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Almor, Prelacy of

Ruler: His Venerable Mercy, Kevont, the Prelate of Almor


(male human, 12th level cleric of Pelor, neutral good)
Government: Theocracy in which noble houses, town leaders, and bishops swear fealty to reigning Prelate
Provinces: More than thirty minor holdings: Eparchy of Chathold, four low counties (Bronzeplain, Innspa, Low Flessern, Vertreach), nine viscounties (Chalkstrand, Eastvale,
Flintwall, Kurast, Longbend, Lyreverge, Northwatch, Smallhill, Whitecliff), two townships (Dosselford, Jennden), and about twenty baronies (High Flessern, Rivertide, Sunfield,
etc.) and dioceses (Richvalley, Small Bastion, etc.)
Major Settlements: Chathold (SC, capital), Dosselford (LT), Innspa (SC); also Harskern (ST), Jennden (ST), Small Bastion (ST), Tirian (ST)
Population: 200,000
Racial Composition: Osf
Demi-humans: few (high elves, hairfoot halflings; many sylvan elves in Adri Forest and gnomes in Flinty Hills)
Humanoids: few (scattered ogres and trolls; bugbears and goblins in Adri Forest and Thelwood, also kobolds in Adri Forest)
Alignments: NG, N, CG
Languages: Nyrondese, Common
Major Faiths: the Four Winds, Pelor, Trithereon, Velnius; also other Oeridian deities, Berei, Myhriss, Phyton
Coinage: sterling (p.p.), sun (g.p.), noble (e.p.), castle (s.p.), common (c.p.)
Resources: foodstuffs, cloth, copper

History
The land now known as Almor was settled by Eastern Oeridian tribes during the time of the Great Migrations. The Chathold peninsula came under Aerdian control shortly after the
coronation of Hugo III, and during the Nyrondal conquest a century later the lands beyond the Harp and Lyre rivers were the first to fall to Aerdian forces. The Overkings created Almor as
a clerical fief and made Chathold its capital. For a century the office of the Prelacy was held by a succession of Suel clerics, but in CY 224 it passed to the territorys Oeridian sects, and
construction of a great religious edifice called the Basilica of Many Faiths began in Chathold, completing the citys transformation into a center of religious thought and power. In the
centuries that followed Almor attracted a steady stream of Oeridian pilgrims and settlers, and thus remained an overwhelmingly Oeridian nation, despite Suloise merchant and immigrant
traffic and the territorys location near the heart of eastern Suel power.
Almor grew in power and independence as the rule of the Overkings grew increasingly weak and decadent. When Nyrond seceded in 570, the heaviest fighting occurred in Almor, with
Nyrondal forces driving imperial troops across the Harp River and harrying them all the way to the Lyre (the Second Battle of Dosselford). Aerdy massed its forces along the border for a
counterstrike, but the Oeridian peoples of lower Nyrond rallied by the thousands to defend the territory and its many holy sites, and after two years of fighting the conflict subsided into
smaller skirmishing and eventually into stalemate, each side camped on its side of the border and watching the other from a string of newly constructed keeps and garrison towns.
In time religious feeling led to some dissatisfaction with the rule of the Kings of Nyrond, and at the Great Council of Rel Mord (664) it was decided that Almor would be treated much as
Nyronds other outer dependencies were. The Prelacy was granted autonomy in exchange for agreements of military and economic alliance, and Nyrond has since strongly supported
Almor as a buffer state against Aerdy, paying a stipend to help support Almors army.

