Sleeping Ale: For all intents and purposes, this is a simple ale, a delightful beverage after a long day in the hot sun. However, casks of this ale are infused with drops of Granny Arroyo’s blood. The effects cause any who consume it to be overcome with a deep desire for sleep within 1d4 hours. Even the well-rested feel the need to lie down. This effect lasts until the drinker has rested at least 4 hours, and is almost impossible to discern from the normal depressant effects of alcohol. Endless Thirst: A tonic made of hag hair, the toenails of virgin, and a drop of iguana blood, this concoction causes those who consume it to believe themselves quenched of thirst. This, however, is a falsehood. Within 4d4+4 hours they are overcome by 2 levels of exhaustion and are incredibly dehydrated. The effects of this brew can be ended early by Remove Curse. The concoction can contaminate an entire barrel of water with only one drop. Pleasure Potion: Made from oasis water, dragon’s tongue, and crushed crystal, this concoction causes the drinker to experience heightened pleasure for 24 hours after being consumed. At the end of the experience the consumer falls into a dark and deep depression that lasts for 1 week unless more of the potion is taken, or a Remove Curse spell is cast.

Coven Agenda For the most part, the sisters are not interested in keeping their victims for very long. If anything, their sport is in seeing how quickly a new plaything can be worn down, how long it takes to drive a person to desperation, back into the desert. They predominantly focus on: ● Drawing of weak and desperate people into their lair. ● Keeping their true selves hidden from the outer world, at any cost ● Sating their desire for blood and flesh.

Coven Curses

Coven Magic

This coven possesses the following unique curses they can use and apply to those they wish: 1. The cursed creature struggles to find a comfortable position when sitting upon a saddle. 2. The creature feels constantly annoyed by small insects that are not there.

The coven holds unique spells and arcane magics listed below: Coven Spellcasting: This coven possesses the following unique coven spellcasting list: 1st level (4 slots): Wrathful Smite, Silent Image, Hellish Rebuke 233

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The cursed creature becomes afraid of sand, feeling its coarse, rough, and irritating grains everywhere. The cursed creature finds direct sunlight too bright to bear. Constantly needing to cover their eyes.

On one edge sits two large buildings of stone and wood. One sits three stories high and contains rooms for weary feet and tired heads, and a small stable to its side. The other building rises only two floors but is considerably longer. A tavern, its inner building is filled with rooms dedicated to drinking, gaming, and pleasures of the flesh. Lair Effects: At the top of the round, the GM can choose which lair action to use if any member of this coven would like to use one. Any member of the coven uses the same lair action twice in a row, even if another member used the same lair action. ● The hag can cast Create Food and Water. ● The hag can cast Purify Food and Drink. ● The hag can cast Calm Emotions. Granny Arroyo also has access to the following: ● The hag can cast Enthrall. ● The hag can cast Major Image. Regional Effects: The lair and its surrounding environment can be changed either intentionally by the members of the coven or just by the contamination of the magic they use. Listed below are regional effects of this coven: ● The calming effects of the oasis spread further from its core and are even stronger closer to the center. These effects dull the senses and calm the mind. ● The atmosphere and environment of the oasis become even more inviting than its appearance would first suggest. Many find no desire to leave. ● Those within the oasis begin to feel their greed amplified, their desire for perfect food, rest, and bodily joys growing stronger each day. ● The land outside the oasis’ reach becomes even more wild and dangerous than it was previously, increasing the enticement of the oasis.

Weird Coven Magic Hags are known for strange magical effects that can occur at random. This is more so when multiple hags form a coven. These effects typically spawn from their fey ancestry. Some include: 1. A heavy cast iron stein. When drunk from, it triples the strength of any alcohol within it. 2. A doorknob with small spikes on the inner part of its handle. It cuts the skin of any creature who uses it and drinks their blood, feeding Granny Arroyo directly. 3. A coconut palm that habitually drops coconuts onto the heads of anyone below it. 4. An ornate dagger with a gem in the shape of an eye within its pommel. When picked up the eye turns to watch the wielder, and the coven can see through it. 5. A whip. If used to attack a humanoid, affects the target with Dominate Person (PHB pg.235). After casting the spell, the whip crumbles to dust. 6. A jar full of tiny, fleshy, red insects. If opened, the insects run to any nearby dead creature and causes the corpse to animate.

