Sunday, July 15, 2018

White Willows pt6

Hidden Locations
[[[twocalf note, if you are one of my players, please do not read any further]]]

Scattered about the canton are places spoke only in rumors and legends. While most are just the creations of gin soaked brains of drunks a few exist.

The Fumarole
Hidden deep in the Sleeping Ones is a place known as the Fumarole. A smoking caldera lake, it is surrounded by the skeletons and rotting corpses of hundreds of animals (and a few humanoids). Rumors abound of strange shapes that emerge from the lake at night and of a hidden treasure on its gas obscured island.

Tannhausers Gate
Tannhausers Gate is one an old stone gate dug deep into a complex well hidden in the Sleeping Ones Mountains. A small order of paladins guards the gate as they have for centuries. It has been long forgotten as to why they guard the gate however.

Forbidden Vale
A grove of crystalline trees and four armed white apes, the Yeth-Ti, is rumored to lie somewhere in the Sleeping Ones. They are rumored to produce fantastic drugs.

Sky Dock
Hidden above the clouds is a Void Elf Skydock. Weird and decadent (as with all things Void Elf) there is a large observation deck where visiting Void Elves can eat finger sandwiches and mock the peasants below. For an extra fee they can send out a monster or disaster to spice things up. Despite looking like something out of the cover of a 1970’s utopian sci-fi novel, the Sky Dock is the Elven equivalent to a truck stop. There is a lot of weird Elvin food and tchotchkes for sale.

The Lapis Observatory
This crumbling structure is a former elven observatory and early warning soul-radar. Like much of the old Elven equipment it is powered on Souls and is long derelict. The Lapis Observatory was long used as an old Elven party spot (the early warning soul-radar being unnecessary for this backwater sphere) until things got way out of hand and a large party/orgy/drug binge turned many of its participants into weird oozes that still roam its halls. Its auto-party machinery still functions, up close its bright lights and thumping bass heavy music but to the peasants below its aurora borealis and out of season thunderstorms.

The Needle
The Needle is the tallest mountain close to White Willows. No one has ever made it to the top and many rumors exist about what is up there.

Crash Site EX-2-BP77
Deep in the Sleeping Ones is a crashed Voidship. Most of its sliver body is hidden by scree and snow but its damaged thumalogical reactors are beginning to corrupt the local wildlife (Think star-nosed mole but a bear). Strange high tech items can be found near the site.

ASE
Pretty much just the ASE from that module, just hidden in the Sleeping Ones.

Goblin Market
Deep below the Broken Hills is the Goblin Market, a filthy flee ridden cavern complex run by a group of goblin traders. Catering not just to goblins, but morlocks, sub-humans, ghouls, and other strange and disgusting creatures this can almost be thought of as an anti-metropolis or a negative White Willows.

Witches Coven
Hidden in the Wychwood is the Witches Coven. Dark rights and curses. 

Sleeping Place of the Feathered Swine
Totally as-is in the Sleeping Ones (hey, even the name fits!)

Fairy Animal Conclave
Fairy animals, highly intelligent animals that can morph into a human shape meet here every equinox to discuss the state of the forest. For years they have sought peaceful cooperation with the humans but encroachemnts threaten this peace.

Were-burg
 This small camp, little more than a collection of tents in a clearing is home to a small colony of lycanthropes escaping persecution from the civilized lands. Recently their population has surged and is forcing them to hunt closer and closer to human settlements. Jamesons Redoubt’s militia offers a reward of 2,000gp for the location of the ‘city’

Ghoul Castle
Its walls are bone, when the wind whips through it it sounds like screams. It awaits its long lost lord. Somewhere in the Sleeping Ones

Sky Islands
 Save but for a learned few, is the knowledge that many of the clouds about the surface are solid and not gas. These Sky Islands are almost a world onto their own with their own ecosystems and societies. They interact rarely with White Willows.

Sky Guardians
Large stone like creatures that fly under their own power. Sort of like shadows of the colossus. Grown over with vine and moss. Their insides are a dungeon. Many have artifacts inside.