Present Day
Almor is a loosely structured, politically decentralized nation comprised of more than thirty minor territories: the Eparchy of Chathold, two townships (Dosselford, Jennden), four low
counties (Bronzeplain, Innspa, Low Flessern, Vertreach), nine viscounties (Chalkstrand, Eastvale, Flintwall, Kurast, Longbend, Lyreverge, Northwatch, Smallhill, Whitecliff), and about
twenty baronies and dioceses (High Flessern, Richvalley, Small Bastion, Sunfield, Tirian, and others). These territories are administered by petty nobles, ecclesiastical authorities, or
elected community leaders, all of whom swear allegiance to the reigning Prelate. The Prelate is chosen from among the nations clerical leaders, and usually from the sects of Pelor,
Trithereon, or Velnius, though this is not required. The Almorish have a strong spirit of freedom and justice based upon religious precepts, and maintain a vigilant state of readiness along
their borders with Aerdy.
Almost all of the territory is fair and fertile. There are some small pockets of hills west of the Harp. The coast of the Chathold peninsula is also hilly, and at its base the plains give way to
rolling moors. Almor has modest mineral wealth, mostly consisting of lead, zinc, copper, cobalt, small quantities of azurite and malachite, and certain types of stone used in construction.
Its agricultural resources are varied and abundant, and it produces some forest products also.
There are two major highways in Almor. The first is the Windmarch, an old Aerdian road that originates in Chathold, runs southeastward through Waymoot, Goldbolt, and Blacksplinter,
crosses the border into the Principality of Rel Deven, and then follows the Thelly and Flanmi rivers, looping through Aerdy as far north as Eastfair. The second is the River Road, which
originates opposite Waymoot and follows the Harp River upstream through Stringferry and Jennden to Dosselford. Smaller roads of note include the High Horn Road, which originates in
Chathold, runs down the peninsula through Duskstar and Threeroads, and terminates at Littlespar; the Middle Road, which runs from Waymoot through Threeroads to Goldbolt; the Coast
Road, which originates opposite Waymoot, follows the Harp River downstream to Chatholds opposite bank, turns north up the coast, and passes through Onyxgate and over the border
into Nyrond; the Soldiers Road, a muddy track that runs from Onyxgate to Harskern and Dosselford; and the Forest Road, which runs from Dosselford through Stone Bridge to Innspa.
The Harp River is navigable by large ships to the joining of the Lyre, and by smaller ships as far upstream as Dosselford. Barges and small boats can maneuver most of its length, and
most of the Flessern and Lyre rivers also.
The inhabitants of Almor are mostly farmers, herders, fishers, and foresters. Most are of Eastern Oeridian descent, and classical Eastern Oeridian features are more common in Almor than
in almost any other nation. Suel admixture is also evident, along with smaller Flan admixture, mostly in the eastern territories near the Adri Forest. There are scattered halfling
settlements, many of them in the rich southern farm plains, with a total population of several thousand, and about two thousand high elves inhabit east Almor, but on the whole demihumans are not particularly common. Almor is friendly with the gnomes of the lower Flinty Hills and sylvan elves of the Adri Forest, though these neighbors swear no oaths to the Prelate.
Humanoids are unusual in Almor, though small bands of ogres and trolls can be found in isolated places. The Thelwood is inhabited by goblins, bugbears, and some gnolls, and the Adri
by goblins, bugbears, and kobolds. These creatures infrequently raid the open lands beyond the forest, but do sometimes clash with Almors border companies.
Almor maintains a standing army of only about five thousand horse and foot, plus a small naval garrison at Chathold. A majority of these troops are stationed in the south, near the border
with Aerdy. Each local potentate also maintains a force of troops, and citizen militias are common and popularly encouraged throughout the territory, so in time of war militias, noble
contingents, and templar groups easily swell Almors forces by twenty thousand or more. Almorish militias are most commonly equipped with pole arms (usually fauchards, fauchard-forks,
glaives, or spears), crossbows, and sword or mace, but forest contingents favor the short spear, axe, and bow. Halfling scouts and slingers also serve in the nations army and militias, and
small companies of elf archers come to the armys aid in times of crisis.
The Oeridian pantheon dominates local religious life. The worship of Pelor, Velnius, and the Four Winds is widespread among the common folk, and the sects of Pelor and (especially)
Trithereon play a vital unifying and organizing role in the nations defense. Most other Oeridian sects are also well-represented in the territory, as are some Flan deities, most notably
Berei and Myhriss. Clerics are treated with deference and respect in Almor, particularly if they belong to one of the nations major sects. The common folk look to clerics of Trithereon in
particular for leadership, protection, and the resolution of disputes, and they are commonly approached for help with such matters.
Many religious paramilitary organizations are active in and around Almor. Examples include the Brotherhood of Bronze (a ranger brotherhood dedicated to Obad-hai and active in the
Adri), Brotherhood of the Green Eye (a bandit organization dedicated to Kurell, partnered with the sect of Ralishaz, and active throughout western Almor), Coursers of Trithereon (an
Eastern Oeridian ranger organization, large and influential in Almor), Distant Horizon (monks devoted to Fharlanghn), Guild of Laughter (Dosselfords guild of thieves), Highwaymans
League (a thief and bandit organization that operates in the Adri and is generally neutral and pro-Almor in orientation), Magsmens Brotherhood (a Trithereonite thieves guild that
operates in Knurl and north Aerdy, but has a base in Innspa), Rangers of the Sabre (a ranger group dedicated to Phyton), Soldiers of the Sun (Pelorite templars), Soothers (bards who
serve Sotillion), Vagabond Protectors (a templar group devoted to Fharlanghn), and Watchers Lodge (a semi-nomadic Kurellite organization of thieves and bandits, which is aggressively
pro-Almor but operates across the border in Aerdy).

Major Settlements
Chathold (pop. 9,000, hex S2-78) - A small city, several hundred years old and long a site of pilgrimage. The Prelate holds court in Chathold, the Prelatal Inquisitors are headquartered
there, and the Windmarch originates there, leaving the city through its fabled Opal Gate. Chathold is divided into four quarters of unequal size, two residential, one commercial, and one
administrative. It boasts powerful fortifications, army and navy garrisons, busy sea and river traffic, several bustling markets, a reputable university, and a particularly outstanding
performing artists guild. It is best known for its many temples - most famously the magnificent Basilica of Many Faiths, and also the Rune Cathedral (Trithereon), Cathedral of the Six
Seas (Procan, Celestian), Sun Cathedral (Pelor), and Wind Cathedral (Velnius, Four Winds). In early 794 Chathold was wracked by a brazen crime wave and a rash of gruesome
murders, events that triggered widespread civil unrest. The citys guild of thieves was annihilated in the struggle, and several power groups are vying to fill the vacancy they left.

Dosselford (pop. 5,000, hex P2-72) - A regional agricultural hub and site of pilgrimage. It is situated at the broad ford that gives the town its name, and four major roads - the River Road,
Soldiers Road, Forest Road, and Market Road - converge there. Dosselford is not densely built up except in a few neighborhoods near the river, few buildings are more than two stories
tall, main avenues are wide and tree-lined, smaller lanes are lined with shrubs, berry bushes, and flowering plants, and gardens abound throughout, making the whole place airy and
luxuriously abundant. Landmarks include three huge market squares, many inns and hostelries, and several marvelous cathedrals, among them the Fair Wind Chapel (Atroa), Grand
Beacon Cathedral (Pelor), Harvest Chapel (Wenta), Cathedral of Ten Thousand Breezes (Velnius), and Vermilion Chapel (Sotillion). The food and drink available in Dosselford is of
high quality. During seasonal festivals the town overflows with pilgrims and celebrants.
Innspa (pop. 7,000, hex N2-68) - A rustic forest settlement noted for its mineral springs, many of which have religious significance or possess regenerative properties. Innspa attracts a
steady flow of pilgrims hoping to be cured of ailments and wealthy travelers seeking rest and rejuvenation, and visitors throng its streets year-round. It is unwalled and overgrown by the
Adri, with most of the city shaded by trees, and every neighborhood keeps a communal garden. Most structures are of wood and slate, and elaborately decorated with grotesque
gargoyle carvings. Small shrines abound. The northern part of the city is dominated by inns, most of them clustered around the Travelers Way, and bathhouses, which are numerous in
the hilly neighborhood north of that road. The citys major temples - Faiths Bastion (Trithereon), the Four Winds Cathedral (Velnius), the Seven Pools Cathedral (Pelor), the Sunset
Cloisters (Sotillion), and the Yellow Blossom Cathedral (Atroa) - lie south of that road, as do the fabled Tomb of Saint Jerissa of the Soothing Touch, two large market squares, and the
Serpent Stretch, a winding trio of streets lined with taverns and bordellos. A triple aqueduct channels water into the city from the Flinty Hills.

