Sunrise Generation - Hex Key
Do note that the paths aren't entirely correct, mostly because I drew it on the map and then got too bored to actually write it all down. Below is the hexmap, the path map, and the subdivisions I was using for hexes (which I tried to distance myself from eventually but some are still marked).
SAVANNAH
0101
Path to 0102
North - The Mirage - Far on the horizon, amidst the shimmering haze of the heat of the day, you can barely make out the shining gilt onion domes of a magnificent ivory colored palace. Trying to reach it will only waste several hours and resources.
If you fall asleep in pursuit, prophetic dreams will reveal that it's actually underground, in Mourama1.
Havoc's Note - This is one of ktrey's hexes, altered to be in Mourama.
3 - Wasp Trunk - Swallowing a Large Tree Trunk, an enormous Wasp Hive sits abandoned.
4 - The Court of King Smilodon2 - The Center of the range, just a bunch of piles of thickets that smell very strongly of tiger. No treasure to be found.
- 7 adults and 6 puppies, plus King Smilodon himself
Northeast - The Castle of the Termites - A huge tower of dirt and clay raises from the savannah: the tower of Queen Termite and her court composed of her consorts, King Scorpion and King Beetle. Their presence represents the necessary decay for the savannah.
Basically a big dungeon. Use the one in the Monster Overhaul.
Queen Termite is extremely old.
Effectively infinite unless the queen is killed (the termites)
East - Red Troop's Treasure - Hidden inside a little grove of trees is a hatch that leads down to a tunnel. Inside is where the Red Troop hides the lion's share of their treasure.
Southwest - Red Troop Camp - The camp of the Red Troop, a group of bandits, most of them baboons, who served as footmen during the war opposing the Lord Regent. Currently they live out in the savannah, bold enough to kill anyone who dare cross them.
Their band numbers 40 individuals
Their leader is called Red.
Some say they're social bandits, who only attack the Lord's Men, while others point out that they're just opportunists out for money.
On the Path - The Evil Doctor's Dry Body - A Dry Body lays around the side of the path, next to tall grass, looking like the desiccated corpse of a knight. Anyone who lingers here will sense the horrible smell. It's waiting for people to come close so it can stab them.
Behind it, in the tall grass, one can find a ton of seemingly dead corpses, but they're actually people slowly dying with their vocal chords precisely removed.
He was a surgeon in life, the knight outfit was stolen after he came back.
Havoc's Note - This isn't stolen wholecloth but is inspired by the Dry Body encounter in the Merry Mushmen folklore book. The other Dry Body encounter in 0301 is too.
10 - Sky Burial - Raspy hisses and squawks give away a wake of Vultures patiently hopping around a shrouded body. Investigating the corpse one may discover, the religious trappings of Pilgrims, one of their number who died bravely defending them from Scorpions from the Castle of Termites.
Among the grave goods/burial offerings is a shortsword of fine make and construction, highly enameled.
These unusual vultures can speak, and as deeply religious Morticians, admonish the party to be respectful.
Havoc's Note - Another one of ktrey's hexes.
0201
Path to 0202
1 - River.
2 - Obvious Landmark no treasure
3 - River.
4 - Obvious Site
5 - Obvious Site
6 - River.
7 - Obvious Landmark no treasure
9 - River. Obvious Landmark with treasure
10 - River. Hidden Lair, no treasure. Devil Crab Cave - A while ago a man was killed and thrown in the river in a nearby farm. He floated down and was found by the crabs. With his dying breath he made a deal to give anything he had - even his soul - for a chance at revenge.
The crabs ate his flesh and bones and formed a ball around him, a huge egg. He's recently been born and has been killing everything that passes on the off-chance that it'll be his killer.
The thing is that the man has become a Great Spirit of the crabs and killing him can have terrible consequences on the river as a whole; nothing will be decomposed, the river will fill with algae, and the fish will start to die.
11 - River.
12 - Hidden Landmark with treasure
0401
No paths to or from.