White Willows pt5

Inns and Rests
Vital to trade and travel in the canton are the rests, isolated inns and taverns far from villages and the city. These rests cater to travelers and trade in the canton would be next to impossible without them as they provider safety and supplies to their patrons. While primarily large inns and taverns these rest stops also sell most basic supplies.

Lizard Lick Rest
Located in the southeast Lizard Lick Rest is located on a large exposed salt lick. A popular stop for the gauchos of the Broken Hills their large lizards and horses roam the area freely licking the salt, basking in the sun, and eating the tall grass and bugs of the area. The rest itself is loud and rambunctious and is the closest to civilization that many of the gauchos will go. In addition to accommodations, food, and basic supplies Lizard Lick Rest have a bathhouse and a gambling hall.

House Specials: Yerba Mate with Rum and Lime, Roast Lizard Shank, and Salt-Packed Potatoes

The Coin and Scroll
Located in the Northwest the Coin and Scroll is operated by a halfling in a black beret. Formally known as the Pipe and Pint it is geared towards the traders that go to Qualmberg and further to the City, Coin and Scroll is the newest of the large inns in the canton. Some have accused the owner as stealing recipes and stirring bad blood, he remains undaunted.

House Specials: Local Ales by the pint, Smoked lake Trout Pâté, and Stew of Beef, Cheese, Potatoes and Mushrooms.

The GLOG House
Lying just north of Gog’s Down there is something off about the GLOG house. The grass around it is a slightly different shade of green than in the rest of the canton. Its seasons are ‘upside down’ - its winter is in the cantons summer and its summer in the cantons winter. Reports of Boggie spotting is higher here than anywhere else in the canton, as are rumors of sphere-hopping wizards. The taverns patrons are odd, with strange customs and strange speech patterns (and stranger tastes). They speak of hollow earths, of a war against the volcano gods, of devils made of blue smoke. They speak of a place called Centerra.

House Specials: Goblin Punch, a salad made from edible flowers, stewed dungeon clams in pasta with garlic and butter.

Tenkar’s Tavern
Located a few hours north of the City of White Willows Tenkar’s Tavern was founded for those who cannot make it into the city for the night. Little is asked to why one has been denied entrance to the city and everyone from tardy merchants, to outlaw bandits, to smugglers, to exiles, to mercenaries, to people who just want to get away from the city can be found within. Fights and stabbings are not uncommon.

House Specials: ‘Strong and Lots’ Ale, the tavern's homebrew. Roast chicken and salted butter potatoes.

White Willows pt4

The Ruins
White Willows has been populated for millennia. Powers have come and gone and they have left ruins in their wake. Ruins and artifacts from other times and civilizations are common all across the canton. It is not uncommon for farmers to find relics in their fields or for construction works to uncover some long lost dungeon or vault. Even in the most extreme of places in the canton there are ruins. Old foundations litter the landscape. The current population cares little for the old ruins, seeing them more as a nuance, lairs for monsters, or a convenient source of construction stone. There are a few ruins that have a particular place in the canton and are avoided by the common folk.

Ruins of Morr
Deep in the Broken Hills lie the ruins of the city of Morr. The city was lost during the time of the Invincible Overlords while under a siege from a hoard of p’orcs and giant-kin. Oddly it was not the hoard that destroyed the city but a last ditch mega-spell issued by the Overlord. What little is known about the spell is mostly legends but they all agree on this, the spell caused the city to fight back – literally. Thousands of spontaneous golems and constructs made from the very material of the city itself repulsed the hoard. Cobblestones shot themselves at the invaders; piles wriggled up from the ground and choked the life out of the hoard like so many snakes. This spell however had a dramatic cost, the lives of most of the population and the ravaging of the landscape. When all was said and done the hoard was repulsed, the city was destroyed, and the Broken Hills were formed.

Ruins of Esk
Located in the Sleeping Ones are the ruins of a once prosperous mining village know as Esk. The once prosperous village was noted for its iron and copper mines but is now little more than rubble. The destruction on the village was a huge blow to the canton as it produced the ingots used all over the canton. Little is known about what happened to the population and the reason for the villages destruction. Giants, ogres, trolls and p’orc have all been spotted around the area and are all suspect.