Other Settlements
Duskstar (pop. 600, hex S2-80) - A fishing village that caters to merchant traffic on the High Horn Road. It is administered by Lord Tezaril, a Baronet whose family has controlled the area
for centuries. Though a good and conscientious administrator, he is also headstrong, undiplomatic, and tends to rub people the wrong way. His guard captain is a competent fellow
named Dertin. Duskstar has two mid-range inns, the boisterous Lonesome Tankard and the sedate Weary Pilgrim.
Harskern (pop. 1,200, hex R2-73) - A trade and garrison town situated along the Soldiers Road, in the County of Low Flessern. Harskern is a training ground for several local militias,
and an enlistment center for both the Counts civil guard and Almors army. Messengers traveling between Onyxgate and Dosselford pass through regularly.
Jennden (pop. 2,000, hex N2-73) - A river town that forms a long crescent shape on the east bank of the Harp. Jennden serves as a market for surrounding farms, sends supplies
downstream to the River Keeps, and caters to boat traffic and travelers on the River Road, which runs through the town. It has several inns and hostelries, most notably the Boatman Inn
(mid-range, caters to river traffic), the Evershining Lamp (small, modest pilgrims hostelry run by the sect of Pelor), Hortens (small, cozy, family-run, excellent kitchen), the Long Caravan
(very large, serves caravans), and the Ravens Roost (small, favored by highwaymen and local thieves). The towns most noteworthy temples are dedicated to Berei, the Four Winds,
Pelor, Trithereon, and Velnius; the temple of Trithereon is administered by Patriarch Matrin (8th level), his assistant (5th level), a junior priestess (3rd level), and a lay initiate (2nd level).
Littlespar (pop. 400, hex Q2-81) - A village of farmers and foresters, situated on a lightly forested slope overlooking the Thelwood. The villagers are alert for trouble from forest monsters,
and the village is surrounded by a dry stone wall seven feet in height and buttressed on the inside with three feet of earth, with gates to the north and southwest and a watchtower
overlooking the southwest gate. The villages major features include a small market square, two small chapels (one dedicated to Phyton, the other to Velnius and the Four Winds), and
the Wyverns Grave, an inn that proudly displays the skull, talons, and sting of a wyvern killed nearby more than a century ago. The inns proprietor is named Hondey, the village elder is
Hezon, and the chapels are tended by Jhorin (3rd level cleric of Phyton) and Tseri (3rd level cleric of Velnius).
Ravengro (pop. 300, hex Q2-81) - An insular farming thorp in the Thelwood, at the southern terminus of the coastal hills. Originally an Ahlissan settlement, it developed to support the
notorious Harrowstone Prison, which stands atop a hill to the south; the prison was built to house dangerous criminals, but in time Ahlissas rulers began using it to dispose of political
prisoners. It burned down in 760, causing great loss of life, and is now a haunted ruin. In 762 the border shifted southward and Ravengro was abandoned to Almorish rule. The thorp
straddles a broad creek, and a large cemetery called the Restlands is nestled in the foothills to the north. Ravengro is run by a group of four councilors, and its features include a temple
of Wee Jas, an inn (the Outward Inn), a tavern (the Laughing Demon), and a handful of small businesses. The area is sparsely populated, and troubled by goblin marauders.
Redwell (pop. 500, hex Q2-68) - A village in the Viscounty of Northwatch, barely two miles from the border with Nyrond. It is named for its large central well, which is fashioned from blocks
of red stone, and was purportedly the site of a miraculous divine visitation during the sixth century. Viscount Dorin holds court from Northwatch Castle, a small fortress that stands a mile
distant, overlooking the northernmost point of Almors borders.
Slatebrook (pop. 700, hex N2-69) - A village of foresters, farmers, and fishers, notable mainly for being the uppermost Almorish settlement on the Harp River. It is centered on a sunny
hillside, with many outlying farms and cabins, and shot through with many small brooks and ponds in which local children frolic. Slatebrook is named for the oily black stone lining the
riverbank, which the villagers use extensively for roof and floor tiles, walkways, wall cladding, tabletops, and the like. The main temple is dedicated to Velnius and the Four Winds.
There are many interesting landmarks in the nearby woods, including a chapel of Phyton, and a small grotto with a shrine to Myhriss, which is a popular trysting spot.
Small Bastion (pop. 1,600, hex R2-70) - A town and sizable surrounding diocese, bordered mainly by the Viscounties of Kurast and Northwatch and the Barony of High Flessern. Small
Bastion is walled and fortified, and clustered around the base of a sturdy keep. It is administered by Terin, a high priest (11th level) of Trithereon, and an assortment of lesser clerics and
templars. Its main religious structure is the Iron Temple, a shrine to Trithereon noted for its collection of relics.
Stone Bridge (pop. 300, hex N2-69) - A thorp straddling the Harp River. It would be of little note if not for its bridge, the uppermost along the Harps entire length, over which the Forest
Road crosses. A small military outpost and a single inn (the Stone Bridge Inn) flank the bridge, and there is a chapel of Trithereon nearby, tended by Curate Anselm (4th level cleric).
Stringferry (pop. 900, hex N2-77) - A village catering mainly to river traffic and the local military garrison, which guards the River Road on both sides of the Harp and runs the large ferries
that transport travelers and cargo across. The soldiers do not permit travelers to camp on the west side of the river, sending them into Stringferry. The northeast part of the village is a
busy and sometimes rowdy neighborhood with three inns - the Pilgrims Progress (large, spartan), Two Rivers Inn (large, mid-ranged), and Wagons Roost (smaller, somewhat upscale) and a mixed tavern, bordello, and gambling house called the Red Lamp. The southeast part is dominated by a large chapel of Trithereon, tended by Matriarch Jonil (8th level), a junior
priestess (4th level), and a lay initiate (1st level).
Threeroads (pop. 700, hex Q2-80) - A farming village and crossroads. The surrounding area supports three industries: farming, the herding of cows and sheep, and the breeding and
training of fine ponies. Village amenities include two inns, the Crossroads Inn (busy, mid-range, a good rumor mill, proprietors name is Draven) and the Prelates Rest (small, with a
relaxed beer garden). The village elder is Suldig, and the sergeant of the guard is Yosh; though Yosh spends most of his time in the beer garden at the Prelates Rest, he is intelligent
and competent.
Tirian (pop. 1,500, hex Q2-75) - A sprawling town that serves as a central market for the surrounding villages and farms. Many of Almors most productive mines are in the hills that lie to
south and west, and the metals obtained from them are brought through Tirian en route to other destinations, though bandits belonging to the Brotherhood of the Green Eye frequently
rob these caravans. Of particular note are the towns glassmakers and potters, who use cobalt from the nearby copper mines to craft gorgeous blue-tinted wares. Tirian is the capitol of
the County of Bronzeplain, one of Almors largest holdings, and the Count holds court in a large fortified manor house on the towns outskirts.
Waymoot (pop. 800, hex R2-79) - A farming and fishing village situated alongside the Windmarch. It profits handsomely from highway traffic, and from ferry traffic crossing to and from the
River Road and Coast Road, both of which originate amidst a caravanserai, ferry dock, and temple of Fharlanghn situated astride a crossroads directly across the river. Features of the
village include the Cup and Spoon Inn (modest, comfortable, above-average taproom/dining room) and small chapels of Pelor, Trithereon, Velnius, and the Four Winds.