Center - Ancient Shipwreck - A shipwrecked Albinnic flying barque. It was turned upside down and made into a little memorial. An iron plaque written in Classical Albinnic lies in the middle, suspended from the barque. The only words still readable are "immortality" and "came / travelled".
- Who's here? (1d4)
A pair of terror birds are eating a paca under the boats.
Members of the astronomers' club out camping and on a field visit, discuss in Albinnic.
3 or 4. No one.
Northeast - The Nest Plain - Terror Birds, 3 pairs who are very territorial and fight with one another. 3 Nests lay on a plain.
Nest 1 - 129 overclipped coins, 14 jars of honey (5 sp each)
Nest 2 - 54 overclipped coins, 2 jars of honey (5 sp each), 1 block of salt (100 sp)
Nest 3 - 17 overclipped coins, 4 jars of honey (5 sp each), 1 block of salt (100 sp)
East - The Cottage - A deceptive cottage in the middle of the savannah inhabited by a nomad exile posing as a poor woman abandoned in the wilds due to an unfair and envious tribe.
Will offer money in exchange for "guard duty" because she thinks a wild animal has been picking off her ducks. This is nonsense, she just wants people tired or asleep so she can eat them.
Stores the bones underneath the house along with their possessions.
Treasure: 400 sp in coin, 10 pieces of jewellery totalling 1000 sp, nothing else.
Southwest - The Noisy Mount - There's a mount here that is extremely noisy with flapping and chattering of parrots and other birds. Those who climb it will see that it's hollow and cup-shaped, with thousands of parrots living in holes on the walls. On the centre is a small lake, with an island at the centre where Nissefore, King Macaw lives.
Nissefore is akin to the King and his "courtiers" are like the aristocrats3. They're extremely cultured and have deep knowledge of all the arts, but are also very isolated.
Spread around the mount there's 15.000 coins, 7 bags of ornamental seeds (80 sp each, 560 all), 10 bales of textiles (50 sp each, 500 all), the Crypt Censer, a map leading to a Monstrous III hoard, and Chain Mail +2.
South - (Hidden) Cannabis Scented Patch - The centre of Maned Wolf's territory, 2 in 6 chances of it being here between sundown and midnight.
- Maned Wolf is an outlier with the other great spirits. He's very strange and esoteric, usually doesn't get involved, and almost never talks. Maned Wolves are known to be a bit like that, but this one is weirder.
0402
Path to 0302 and off-screen. Going to southeast is blocked by quickgrass.
Northwest - The Stoic Stones - For as far as the eye can see, giant stones stand like soldiers at attention, arrayed in formation.
The Gigaliths are regularly spaced two pike-lengths apart and feature bark-like texture in places where the wind hasn’t sanded and scoured them smooth: Could these be petrified tree trunks? Part of some ancient behemothic orchard?
Finding one’s way through is difficult and one could easily lose oneself in the maddening titanic repetition and pullulating feelings of sheer personal insignificance
An ambush while traversing the Stones is most likely to be from above, by King Harpy Eagle, whose nest lies at the top of the centermost stone.
Havoc's Note - Another one of ktrey's hexes, once more. The next one is one too. I didn't have many ideas for the savannah.
North-Northwest - The Horned Titan - Jutting up from the flat surface is a massive stone formation, closely resembling a head with horns with some scraggly grass around it.
Local legend tells he's an ogre who was petrified by the King of Hell for his disobedience, his crime long forgotten.
A tiny hamlet rests atop the forehead was abandoned recently, and obviously in a hurry. Coals still smolder in the hearths and sorghum bread ovens and half-eaten food is on some tables. They were all taken by the Wild Ogres.
Northeast - Hidden Special / Site - Barrow of the Bone Blaggards
Center - Road. Orange Postal Town - A tiny row of buildings, including offices for agents who handle domestic trade, a mansion for government officials, aristocrats, and knights; a couple inns of varying quality; a teahouse as a rest stop; and a general shop that sells implements for traveller. The Signboard is currently empty.