Fortress Badabaskor
Fortress Badabaskor is located in the east of the canton, on the edge of the Whippoorwill Mire. Built on a large bluff the fortress has an excellent overview of much of the mire. The fortress is ancient, older than the Invincible Overlords and as such has no written records of who constructed it or why. Local bandits and cultists have long used the ruins as a base of operations and refuge. Local rumor also states that a great treasure lies beneath the old fortress.

Ishfield Manor
Ishfield Manor is the ruins of a once palatial estate, rumored to be the manse of an ancient wizard. The manor and many of its out buildings still stand but they now server as homes to a wide variety of strange monsters and an almost impossible amount of Owlbears. Still a few looters have been able to make it to the manor and return, coming back with large arsenal of magic items.

Tegel Castle
Located on a large island in the middle of Spruce Lake Tegel Castle has long had a reputation of being haunted. The island is hard to reach, the area surround it is choked with ruins and heavy fogs and Will-o’-Wisps have claimed many fisherman who have gotten too close to the castle. Those few who have gotten near have tell that the castle is still inhabited as lights can be seen from inside and organ music can be heard playing. They also tell of the numerous bats in the air around the castle and creatures with both man and fish like features.

White Willows pt3

The Villages
All around the canton are villages and hamlets. Most of the hamlets are minor, just a few extend families living near one another for protection and support. They rarely contain any services and the best adventures might hope for in one is a water beet stew and a night in the barn.

The villages are a bit more of an interest to adventures. The term village is an important political one as it is assigned by the Lord Viscount and allows each village to raise its own militia that serves as their town guard. Each village serves as regional power centers, and contains goods and services one might expect from any civilized area like taverns, inns, temples, blacksmiths and some shops.

Jamesson Redoubt
Situated in the Wytchwood Forest Jamesson Redoubt is inhabited mostly by hunters, loggers, and hearty forest folk. Jamesson Redoubt was found recently (just over 30 years ago) during the Boggie Pox when a mercenary captain escaping the chaos and turmoil of the Patchwork Kingdoms took his company and a small train of supporters into the Wytchwood Forest. Finding a large clearing in the forest complete with its own spring (connected to the Nadir Aquafer) the company set up shop to wait out the pox in isolation. One of their first orders of business was to build defenses from the Spiderlings and other forest residents who saw the company and its entourage as intruders and easy prey. A simple moat and a wooden redoubt from stacked logs was built around the settlement. After the pox much of the company left, back to the easy money and intrigues of the Patchworks, but left the fortification behind. The few that stayed some brooked friendship with the local hunters and forest residents becoming a hub and safe haven. Not strong enough to stand on its own the settlement was soon incorporated into the White Willows canton, thanks primarily due to geography and the Lord Viscounts promise of a lasses-fare touch. This village has a strong independence streak and has often come to heads with the Lord Viscount and his decisions (in particular with the Traveling Judges). Unlike most of the canton slavery is not acceptable here (It is still legal, the village cannot do anything about that but slave masters and slavers often find themselves on the wrong side of the whip).

Local business and services include: Smoke and Fire Smokehouse, Moonlight Tavern (common quality inn), The Unbroken Branch (Forester and Tracker Guild/Hunting lodge), Head of the Boar Inn (poor quality inn), DeLoric Animal Trainers (bears and dogs)

Froggy Bottom
Situated on the southwestern edge of the Whippoorwill Mire is the village of Froggy Bottom and is inhabited by the hard-working and frugal bog farmers and hunters who make their living off of the marshy land. The town looks a bit run down, its buildings moss covered and many with a slight lean. Many of the buildings are on stilts and the ‘road’ in the center of the villages is nothing more than series of wood planks atop the mud. The village is in a perpetual cold drizzle and its people only seem to smile when there is a hot beverage in their hands. The village is known for its herbalists most choosing to live here to get as close to the swamp as they can for all the rare ingredients that the marshy ecosystem provides. Froggy Bottom is also known for its frog hunters who sell peat smoked froghemoth meat and its valuable purified blubber. Beyond that the peat harvesting and cranberry farming round out of the bulk of the economy. Additionally since the loss of Esk bog-iron salvaging has had a boom.