Major Fortresses
Blacksplinter (hex O2-79) - A tall and narrow fortress of dark stone, surrounded by the rolling moorland that forms Almors border with the Principality of Rel Deven. A walled compound
along the Windmarch encloses an inn, two or three smaller businesses, and a small chapel of Trithereon. Apart from this there are only a few scattered dwellings in the area, plus a
laborers camp situated between the compound and the castle, and several stout stone watchtowers strung across the moor. The moors valleys are filled with bogs or swampland, and
occasionally riddled with dank caves. A strong garrison is stationed at Blacksplinter, for the border lies less than four miles to the east. Just over the border a road branches off the
Windmarch, winding eastward to Rasfern.
Goldbolt (hex P2-79) - A magnificent six-towered, twin-courtyard castle that looms over the surrounding farmland. A thorp with 300 inhabitants and an inn, a stable, a blacksmith, and a
general store straddles the Windmarch a few hundred feet to the west. Goldbolt is controlled by a body of knights dedicated to Heironeous, and large cathedrals of Heironeous and
Pelor stand at either end of the village like twin sentinels.
Onyxgate (hex U2-77) - A seaside fortress that guards the Coast Road and the nearby border with Nyrond. It has a strong garrison, and within its walls there are a hostel, a smithy, a
general store, chapels of Pelor and Trithereon, and a tower with a beacon that serves as a lighthouse, warning ships away from the rocks and crashing surf below. Messengers from
Nyrond frequently pass through Onyxgate on their way to Chathold. A crescent-shaped area of hills lies a few miles to the north, and there are several mining settlements within.
The River Keeps (hexes J2-72, K2-73, K2-74, L2-75, M2-76, and N2-77) - A string of ten keeps on the Lyre River, scattered from opposite Tarrentch to thirty miles below Stringferry.
These castles form the backbone of Almors defense against Aerdy, and are strongly garrisoned. Patrols are regularly sent from one keep to the next, sweeping the shoreline and
checking in along the way at the many smaller redoubts, watchtowers, and observation posts that line Almors side of the border.

Encounters in the Prelacy of Almor


Table I
Encounters should normally be rolled on this table, but the DM may use Table II if it is more appropriate - if the characters are in a wild borderland or very isolated spot, for example.

Chathold
Peninsula
01-10
11-15
16-20
21-25
26-35
36-45
46-50
51-60
61-63
64-68
69-80
81-00

West of
Harp River
01-10
11-20
21-25
26-35
36-45
46-55
56-57
58-62
63-80
81-00

East of
Harp River
01-10
11-20
21-25
26-30
31-40
41-50
51-58
59-63
64-68
69-80
81-00

North of Flessern
and Harp Rivers
01-10
11-25
26-30
31-40
41-50
51-60
61-62
63-65
66-80
81-00

lower
Flinty Hills
01-10
11-50
51-55
56-65
66-67
68-69
70
71-00

western
Adri Forest
01-10
11-40
41-45
46-49
50-52
53-56
57-75
76-00

Thelwood
01-10
13-14
15-17
18
19
20
21-00

Encounter
animals
demi-humans
humanoid soldiery
men, bandits
men, gypsies
men, hillfolk
men, merchants
men, patrol
men, Peregrines
men, pilgrims
men, raiders
men, soldiery
men, villagers
men, woodsfolk
roll on Table II, below

Chathold
Peninsula
01-06
07-12
13-15
16-19
20-23
24
25-26
27-28
29
30
31
32
33-36
37
38
39
40-43
44-45
46
47-48
49
50-51
52-53
54-57
58-59
60
61-62
63-66
67-70
71-75
76-80
81-84
85-88
89
90-91
92-95
96
97
98-00

West of
Harp River
01-06
07-10
11-14
15-18
19-22
23
24-28
29-33
34
35-36
37
38
39-43
44
45
46
47-48
49-50
51
52-53
54
55-56
57-60
61
62
63
64-67
68-71
72-75
76-79
80-83
84-88
89
90-91
92-95
96
97
98-00

East of
Harp River
01-06
07-10
11-13
14-17
18-21
22
23-26
27-29
30
31-33
34
35
36-39
40
41
42
43-47
48-50
51
52-53
54
55-56
57-60
61
62
63-64
65-68
69-72
74-78
79-82
83-86
87-90
91-92
93-95
96
97
98-00

North of Flessern
and Harp Rivers
01-06
07-08
09-12
13-16
17-20
21
22
23-27
28-31
32
33
34
35-39
40
41
42-43
44-49
50-51
52
53-54
55
56-57
58
59-62
63
64
65-68
69-72
73-77
78-81
82-85
86-90
90-91
92-95
96
97
98-00

lower
Flinty Hills
01
02-03
04-07
08-11
12-15
16-18
19
20
21-25
26-28
29
30-33
34-39
40-44
45
46-49
50-56
57-58
59
60
61-62
63-64
65-68
69
70-73
74-77
78-81
82-83
84-85
86-90
91-92
93-96
97
98-00

western
Adri Forest
01-02
03-04
05
06-09
10-13
14
15-16
17
18
19-24
25-26
27-30
31
32-38
39-41
42
43-45
46-48
49-53
54-57
58
59
60-62
63-66
67-70
71-74
75-79
80-82
83-85
86-89
90
91-93
94-96
97
98-00