Southeast - Road. Quickgrass - The path here is blocked by a field of very tall grass. It can be traversed but it requires an Athletics roll. Whoever falls in must save Willpower to avoid thrashing around.
- Flip a coin, roll an encounter on the negative.
FARMLAND
0102
Path to 0101, 0202 and 0203
4 - Hidden Special / Site - Where the Wheat Grows Tall
6 - Hidden Lair, no treasure - Werewolf house
7 - Obvious Lair with treasure - The encampment for many officials of the Firefly Battlefield. Their ghosts and skeletons still linger here.
8 - Obvious Lair no treasure - A recent haunted house from someone who died in the last 5 years or so.
9 - Obvious Hazard with treasure - The macaws in a grove here are maneaters and the locals avoid them.
11 - Obvious Landmark with resource - A battlefield of the Warring Period, and place of a great battle that took place between the forces of the Grandee and the enemies of the Lord Regent.
The dead are restless here and hordes of fireflies can be seen most days. If the dead smell a valiant warrior passing through, the fireflies stick on them and that person starts to hear the voices of the dead wanting bloody vengeance and offering unimaginable power of the warrior agrees.
If the warrior refuses it, the dead become disappointed and possess their old bodies to try and do it by force.
If the warrior agrees, bones start flying from all over the place, disinterring themselves from the battlefield and coalescing around their body in a huge, tower-sized skeleton. This skeleton has no mind and will then march directly to Sorelois and devour the Grandee. It will rampage through the countryside until the next sunrise or sundown, and then the dead will depart forever.
The warrior emerges from the rubble of skeletons to find themselves to have turned to magical skeleton too, with all that entails (no more hunger, sleep, can't bleed or get diseases, etc, but otherwise a perfect functioning human).
The Dead instantly recognise the warrior as one of them and won't attack them unless it attacks first. It can also speak with the dead.
Unfortunately, the living also know that the warrior is dead, or at least that there's something uncanny and evil about him, even if his condition is concealed.
0202 - The City of Sorelois.
0301
Path to 0202 and 0302
North - The Bloody Chapel - A Dry Body has killed the local Sun School priest and taken the "role" of local shepherd to the community. It abuses its authority to inflict pain and evil upon the community. Its current employment is in administering the wrong treatments and inflicting diseases, mutilating people unnecessarily, etc. Whenever he kills someone, he brings them to a small shed behind the temple to build a little mockup of a scene.
His treasure is mostly stuff that was on his victims that he removed and wasn't interested in.
He has an incense that makes people fall asleep.
West - Temple of the Blood Moth
Southeast - Menhir - A prehistorical menhir, taller than 2 men with strange carvings lay undisturbed. It may be used to reach Mourama.
South - (Hidden) Some hillocks are actually mounds from the Arrival Period.
0302
Path to 0202, 0301, and 0402
North - (Hidden) The fields here, like in 0301-12, are made over mounds from the Arrival Period.
Center - Broggle Hill - Topped with a high ruined pagoda from the Arrival Period providing broad views of the region, the hill is frequented by poets, bandits, and stargazers. A reliable if sometimes dangerous source of rumors and information.
Who's here now?
A gang of child runaways, the Dire Lambkins, led by Savine (scrawny, sharp, rogue), have posted up at the tower door and are charging an outrageous entrance fee. Under her capable direction, the Lambkins commit minor acts of banditry and espionage. Available for hire. Wants: A patron—or else.
Members of the Astronomists Club swap stories, including one about a falling star that streaked across the sky and landed... somewhere.
A band of 1d6 brigands (musical, capricious, soldier) survey the road. Fortimus is among them. Tries to steer people in the direction of the Wild Ogres.
- Fortimus d'Anvin (athletic, ambitious, rogue). A traveling minstrel specializing in tales of woe. He steers foolhardy folk into dangerous situations, then composes songs of their failures. Wants: To write the bloodiest song ever heard.