Local business and services include: The Hop-On-Inn (common quality inn), The Floppy Frog (high quality tavern), Morgrensen Rendering, [[[TO BE ADDED]]]

Gog’s Downs
Situated in the eastern part of the Farmlands Gog’s Downs is a well-to-do farming village. The village is known for two things, its windmills and the large number of giant stone heads found under its fields. The heads range anywhere from 10 to 40 feet tall and are crudely shaped any many are missing parts. Many of the locals have converted the larger heads into buildings, their craniums hollowed out, windows in the eyes, chimneys in the ears and doors in the mouths. Enterprising peasants have even begun to grow ‘hair’ on the top of the heads, in the form of rooftop gardens. Besides the heads Gog’s Downs is a typical mill town. A series of large windmills grind the grains from the nearby fields into flour for trade and the local farmers come here to trade.

Local business and services include: The Head Rest (common quality inn), Hendon Mills, All-Gods temple (local gods + agricultural gods)

Qualmberg
The western most village in the canton, Qualmberg is the center of tobacco production. For three fourths of the year the village is small and quiet. There are few shops and services, a blacksmith, a stable, and an All-Gods temple. However in the fall during the tobacco harvest the village fills to the brim, its inns overflowing with traders and merchants from all corners of the continent seeking bundles of its precious leaf. During this time the village also hosts a fair bringing its population into the thousands. The population is mostly tobacco and other farmers with a disproportionally high number of Halflings in comparison to the rest of the canton. The Halfling influence can be seen in much of the towns architecture, much of the town is built into the ground in the form earthen shelters.

Local business and services include: The Smoke Ring (common quality inn), Broadleaf Stables, The Faire Grounds, All-Gods temple (local gods + agricultural gods + Halfling gods)

Meekava Village
This village is better known as ‘Stinktown.’ Located close to salt mines and equidistant from the ranching pastures of the Broken Hills and the fishing catches of Spruce Lake the village makes its way by the butchering of cattle, the gutting of fish, and the salting of their meats. The village is a rough place populated by butchers, cowboys, and sailors in various states of boom/bust.

Local business and services include: Hook and Hoof Tavern (poor quality inn), Meekava Salt Mine, Pismo Butchery, Hyde’s Hides Tannery, The Lonely Gaucho (common quality inn), the Salt Baths, All-Gods temple (local gods + mining gods + butchery gods)

Lakeside
This village is located in the far south east on the shores of Spruce Lake. The village is a sleepy one with daily life revolving around the fishing fleet and its daily trips into the lake for catch. Those few members of the village not involved with the fleet are lumberjacks who log the nearby Spruce Forest. Many of the buildings in this village are built from remnants of old ships.

Local business and services include: The Tridents Tipple Tavern (poor quality inn), The Yellow Pearl Dives and Salvage, The Fishers Guild, Ackadar Lumber mill, Copper Bottom Boatyard, All-Gods temple (local gods + water and fish gods + tree gods)

Harwich
This village is located in the far Northeast of the canton and is the center of its fruit production. Large orchards surround the village and it is known for two things its artists and its distilleries. All of the buildings here are brightly painted and many wind chimes hang in doorways. All sorts of breweries can be found here, from beer, to whiskey, to cheap hooch.

Local business and services include: [[[TO BE ADDED]]]

White Willows pt2

Locations of Note

The Barrowlands
Deep inside the Whippoorwill Mire is a vast field of barrow mounds. Appearing in the distance as a series of low rolling hills the Barrowlands is scattered with the ruins and debris from a people long forgotten. Standing stones with runes and whorls mark the edges of the Barrowlands as well as the hundreds of tombs that are all that is left from these people. Little is known about who these people were, only that they pre-dated the Invincible Overlords and that they had fought a great battle at this site given the large number of arrows heads, swords, and armor found in this area.