Thelwood
01-02
03-05
06-07
08-10
11-13
14
15
16
17-19
20
21
22-26
27-28
29
30-39
40-41
42-43
44
45-47
48-49
50-52
53-54
55-58
59-60
61
62-64
65-68
69-72
73-75
76-80
81-83
84-86
87-91
92
93-94
95-96
97
98-00

Encounter
anhkhegs
ants, giant
badgers, giant
bats, giant
beetles, giant
centipedes
chimeras
cockatrices
displacer beasts
dogs
dragons
dragonets
faeriefolk
fireflies, giant
flumphs
garbugs
giantkind
goats, giant
gorgons
greenhag
gryphs
hippogriffs
humanoids
lycanthropes
medusae
meenlocks
miner
owls, giant
owlbears
pedipalps
pegasi
plants, dangerous
scorpions
skulks
skunks, giant
snakes, giant
spiders
stirges
su-monsters
ticks, giant
toads, giant
trolls
umpleby
volts
wasps, giant
weasels, giant
will-o-the-wisps
wyverns

Table II

Anhkhegs: From 1-6 will be encountered. In open areas 10% of these encounters may instead be with one (90%) or 1-2 (10%) bullettes, at the DMs option.
Animals: These encounters are with ordinary wild animals appropriate to the terrain. Possibilities include badgers, bats, bears, birds (eagles, falcons, hawks, owls, ravens, swans,
vultures, etc.), wild boar, cats (wild cats, mountain lions), coyotes, wild dogs, foxes, goats, various sorts of herd animals (cattle, deer, and occasionally bison, horses, or pronghorns),
otters (if near a river or body of water), rats, sheep, skunks, venomous snakes (adders, copperheads, coral snakes, cottonmouths, or rattlesnakes), squirrels, weasels, wolves, or any
other creatures the DM deems appropriate.
Ants, Giant: These encounters are with 1-100 foraging workers (90%) or a nest with 20-200 workers, one warrior for every five workers, and a queen (10%).
Badgers, Giant: From 1-4 will be encountered.
Bats, Giant: These encounters are normally with 1-10 giant bats of the one-half hit die variety. In hilly areas they might instead be with giant bats of the one hit die variety (20%) or 1-4
mobats (5%).

Beetles, Giant: These encounters may be with 1-12 bombardier, 1-20 boring, 1-3 slicer, or 1-12 stag beetles, as determined on the following table:
Chathold
Peninsula
01-50
51-80
81-00

West of
Harp River
01-60
61-90
91-00

East of
Harp River
01-60
61-80
81-00

North of Flessern
and Harp Rivers
01-60
61-90
91-00

lower
Flinty Hills
01-50
51-90
91-00

western
Adri Forest
01-40
41-60
61-70
71-00

Thelwood
01-50
51-70
71-00

Beetles, Giant
bombardier
boring
slicer
stag

Centipedes: These encounters are with 5-30 huge (55%), 2-24 giant (40%), or 1-4 megalocentipedes (5%).
Chimeras: These encounters are with 1-4 chimeras (95%) or a gorgimera (5%). Chimeras lair in the Flinty Hills, but sometimes raid the surrounding lowlands.
Cockatrices: From 1-6 will be encountered.
Demi-Humans: The type of demi-humans encountered may be determined on the following table:
Chathold
Peninsula
01-05
06-10
11-00
-

West of
Harp River
01-05
06-10
11-00
-

East of
Harp River
01-05
06-10
11-00
-

North of Flessern
and Harp Rivers
01-05
06-10
11-20
21-90
91-00

lower
Flinty Hills
01-10
11-60
61-85
86-00

western
Adri Forest
01-15
16-20
21-90
91-00

Demi-Humans
dwarves, hill
elves, grugach
elves, high
elves, sylvan
gnomes
halflings, hairfoot
halflings, stout
spriggans