- Roll an encounter—this is visible in the distance.
- Havoc's Note - Stolen almost wholecloth from The Valley of Flowers.
Northeast - Ronin Graveyard - An old battlefield from the Early Warring Period with rusted and decomposed armour and weapons. It has no undead, but there's a bunch of unmarked graves. It is tradition for errant knights to maintain it and meditate on their position when they get here.
It clearly makes reference to old Regents, but the banners are still recognisable, if outdated.
Who's here now? (1d6)
Fortimus, telling 2d6 errant knights a tale about the Early Warring Period.
Dragon, looking for a duel.
Monkey, meditating on life.
4 to 6. No one but the wind.
West - Sun Inn - A cute little cottage amid orange orchards stands at a crossroads where a bunch of farms meet.
Common room: Floor strewn with straw, bales as seats, barrels for tables. The landlady, Norvisas de Soleil, mingles congenially with guests. Her pet possum, Mable, roams freely.
Portrait: In a place of prominence hangs a painting of the Sun Land.
Guests: Rustic farm folk telling tall tales, playing lively fiddle music, and goggling at travellers.
Havoc's Note - IIRC this was stolen from Dolmenwood.
RAINDROP FOREST (WEST)
It's a tropical Dry Forest that gets some moisture due to wind patterns, but is overall dry. It has tall trees and many evergreen species but quite a few are semi-deciduous so there's almost always leaves over the ground. Lots of lianas (woody vines) and herbaceous epiphytes too.
A lot of animals from the savannah inhabit both places., like monkeys, parrots, and large cats, and a few migrate seasonally to wetter areas; likely going south or northwest to the swamps.
0103
No path to or from.
1 - Pond of the Ghost - A vassal of the Grandee is known for his evil appetites. He tortures people, kills them, then dumps them in a nearby pond. These spirits congregate and can be seen as fireflies over it.
Anyone who approaches it can see one of them, the vassal's ex-wife, on the edge trying to wash something. She cries for help, and if anyone comes, she shows them the sleeves of her robes which are constantly getting dirty with blood because she keeps bleeding.
Then the dead reveal themselves, crawling from within the water, begging for help. They offer power in exchange for vengeance: anyone who helps them feels no pain ever again and can keep standing to their dying breath, but they can't swim anymore.
6 - Obvious Landmark no treasure - Heian Period - An abandoned and burnt summer house from the Imperial Period, said to be haunted.
7 - Hidden Lair with Treasure - Curupira Land - No one can hunt here and many avoid this region because it's Curupira Country.
These curupiras live in a permanent hunting camp with hammocks around.
There's 20 of them including the leader
11 - Obvious Lair with Treasure - Queen Ground Sloth Nest - A net of strange tunnels going deeper into the earth. Comes out in Mourama.
- It's Queen Ground Sloth, her consort, and her young
0104
Path to 0204 and off-screen.
4 - Obvious Landmark, no treasure - Dwarfing all other trees, a colossal Cariniana (Jequitibá) watches over the land.
6 - Obvious Lair, with treasure - Adventurer Hideout. There's 3 of them
8 - Obvious Landmark, no treasure - A cave that leads into the Boitatá lair, thought to be his actual cave but isn't.
11 - Hidden Landmark, no treasure - The Dolmen - Dolmen with Barrow. Probably use Barrow of the Elf King but expand it and put an entrance to Mourama in there.
12 - Obvious Landmark, no treasure - Could swear this Dolmen / Boulder was carved to be a Massive Nose for some Titanic Statue
0203
Path to 0202 and 0102
1 - Obvious Special with resource - The Swordsmith - An old man lives alone in a cottage called Juris. He makes Star Blades - swords and knives with crystals embedded to resemble stars, of absolute superior quality. Related to the firefly battlefield
- He has a strong sense of right and wrong and needs to be convinced that the arms are for a worthy cause. He doesn't fire up the forge for any other reason.