Most of the local fear this place and stories abound of the restless dead, of ghastly specters seeking final vengeance, of skeletonized warriors clad in verdigris bronze armor, of swords bathed in unholy light, of ancient wizards whose bodies are little more than leathered flesh and mummified rags but whose spells are still as potent as the day they died. They also tell stores of hidden treasures, of mounds of gold and gems, of strange and exotic grave goods, and of magic items and spells that have been long forgotten to time.

The Old Fane
Not far from the city of White Willows lies a hill. On top of this hill is a series of old megalith stones arranged in a circle and covered in runes and whorls, much like many of the stones found in the Barrowlands. At the center of this circle is a singular large stone. Its color is a dark red brown and a set of four rusted but indestructible manacles are bound deep into the rock. Bits of armor and bone can be found scattered all over the site. This is a cursed place to the peasants of the canton and they go to great lengths to avoid it.

The Border Fort
White Willows has but a single major road leading in and out. Control of this strategic route is vital to the survival of the canton. Any citizen of age is liable to be called up for border duty and the guards here represent a vast cross section of the canton and its population. Every village in the canton has some representation in the guardsmen here as do most demi-humans.

The Harpy Hole
The Harpy Hole is a vast sink hole located in the northeast, deep in the Broken Hills. The hole is massive, almost a mile in diameter and is perforated with many caverns and cubby holes that many flying creatures have made into nests. Harpies are by far the most common but populations of wyverns, griffons, and rocs also have roosts here.

What Lies Below
Like an iceberg there is much more to the canton that what lies upon the surface. Like any geological feature the canton has a distinct stratum below the surface, the Dungeon Layer, the Nadir Aquifer, The Underdark, and The Pit.

The Dungeon Layer
As the area has been inhabited for centuries and many civilizations have come and gone it is not uncommon for old ruins, vaults, and dungeons to be found just below the surface. These sites can contain anything for horrific monsters best left buried, to treasures from long lost societies. This layer keeps a steady supply of adventures, mercenaries, and archeologist employed in charting, exploring and clearing the various discovers of this strata. Of all the locations in this stratum the best known is The City Underfoot, the winding tangle of severs and tunnels below the City of White Willows.

Nadir Aquifer
Below the Dungeon Layer encompassing most of the canton is is a vast underground lake, the Nader Aquifer. Better described as an underground freshwater sea, the Nadir is vast, dark, deep, and cold. So vast, White Willows has a small navy based out of a peculiar lighthouse installed in the ceiling of the cavern, the Mothbitten Light. Caverns and rivers run in and out of the Nadir and albino crabs and fish that glow with false light can be found in its waters, along with other creatures and oddities unknown to the surface world. Large systems of pumps and pipes connect from the surface into the Nadir; operated by slave power these pumps supply the city with a constant supply of fresh water.

The Underdark
In the deepest reaches of the Nadir are caves that go on for forever. They twist and they meander getting more and more narrow. These are the places that the light does not touch. That man does not touch. They go not just under the city or just under the canton, but across the whole world. This is a world of forever night. A deep dark world more alien than any other. Horrible creatures live here. The cannibalistic Morlocks, with dead eyes and ivory white flesh like a cave fish. Bee-like creatures that make ‘honey’ from glowing ‘sick rock.’ Abjurations of all kinds. Humans long forgotten, gone feral and rickety for lack of light and a dwindling genetic pool.

The Pit
Worst still is what lies below the Underdark. Reach the bottom of the Underdark and the cool cave air turns hot and sulfuric. Go even deeper yet and you are in Hell. This is not a figure of speech; this is the literal Hell. Keep in mind if you can reach down to the Pit, the Pit can reach up to you. The Pit is the borderlands between Hell and the Underdark where an eternal war where the Underdark seeks to push into Hell for its heat and its light, and Hell pushed into the Underdark for well, not being Hell.

White Willows pt1


 (White Willows is my 'home setting' and the basis for my last campaign that I ran)



Overview
The canton of White Willows has a unique geography that has been both its boon and its bane. Much of the canton is surrounded by areas that are unsuited to moving large armies across and as such has avoided most of the petty squabbles of its neighbors; the Patchwork Kingdoms.