Hill dwarf encounters may be with small parties or patrols (10-40 dwarves, 40%), merchant trains (20-120 dwarves, 50%), or settlements (40-400 dwarves, 10%). Patrols and traveling
groups include one fighter of 2nd-5th level for every 20 dwarves present, and may (5%) also include a cleric or cleric/fighter of 2nd-4th level. Settlements include 2-12 fighters of 2nd-5th
level plus one more such fighter for every 40 dwarves present, 2-8 clerics or cleric/fighters of 2nd-4th level, and females and children equal to 50% and 25% respectively of the number
of adult males; those with 160 or more inhabitants are led by a 6th level fighter and 4th level fighter, those with 200 or more include a cleric/fighter of 3rd-7th level, and those with 320 or
more include an 8th level fighter, a 7th level fighter, a 7th level cleric/6th level fighter, and two 4th level cleric/fighters. Dwarves wear mail, carry shields, and fight with axes (hand, battle),
light crossbows, hammers, military picks, pole arms, spears, and short swords.
Grugach encounters are with traps (35%), a hunting or foraging party (35%), a patrol (10%), a war party (10%), or a settlement (10%). Trap encounters are with an area protected by 1-8
traps, all so well-concealed that passing creatures are 90% likely to be caught in them unless a careful check for such dangers is being made, in which case the chance drops to 30%.
The traps may be pits, snares, or deadfalls (equal chance for each). Pits are normally ten feet deep and spiked (damage 1-4 plus 1-6 per spike, character is attacked by 1-6 spikes as if
by a 4 hit die monster, spikes are 50% likely to be poisoned, requiring characters struck to save or die), snares are usually set to encircle creatures lower limbs and sweep them off their
feet to dangle five or more feet off the ground, and deadfalls crush the creature under a falling log (5-8 six-sided dice of damage, and the character must save vs. petrification or be
pinned and helpless). There is a cumulative chance of 10% per turn after any trap is triggered that a hunting party (60%) or patrol (40%) arrives to investigate. Hunting parties consist of
2-12 grugach, patrols with 5-12 grugach led by 1-2 with 2nd-3rd level fighting ability, and war bands with 20-80 grugach mounted on stags, accompanied by 1-2 with 2nd-3rd level
fighting ability for every twenty present, led by a war chief with 4th-7th level fighting ability, and possibly (20% chance per twenty grugach present) accompanied by 1-4 druids or fighter/
druids of 1st-8th level. Settlements include the same numbers as war parties, plus females and young equivalent to 100% and 5% respectively of the number of adult males. Grugach
warriors wear leather or studded leather armor and fight with short bows, spears, and swords (long, short). Grugach are only encountered in wild places, never near human settlements.
High elf encounters are with a small party of 3-18 elves (90%), or a settlement (10%) that includes 20-120 elves, 2-5 officers (4th-6th level fighters), 3-6 spell-casters (cleric/fighters,
cleric/magic-users, fighter/magic-users, or cleric/fighter/magic-users of 4th-6th {fighter} or 4th-9th {cleric, magic-user} level), one sergeant (2nd-3rd level fighter) per twenty elves, one
mage-sergeant (fighter/magic-user, 2nd-3rd level) per forty elves, and elf females and young equal to 100% and 5% respectively of the number of males. High elves wear scale, ring, or
elven mail, may carry shields, and fight with bows (long, short), spears, and swords (long, short). High elves are not numerous in Almor.
Sylvan elf encounters may be with a scouting party (40%), patrol (30%), war party (20%), or settlement (10%). Scouting parties consist of 5-12 elves, and may (25%) be accompanied
by 1-4 cooshee. Patrols consist of 9-18 elves led by a captain (4th-6th level fighter) and accompanied by 1-2 lieutenants (3rd-5th level fighters), 2-3 sergeants (2nd-3rd level fighters),
1-4 scouts (rangers or cleric/rangers, 1st-4th level), and 2-8 cooshee. War parties include 10-80 elves and 2-16 cooshee, may (25%) be accompanied by 2-8 giant owls, and are led by
1-3 officers (4th-7th level fighters), one sergeant (2nd-3rd level fighter) per twenty elves, one mage-sergeant (fighter/magic-user, 2nd-3rd level) per forty elves, and 1-4 spell-casters
(cleric/fighters, cleric/magic-users, fighter/magic-users, or cleric/fighter/magic-users of 4th-6th {fighter} or 4th-9th {cleric, magic-user} level). Settlements include the same number of
elves (including exceptional characters), cooshee, and giant owls as a war party, plus 2-7 officers (4th-7th level fighters), 3-8 spell-casters (cleric/fighters, cleric/magic-users, fighter/
magic-users, or cleric/fighter/magic-users of 4th-6th {fighter} or 4th-9th {cleric, magic-user} level), and elf females and young equal to 100% and 5% respectively of the number of males.
Sylvan elves wear ring, scale, or elven mail, may use shields, and fight with bows, spears, and swords (long, short, two-handed).
Gnome encounters may be with a hunting or foraging party (50%), traveling band (20%), patrol (20%), or settlement (10%). Hunting or foraging parties consist of 3-12 gnomes. Patrols
include a captain (4th-5th level fighter), a lieutenant (3rd-4th level fighter), two sergeants (2nd-3rd level fighters), and 12-23 gnomes (50% 1st level fighters, 50% unclassed). Traveling
bands consist of 20-80 gnomes led by 1-2 fighters of 2nd-4th level and possibly (10%) accompanied by 1-3 illusionists (possibly multi-classed as clerics, fighters, or thieves) of 1st-4th
level. War parties consist of a captain (4th-5th level fighter), 2-3 lieutenants (3rd-4th level fighters), 3-6 sergeants (2nd-3rd level fighters), and 25-50 gnomes (50% 1st level fighters, 50%
unclassed), and are 50% likely to be accompanied by 2-4 clerics (2nd-7th level, each is 50% likely to be multi-classed as a fighter) and 30% likely to be accompanied by 1-2 illusionists
(3rd-6th level, each is 75% likely to be multi-classed as a fighter or thief). Settlements are fortified, and home to 40-400 male gnomes (of whom 40% are 1st level fighters, 5% are
2nd-3rd level fighters, and 1-4 are 1st-4th level clerics), females and young equal to 50% and 25% respectively of the males numbers, 5-30 badgers, and possibly (75%) 3-12 giant
badgers. If at least 160 gnomes are present there will also be a 5th level chief and 3rd-4th level lieutenant, if 200 or more are present there is a cleric of 4th-6th level, and if at least 320
are present there are a 6th level fighter, two 5th level fighters, a 7th level cleric, and four 2nd-4th level clerics. Gnome warriors wear ring or studded leather armor, carry shields, and fight
with short swords, spears, small war clubs (as jo stick), short bows, and slings.
Hairfoot halfling encounters are with a hunting or foraging party (50%), patrol (10%), or settlement (40%). Hunting or foraging parties consist of 7-12 halflings. Patrols consist of an
officer (3rd-4th level fighter), two sergeants (2nd-3rd level fighters), 15-26 halflings (30% 1st level fighters, 70% unclassed), and possibly (50%) 3-8 dogs. Settlements are home to
30-300 male halflings (25% 1st level fighters, 5% 2nd-3rd level fighters, 70% unclassed), females and children equal to 100% and 60% respectively of the males numbers, and 1-4
dogs per male halfling. For every 30 males encountered there are two 2nd level fighters, for every 90 there are one 3rd level fighter and one cleric of 1st-3rd level (80%) or druid of
1st-4th level (20%), and if at least 150 are encountered there are one 4th level fighter, two 3rd level fighters, three 2nd level fighters, and one cleric (80%) or druid (20%) of 3rd-6th level.
Hairfoot warriors wear leather armor and fight with hand axes, short swords, spears, short bows, and slings.
Stout halfling encounters are with a hunting or foraging party (70%), patrol (10%), or settlement (20%). Hunting or foraging parties consist of 7-12 halflings. Patrols consist of an officer
(3rd-4th level fighter), two sergeants (2nd-3rd level fighters), and 15-26 halflings (30% 1st level fighters, 70% unclassed). Settlements are home to 30-300 male halflings (25% 1st level
fighters, 5% 2nd-3rd level fighters, 70% unclassed), and females and children equal to 100% and 60% respectively of the males numbers. For every 30 males encountered there are
two 2nd level fighters, for every 90 there are one 3rd level fighter and one cleric of 1st-3rd level, and if at least 150 are encountered there are one 4th level fighter, two 3rd level fighters,
three 2nd level fighters, and one cleric of 3rd-6th level. Stout warriors wear leather armor and fight with hand axes, short swords, spears, and slings.
Spriggan encounters are with 3-12 (90%) or 6-24 (10%) of the creatures. They raid human and demi-human populations impartially.
Displacer Beasts: From 2-5 will be encountered.
Dogs: These encounters are with 2-12 blink dogs, except in the Adri Forest, where 1-8 cooshee will be encountered instead.
Dragons: One (75%) or 1-4 (25%) dragons will be encountered. Bronze dragons are normally encountered only near seacoasts, lakes, or large rivers. Special encounters with other
types of dragons may be devised by the DM if this is desired. The type of dragon(s) encountered should be determined on the following table:
Chathold
Peninsula
01-10
11-50
51-60
61-90
91-00