4 - Obvious landmark - Zen Garden - A strange, mazelike zen garden that somehow was never taken by overgrowth, magically. It dates back to the Heian Period.
- Successfully reaching the centre of the maze (a task that seems to take a whole watch even though the garden doesn't change shape) one finds a poem in honour of the king, implying him to be the only ruler of the land4.
5 - Hidden Dungeon from the Early Warring States Period
10 - Obvious Landmark, no treasure - A small barrow in a clearing with rocks on top. It only takes a slight Breeze to produce a strange Keening sound in them.
0204
Path to 0203.
3 - Obvious Lair with resource - Mapinguari Sleeping Grounds
5 - Obvious Landmark, no resource - A huge, straight riverbank that was very obviously carved by a huge serpent passing through; has the markings of her scales in it.
7 - Obvious Special - Caverns of Thracia
- Havoc's Note - I'm not entirely sure if I'd keep this one as the game went on.
8 - Hidden Lair with treasure - Curupira Land - No one can hunt here and many avoid this region because it's Curupira Country.
- These curupiras live under a dolmen. There's 20 of them
10 - Obvious Lair with resource - King Jaguar lair
RAINDROP FOREST (EAST / RIVER REGION)
0303
No path.
North - River. Regarding Bloyaneon - Nearby to the river there's a lean-to. In it one can find frequently teen-sized ripped clothes and recent footprints leading into and out of the river congealed in the mud.
- 2 in 6 chances that Bloyaneon is here, and if not, a further 2 in 6 that he's in the river right now about to turn a boat.
Center - River. Obvious Landmark - Extremely old wooden bridge crossing the river.
South - River. (Hidden) The Black Anaconda's Lair - A black anaconda, thought to be the god of the river, some say it's 20 meters, but sizes up to 45 meters long have been reported. If there is overfishing in the region, it starts to turn boats. Recently it has been turning many more than usual, but it's not its doing, but rather its son's - who lives upriver in Barron 000.004.
- The Black Anaconda doesn't know about the hole situation up there. If brought to her attention, it'll eat both its children.
0304
No path.
North - The Immortal Toad - On the side of the river there's what seems to be a statue of a toad the size of a person, with its arms folded in meditation. It's actually the Immortal Toad that has been meditating for a few years.
Northeast - The Ruined Abbey - They've kidnapped monks and have been forcefeeding them shit.
Their hideout is a wooden abbey from the Noble Period (~400 y.a.), overrun with insects and half fallen to pieces. There's 60 of them
Brother Autais (tells tall tales) is here, along with a few other monks
Center - Temple of 1001 Statues - A shrine deep in the jungle marked only by a little torii gate. Inside, there's a hall with 1001 statues of St. Arphas, Queen of the Sun Land. It's very ruined now - the sect that used to maintain it was the one from the castle that was burned down by the Demon Fool a couple decades ago - but mendicant monks still try and keep the place tidy, and pilgrims still come here if they're around.
The architecture is clearly quite old, and the dedication is to some Lord Regent only a historian would recognise - Duzigal de Labacum.
It's from the Noble Period, c. 400 y.a., and it's actually in name of the Yoshitsune of that era, a great warrior who was betrayed after the Labacum-Luc Gate War.
Who's Here? (1d8)
Brother Black Orchid is here cleaning the place and meditating on the meaning of his quest.
Abbess Chastity with 2d6 sympathizers, praying for peace.
Roll a Jungle Encounter.
Jasmine, alone, praying for her children.
5 - 8. No one.
South - River. Fat Fish - The village from Wet Grandpa, refer to it.
0403
No path.
West - The Gold Mine - These are Wild Knights that went even roguer. They paint themselves red, wear flamboyant clothing, basically layering shit they get their hands on on top of it. They're a squad of wild knights that found out about the gold and decided to keep it all for themselves.
- These are the deserters from Orange. The Bureaucrat suspects this but doesn't actually know.