The Patchwork Kingdoms
Nestled in-between the Vardoux Republic and the United Empire Confederacy is an area known as the Patchwork Kingdoms. This are is dominated by petty squabbling states, most no bigger than fortified villas or a town and its surrounding villages.

The name Patchwork Kingdoms is a misnomer in its second part - few of the Patchwork Kingdoms are actually ‘Kingdoms.’ Most are dictatorships or tyrannies with self-styled dukes, princes, kings, military juntas, theocracies, and in the rare cases republics. A constant cycle of revolutions, coup d'états, overthrows, and putsch as well as the machinations of the great powers and easy access of mercenary armies keep the governments changing and at each others necks.

Major Features of the Canton of White Willows
The canton of White Willows can be split into seven major areas, the City of White Willows, The Farmland, the Wytch Woods, the Broken Hills, the Sleeping Ones, Spruce Lake, and the Whippoorwill Mire.

The City Of White Willows
The eponymous town and capital and largest settlement as of the canton, the City of White Willows.

The Farmlands
The central plain of the canton is known simply as the Farmlands. Its rich fertile soil is some of the most productive in all of the Patchworks and much of the cantons wealth comes from exporting food to its sister states in times of need. Much of this plain is gentility rolling hills and open pasture that rises to the south and west and lowers to the north and east. The area is open, most of it being converted to farmland or grazing pasture but the occasional hedgerow and copse of trees breaking the green-gold monotony of open fields and low stone walls. Monsters are uncommon in the area however as the Lord Viscount s power begins to wain roads and farms once well-tended have gone fallow and highwaymen and banditry have become an increasing problem.

The Wytch Woods
Dominating the norther portion of the canton are the Wytch Woods a vast and dark forest filled with tall trees and secret places. There a few paths throughout the woods and those that exist are twisting and winding. Mists hang heavy in the air and strange sounds can be heard echoing amongst the trees. The forest has a bad reputation with those who live near it and few dare to penetrate it deep as all but the most experienced hunters never return.

The woods are old growth but they cover ruins even older. Great standing stones and ancient foundations litter the woods. The inhabitants of the woods all speak of the ‘Old Gods’ and ‘the Spirits’ who still live in the woods. While much of this can be attributed to superstition, strange monsters live these woods – from wolfs and bears, to were-creatures, to satyrs and other magical beasts. Rumors hold that in the deep woods, fae and talking animals can be found. However most prevalent are the Spiderlings, massive eight legged land crabs that spin web like a spider.

The Broken Hills
In the east of the canton jagged cliffs and canyons dominate the countryside. Large patches of grass dominate the few flat areas here and there are barley any trees or bushes. Monster lairs are common and navigating this landscape is treacherous and a fool’s errand without a trained guide.

This area extends for quite a bit beyond the official borders of White Willows. At one time the Broken Hills was another canton, its name and its history are now lost. The hills are covered in ruins, piles of rubble, old foundations, and the occasional cobblestone path. The rubble has been washed free of marks from their original builders and the large piles of rubble and foundations hide tunnels and catacombs that extend into the caves below.

The Broken Hills is home to a diverse ecosystem of monsters. Griffons and rocs search for prey from above. Under the hills is an elaborate system of caves and tunnels home to goblins, morlocks, and criminal hideaways. Lizards are the preferred form of transportation and livestock in the Broken Hills, and the few humans that do live out here are rugged gauchos, living in fortified farmsteads coming to the canton ‘proper’ only to sell their lizard herds or to buy supplies.

The Sleeping Ones
Dominating the south is the Sleeping Ones Mountains. The mountains here are tall and many of the peaks are obscured by the clouds. For many years White Willows had a small village here along with a number of gold, iron, silver, and lead mines. Over two dozen years ago the village was overrun in mysterious circumstances. The highest of the peaks here is the Needle named for its tall and narrow shape. Ogres, giants, p’orcs, and hobgoblins can be found all around the mountains

Spruce Lake
Nestles in the southwest corner of the canton, in a gap in the Sleeping Ones is Spruce Lake. The lake is named for the tall trees that line its banks and fill its shallows. The water is cold and clear and abundant with fishes. There are many small islands in the lake, most are no bigger than a few feet, but the most impressive of the islands plays host to a ruined castle. The lake is rumored to be home to numerous strange phenomena and fishermen often bring up strange relics along with the catches.