West of
Harp River
01-20
21-40
41-60
61-80
81-00

East of
Harp River
01-20
21-25
26-80
81-00

North of Flessern
and Harp Rivers
01-25
26-50
51-75
76-00

lower
Flinty Hills
01-30
31-60
61-70
71-00

western
Adri Forest
01-05
06-10
11-90
91-00

Thelwood
01-85
86-00

Dragons
blue
bronze
copper
green
red

Dragonets: These encounters may be with faerie dragons (40% in Adri, 50% in open areas, 10% in Thelwood; 1-6 in Adri, otherwise 1-3) or a lone pseudo-dragon (60% in Adri, 50% in
open areas, 90% in Thelwood).
Faeriefolk: These encounters may be with 20-120 atomies, 1-4 booka, 2-16 brownies, 5-20 buckawns, 1-6 dryads, 5-50 grigs, 1-3 killmoulis, 1-8 korreds, 1-20 leprechauns, 1-4 nymphs,
2-20 pixies, 2-16 quicklings, 2-8 satyrs, 10-100 sprites, 1-3 swanmays, 1-5 unicorns, or a mixed group of 2-4 types (which must be of compatible sorts, of course). Booka and killmoulis
are only encountered in human or demi-human settlements, and most other faeriefolk are ordinarily encountered only in wild or remote areas. The type(s) encountered should be
determined on the following table:
Chathold
Peninsula
01-40
41-55
56-70
71-80
81-90
91-95
96-00

West of
Harp River
01-40
41-55
56-70
71-80
81-90
91-95
96-00

East of
Harp River
01-30
31-50
51-70
71-80
81-90
91-95
96-00

North of Flessern
and Harp Rivers
01-40
41-55
56-70
71-80
81-90
91-95
96-00

lower
Flinty Hills
01-05
06-10
11-15
16-20
21-25
26-30
31-55
56-60
61-65
66-70
71-75
76-80
81-85
86-90
91-95
96-00

western
Adri Forest
01-05
06-10
11-15
16-25
26-30
31-35
36-45
46-55
56-60
61-70
71-80
81-85
86-95
96-00

Thelwood
01-05
06-10
11-15
16-50
51-55
56-60
61-70
71-75
76-80
81-85
86-90
91-95
96-00

Faeriefolk
atomies
booka or killmoulis (50%/50%)
brownies
buckawns
dryads
grigs
korreds
leprechauns
nymphs
pixies
quicklings
satyrs
sprites
swanmays
unicorns
mixed group

Fireflies, Giant: From 1-4 will be encountered.


Flumphs: From 2-16 will be encountered.
Garbugs: From 1-3 garbugs will be encountered. Violet garbugs are more commonly encountered in coastal areas, but either sort may be encountered anywhere.
Giantkind: These encounters may be with 1-3 annis, 1-4 ettins, 1-10 hill giants, 1-4 mountain giants, 1-8 stone giants, 1-8 minotaurs, 1-20 ogres, or a mixed group of 2-3 types, as
determined on the table below. Hill giants are 10% likely to be accompanied by 1-2 giant trolls, and mountain giants 75% likely to be accompanied by 6-15 ogres (70%), 4-9 trolls
(20%), or 1-4 hill giants (10%).
Chathold
Peninsula
01-30
31-35
36-40
41-90
91-00

West of
Harp River
01-30
31-35
36-40
41-90
91-00

East of
Harp River
01-35
36-40
41-90
91-00

North of Flessern
and Harp Rivers
01-30
31-35
36-40
41-45
46-85
86-00

lower
Flinty Hills
01-15
16-30
31-40
41-45
46-50
51-55
56-85
86-00

western
Adri Forest
01-30
31-90
91-00

Thelwood
01-35
36-40
41-85
86-00

Giantkind
annis
ettins
giants, hill
giants, mountain
giants, stone
minotaurs
ogres
mixed group

Goats, Giant: From 2-16 will be encountered.


Gorgons: From 1-4 will be encountered.
Greenhag: These creatures are encountered singly.
Gryphs: These dangerous birds are most commonly encountered in coastal regions. From 1-4 will be encountered.
Hippogriffs: From 1-8 will be encountered. These creatures roost in the Flinty Hills, but sometimes hunt in the surrounding lowlands.
Humanoids: The type(s) of humanoids encountered should be determined on the following table:
Chathold
Peninsula
01-25
26-45
46-70

West of
Harp River
01-15
16-30
31-50

East of
Harp River
01-25
26-35
36-70

North of Flessern
and Harp Rivers
01-10
11-25
26-60

lower
Flinty Hills
01-05
06-25
26-30

western
Adri Forest
01-20
21-50

Thelwood
01-25
26-30
31-70

01-50
51-55
56-60
61-00

01-00

01-05
06-20
21-00

01-00

01-10
11-50
51-00

01-45
46-90
91-00

01-30
31-60
61-90
91-00

71-90

51-80

71-90

61-85

31-50

51-70

71-75

01-00

01-00

01-00

01-00

01-10
11-75
76-00

01-40
41-80
81-00

01-00

81-90

86-90

86-90

51-85

71-75

01-00

01-00

01-00

01-90
91-00

01-20
21-00

01-00

Bloody Axe
others

91-00

91-00

91-00

91-00

86-00

76-00

76-00

mixed group

Humanoids
bugbears
gnolls
goblins
Bone Arrow
Death Tree
Elf Killers
Evil Skull
Far Seeing Eye
Long Spear
others