They love smoking and only respect proven strength. Dumb as rocks. Their leader is Aldon, a rough-and-tumble type who pretends to be way dumber than he is to rule these ogres. Truth is, he can be quite reasonable, if mercurial, but he's also very macchiavellic.
Whoever would kill him would become the new leader of the pack.
He is interested in allies of strength to rule over the castle. Others he mostly eats as a show to his men - his thing is more mistreatment.
Outside - The overseer, Claribran Levague and some of the workers have established a little village-like thing before arriving at the actual mine. They've been reporting a strike because they think they can probably take the bandits on and get their wealth for themselves.
They haven't yet because they want to evacuate the mine first by starting a fire or something, but they haven't managed yet. Number - 18 total, 4 ogres, 2 having second thoughts.
Ogres:
Aldon - Sterile. Cultured, leader, smart.
Pilirant - Scarred, -2 CHA. Coarse, angry, hair trigger temper.
Arberon - Birthmark, -3 CHA. Childish, throws tantrums, doesn't like being told what to do.
Goniet - Docile, placidly cruel, stupid.
Loot - 10 gold ingots (200 sp per), 13 pornographic woodcuts (75 sp per), 2.000 sp in coins.
Deep in the mine is an entrance to Mourama.
Random Encounters (1 in 6 every turn)
- Patrol of Pilirant and 3 bandits.
- Women hauling ore or salt up to the surface.
- Screams echoing from 10, followed by boorish laughter.
- Invasion, Water Minimal - Trap, no treasure - A dry gallery booby trapped by the bandits against people coming out.
- A small shrine to St. Earth Womb, protector of the souls that go to hell, as well as the guardian of children and patron deity of deceased children and aborted fetuses. He's been defaced by the ogres.
- Invasion, Water Mild - Monster, no treasure - A drainage gallery with bandits supervising the forced workers removing water with buckets.
- Arberon and 3 bandits.
Workmen, Water Mild - Empty, no treasure - A wet-ish gallery. Salt is exposed but not being mined by anyone.
Invasion, Water Severe - Empty, no treasure - A once productive salt-mining gallery turned underground river by the bandits. Wooden pathways above the water.
Workmen, Water Severe - Unique - An underground lake. Two conspirators of the bandits know that there's a blocked off tunnel that leads to the mineshaft at the bottom of this manmade lake. If they can remove the blockage, the water will flood both rooms 7 and 10 and force the bandits out of the mine.
- These were meant to be the scouts set outside of the mine.
Workmen, Water Minimal - Trap, no treasure - A precariously built wooden beam is about to collapse. If people aren't careful here, they may get crushed. This is also the sleeping quarters of the miners, and there's a tiny shrine to the Mother-of-Gold, a fireball that supposedly appears to show miners the location of gold veins.
Workmen, Heat Severe - Monster, no treasure - The last salt gallery actually being mined under the supervision of some of the bandits.
- Upper Part - Where the bandits actually are as well as the tunnel that leads to the mineshaft.
- Goniet and 3 bandits.
- Invasion, Heat Minimal - Trap, treasure - The top of the room is breezy and with a lot of access to the airshaft. This is where the bandits made their sleeping quarters. The "trap" is that some of them are sleeping here and may wake up.
- 13 pornographic woodcuts being stored here (75 sp per)
- Invasion, Heat Mild - Monster, treasure - The middle of the gallery and treasury of the bandits. It's from here that they supervise the workers down at 9 and control access to the tunnel to the mineshaft.
- Aldon and 3 bandits.
- 10 gold ingots (200 sp per), 2.000 sp in 2 sacks of 1.000 coins each
- Invasion, Heat Severe - Unique - The ground floor, the peak of gold digging. Women haul the gold, men work the face of the rock. There are hot spring wells here where some do gold panning, but the heat is unbearable over extended periods.
- Havoc's Note - This was generated with Mr. Mann's excellent procedure.