Whippoorwill Mire
Dominating the eastern portion of the canto is a vast a fetid bog. The air here is thick and hard to breath. It stinks of decay, old bad whiskey, and skunk cabbage. The ground is wet, footprints fill in after a moment and walking in the bog gives off a distinct ‘shluck, shluck’ noise. The water here is a brown-black and cold fed by streams from the Sleeping Ones. Sickly tress rot together in copes bound by time and parasitic moss. Large bushes of cat tails, ferns and weeds the color of fresh bruises can grow to over a man’s height. Knotted roots hide in stagnate black pools. When the water is not near black it is choked with algae and lily pads. The swamp is loud. Birdcalls can be heard day and night, punctuated by the bass croak of a bullfrog.

Few people live in the swamp proper. The closest bit of civilization is Froggy Bottom, a small village in the southwest. This said the occasional hunting blind or cabin can be found in the mire often with a hidden cache of supplies nearby. Also found in the swamp are standing megaliths, often inscribed with ancient weather worn runes that poke out of the swamp. An occasional ruined foundation can be found, long overgrown with vines and weeds.

Frogs are abundant in the swamp. A tribe of Boggies has a hidden village somewhere deep inside. The citizens of Bog Town say that on quite night you can hear their pidgin bog-bog language in the far distance. The Boggies are isolated and fearful, and try to avoid contact with others, however the Froghemoths, frogs the size of bears, are more of an issue. They are aggressive predators who can swallow men whole in one gulp of their massive tongue. Their blubber is worth a small fortune and their meat can feed a family for months.

Commodities


Commodities are more common than ‘treasure’. They are also more ‘real’ than most treasures, as they are the basic things that make an economy tick. This is what you will find in storerooms, in trade caravans, in bandit strongholds, and in the galleys of raiders and pirates.

How to use this table:
Most treasure hoards will be mostly commodities. For small hoards, roll on the above d6 times. For medium sized hoards roll 2d6 times, and for large hoards roll 3d6 times.  A single trade caravan wagon should have about three commodities.

D100 Commodity Table
Roll
Commodity
Roll
Commodity
1-2
Barrel of nut/seed/olive oil
51-52
Bottles of liquor
3-4
Barrel of salt
53-54
Keg of beer
5-6
Keg of honey
55-56
Keg of mead
5-8
Barrel of salted fish
57-58
Keg of red wine
9-10
Barrel of whale oil
59-60
Keg of white wine
11-12
Tub of butter
61-62
Wheel of cheese
13-14
Bolt of canvas
63-64
Bag of coffee beans
15-16
Bolt of linen
65-66
Jar of fruit preserves
17-18
Bolt of silk
67-68
Jar of rare spices
19-20
Bolt of velvet or lace
69-70
Smoked livestock meats
21-22
Bolt of wool
71-72
Smoked game meats
23-24
Crate of ceramics
73-74
Jar of sugar
25-26
Crate of charcoal/peat
75-76
Jar of tea
27-28
Crate of leather
77-78
Keg of common dye
29-30
Crate of lumber
79-80
Keg of rare dye
31-32
Crate of parchment
81-82
Sack of uncut gems
33-34
Crate of rugs
83-84
Jar of ambergris
35-36
Crate of sheepskin
85-86
Sack of tubers/roots
37-38
Crate of tools/utensils
87-88
Sack of barley/buckwheat flour
39-40
Crate of vellum
89-90
Sack of rice
41-42
Crate of metal ingots
91-92
Sack of wheat flour
43-44
Crate of precious metal ingots
93-94
Sack of healing herbs
45-46
Blocks of wax
95-96
Sack of ivory
47-48
Crate of domestic animal hides
97-98
Sack of wheat flour
49-50
Crate of exotic animal hides
99-00
Vial of incense