Coven Lair The headquarters and home of the coven is detailed below along with all the benefits within: Location – The Endearing Oasis The true location of the coven’s oasis is a mystery, with many travelers and merchants claiming the place moves with the shifting of the breeze. When found, it appears as a welcoming respite in the dunes and broken earth. An immense pool of water is surrounded by soft grasses and thick palms. Bushels of fruits and nuts line the water, with small animals drinking the cool and clear liquid.

Coven Familiars Wizards and warlocks are not the only beings that can gain familiars. Covens sometimes allow for incredibly powerful familiars. The sisters make use of many familiars. Serpents, scorpions, and vultures number amongst their favorites. 234

Slaves: The sisters, wrapped in their glamours, appreciate the company of other beings who are not as they seem, and will take particular interest in drawing such creatures into their ecosystem. Slaves are made to serve their intended purposes before the sisters draw their blood completely from their bodies. Shapeshifters: At various times, changelings and doppelgangers might form part of the coven’s chattel. Granny Arroyo herself cultivated a brood of mimics to protect and obfuscate the most precious treasures in the oasis.

● 2 Potion of Cat's Grace ● 6 Potions of Cure Light Wounds ● A Potion of Lesser Restoration ● A Potion of Shield of Faith (+3) ● An Ivory ewer inlaid with electrum, worth 1,300 gold ● A leopard fur talisman set with blue quartz, worth 1,000 gold ● A puzzle box which holds pieces of Granny Arroyo’s hair and skin ● A painting of the sisters’ true parents. ● 22,000 gold of miscellaneous coins

Coven Weakness Magical Treasures

Some hags possess a supernatural weakness. These weaknesses can take a wide variety of forms, but while they are more powerful together, these weaknesses remain. Phobia – Natural Rain: Every member of the coven hates the feel of rain upon her skin. The pouring natural lifeblood of the world is seen as an affront to their plans and desires. When rain falls, and the sisters are caught outside, they are overcome with panic and fear, quickly searching for the nearest place to hide within. Revulsion – Horses Leavings: Matria holds a deep and searing revulsion of horse manure, and despises horses in general. Despite operating the inn and tavern she will not step within a dozen feet of the creatures, sending her slaves to deal with the beasts and their refuse. Obsession – Sisterly Competition: As sisters, the love Tiana and Matria feel for each other waxes and wanes. So long as they remain apart, they act in perfect concert and harmony. They cannot, however, abide each other’s presence for too long. If they are ever found in the same place – particularly within their oasis – their spiteful feuding threatens to destroy themselves and everything around them.

Alongside their treasures, hags are powerful enchanters and crafters of unique magic items. But beware, for some might contain powerful curses: Ring of Jumping: A silver ring inscribed with magical runes which appears to be a standard ring of jumping. However, once used, the wearer finds they are no longer able to run, only walk or jump. The ring is cursed and can only be dispelled with a Remove Curse spell or similar magic. Broom of Flying: Appearing as a standard broom, this wondrous item allows the user to soar through the air at double their normal movement speed. The broom, however, sometimes appears to have a mind of its own and will attempt to shove its occupant off. In reality Granny Arroyo is linked to the broom and can control it from any range, though only for a few seconds per day. Shield of Blood: A +3 medium kite shield which appears to be built of the standard iron, wood, and fur lining. Once attuned to it, the shield gains the desire for blood, a need that must be quenched every 24 hours. If the wielder fails to have blood fall upon the shield, the shield will draw it from the wielder, causing 2d4 slashing damage. When this occurs for the first time the shield becomes attached to the wielder’s arm and cannot be removed except with a Remove Curse spell.

Coven Wealth The members of the coven are known to possess many treasures: ● A carved ivory drinking horn inlaid with silver, worth 1,300 gold ● 30 dragon scales ● An electrum censer set with black pearl, worth 2,000 gold 235

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