Center - Slime infested inn by the riverside - Used to be an inn here, but the 2 owners, their kid, their dog, and 2 of the guests who were staying at the time were murdered by the pirates by being thrown in the water. There's 6 of them.
They're basically jellied ghosts. They can be exorcized from the inn by a priest through a ritual of purification, or if they're avenged.
They will attempt to possess anyone to steal their body heat. Whoever they kill becomes another water-slime.
It also used to be the port for outflow of metal and gold from the mine.
0404
No path.
North - Obvious Lair with resource - Pirate Hideout, use Sinister Secret of Peacock Point. There's 20 of them and they have a galley
Northwest - River. Obvious Site - Pilgrim inn on the side of the river.
3 - River. Hidden Landmark with resource - Pirate boathouse hidden on the banks.
Center - Ancient Waterfall - A sacred waterfall with a little weathered shrine to God in a style from the Aristocratic Period, about 700 years ago.
RAINDROP MOUNTAINS
A cloud forest.
0105
No path.
1 - Hidden Lair with treasure, The Cave of the Boitatá - Refer to monster description.
2 - Hidden Lair with treasure, The Daitengu - At the top of the mountain lives a Devil Parrot named Tampenolaire that spends his life in quiet contemplation and meditation, and through it has surpassed his wild condition. He looks man-height and dresses like a monk. He's also the greatest swordsman ever to live and might teach someone who proves themselves. Getting to him is a whole open-air dungeon in itself though.
3 - Obvious Hazard no treasure
6 - Obvious Lair with treasure, King Puma. Lives alone.
7 - Obvious Site
9 - Obvious Hazard with treasure
10 - Obvious Hazard no treasure
0205
No path.
1 - Hidden Landmark with resource
3 - Obvious Lair with treasure, King Bat - 17 individuals in lair
4 - Obvious Landmark with resource
9 - Hidden Lair with resource, The Cuca - Inside an old grotto there lies an entrance to Mourama. This one leads to the den of the Cuca, a mighty Moura that was cursed to turn into a powerful dragon every new moon (which is full moon in Mouro Country). They say she comes out every now and then to eat the children who misbehave.
This isn't quite true. The Cuca is a princess to the Mouros, daughter to the king, but treated like a strange and evil creature due to her dragon curse. She's been endeavouring for a thousand years to be free from this curse but despite her best efforts, she cannot manage it.
She would grant a Wish to anyone who helped her. The Boitatá probably knows of a dangerous quest one could undertake to find the cure.
In the meantime, she can be seen as a dragon in the jungle every so often, and she may ask of magical quests.
11 - Obvious Lair with treasure, King Tree Sloth
0305
No path.
Northeast - Obvious Lair with resource, Rustic
West - Court of the Ogre King - A castle at the top of a mountain where the Ogre King sits.
They have been recently displaced from a mountain on the other side of the pass and have relocated here. They have recently finished building their castle and have started abducting common women to be their maidservants. Others they have abducted to eat the flesh and drink the blood, but also they steal from whoever they can.
They have contempt for pretty much every other thing in the jungle, and they're hated by all.
Around 50 ogres including their giant king
East - Hidden Lair with treasure, Elfs
10 - Hidden Landmark no treasure
South - Obvious Lair no treasure, Ogres
0405
No path.
Center - Woodpecker Peak - From this angle, the Thin Peak from 03.05 looks like a woodpecker.
North - On the river - Jedlin's Island from Wet Grandpa and, behind it in the waters, the Naiad's Treasure.
"Mourama" and "Mouros" are described further in the Monster post.↩
"King Animals" aren't described anywhere. I'll leave you to decide what exactly that means.↩
By "King" and "Aristocrat" imagine the Japanese Emperor and the Kuge class in the Edo Period. Or don't, I'm not the boss of you.↩
This is relevant in lore because the King isn't the sole ruler for hundreds of years now. Yeah, it's all the history of Japan deep down.↩