kobolds
Many Tunnels
Mound Builder
Poison Dart
others

orcs

Bugbear encounters are with scouting or hunting parties (3-12 bugbears, 50%), war bands (12-36 bugbears, 40%), or lairs (12-48 bugbears plus females and young equal to 50% each
of the number of males, 10%). Forest bugbears fight with axes (any), morning stars, and spears, using the latter as missile weapons (range 2/3/4). Those encountered in hills or open
areas may also use pole arms, swords, and hurled maces.
Gnoll encounters may be with hunting parties (5-12 gnolls, 10% chance for one ghuuna, 20% chance for 1-4 wolves or war dogs, 50%), raiding parties (10-120 gnolls, 25% chance for
1-4 ghuuna, 15% chance for 1-3 trolls, 50% chance for 20-50 wolves or war dogs, 40%), or lairs (20-160 gnolls plus females and young equal to 50% and 200% respectively of the
number of males, 30% chance for 1-6 ghuuna, 30% chance for 1-3 trolls, 60% chance for 20-50 wolves or war dogs, 10%). Gnolls fight with axes (any), morning stars, pole arms,
swords, and great bows.
Goblin encounters are with hunting or foraging parties (7-18 goblins, 50% chance for 2-7 wolves, 60%), raiding parties (20-120 goblins, 75% chance for 11-30 wolves, 30%), or lairs
(40-400 goblins plus females and young equal to 60% and 100% of the number of males, 80% chance for 20-50 wolves, 10%). Forest tribes are 60% likely to be accompanied by
bugbears; treat these as mixed group encounters. Goblins of the Bone Arrow tribe wear leather armor and fight with short bows, spears, and short swords. Their arrows have barbed
bone heads that are ineffective against heavy armor (-1 to hit vs. metal armors AC 5-7, -3 to hit vs. AC 4 or lower), but tend to break off or shatter inside the wound, making it 10% likely
per arrow that the wound either becomes infected (treat as acute cardiovascular-renal disease of randomly determined severity) or heals improperly (treat as chronic muscle disease of
randomly determined severity). Death Tree goblins wear leather or studded leather armor, use small shields, and fight with short bows, spiked clubs (as footmans mace), spears, and
swordlets. Evil Skull goblins wear leather armor, use small shields, fight with short bows, spears, and short swords, and have maximum numbers of witchdoctors. Goblins of the two Adri
tribes (Elf Killers, Far Seeing Eye) wear leather or studded leather armor, use shields, and fight with hand axes, short bows, spears, and short swords. The Long Spear goblins are
raiders from the Bone March, wear leather or studded leather armor, and fight with spears, short swords, and slings.
Kobold encounters may be with scouting or foraging parties (8-19 kobolds, 60%), war parties (30-300 kobolds in Flinty Hills or Adri Forest, otherwise 20-160, 30%), or lairs (40-400

kobolds plus females and young equal to 50% and 100% of the number of males, 10%). Forest tribes may be accompanied by giant weasels (small parties 10% chance for 1-2, war
parties 70% chance for 2-8, lairs 90% chance for 2-12), as may some plains tribes (small parties 5% chance for 1-2, war parties 40% chance for 2-8, lairs 65% chance for 2-12). The
Many Tunnels tribe is native to the part of the Flinty Hills that is overgrown by the Adri Forest, and its members wear leather armor, use wicker shields, and fight with javelins, horsemans
picks, and short swords. The Mound Builder kobolds are native to the lower Flinty Hills, wear leather armor, use wooden shields, and fight with javelins, horsemans picks, slings,
spears, and short swords. The Poison Dart tribe is native to the Adri, and its members use hide shields and fight with hand axes, spiked wooden clubs (as footmans mace), envenomed
darts (save at +1 or suffer 2-8 points of poison damage), and spears.
Orc encounters are with scouting or hunting parties (5-16 orcs, 30% chance for 1-4 ogrillons, 70%), war parties (20-120 orcs, 40% chance for 4-24 ogrillons, 30% chance for 2-8 ogres,
20%), or lairs (20-200 orcs plus females and young equal to 50% and 100% respectively of the number of males, 40% chance for 10-40 ogrillons, 30% chance for 5-20 ogres, 10%).
The Bloody Axe is a tribe based in the Bone March; encounters with Bloody Axe orcs are with scouting parties (as above, 40%), war bands (double numbers, 50%), or bases (double
numbers, 10%). These orcs are militarily sophisticated, wear ring, scale, or mail, carry shields (small, large), and favor axes (any), light crossbows, pole arms (guisarme-voulge, voulge),
spears, and swords (bastard, broad).
Mixed group encounters are with 2-4 types of humanoids working in cooperation.
Humanoid Soldiery: These encounters are with Aerdian raiders. They may be gnolls (10%), goblins and bugbears (25%), hobgoblins (20%), orcs (25%), or a mixed group of 2-4 types of
humanoids (20%). Gnoll encounters are with 20-160 gnolls, who may be accompanied by 1-6 ghuuna (25%), 2-5 trolls (15%), and/or 20-50 wolves or war dogs (50%). Goblin
encounters are with 40-320 goblins. Goblin troops are 60% likely to belong to the Tall Grass tribe, in which case they are accompanied by 20-80 wolves, wear leather armor, employ
small hide shields, fight with short bows, spears, and short swords, and should be considered to have the running proficiency. Goblins of other tribes do not have this advantage, but
are accompanied by 12-48 bugbears, and possibly (90%) 20-80 wolves. Hobgoblin encounters are with 80-150 hobgoblins, led by 1-2 sub-chiefs (3 hit dice, 16 hit points, +2 damage)
plus one sergeant (9 hit points) and two assistants (9 hit points) per 20 hobgoblins; they are 80% likely to be accompanied by 10-60 war dogs, and may also have the following human
leaders: 3-6 officers (6th-8th level captain, 4th-5th level lieutenant, 1-4 3rd level subalterns, 75%), a cleric (4th-7th level, 30%), a magic-user (3rd-6th level, 30%), and a thief or assassin
(5th-8th level, 70%). Orc encounters are with 100-130 orcs, led by a sub-chief (2 hit dice, 11 hit points, +1 damage) plus one sergeant (8 hit points) and three assistants (8 hit points) per
30 orcs, plus 4-6 officers (5th-6th level captain, 3-5 3rd-4th level lieutenants) and a cleric (3rd-5th level, 30%). Officers are usually human or half-orc, and clerics may be human, orc, or
half-orc. Half-orc officers and clerics are 30% likely to be multi-classed, usually as a thief or assassin. Orcs may also be accompanied by 10-40 ogrillons (50%), and/or 5-20 ogres
(30%). Mixed group encounters are with 2-4 sorts of humanoids working in cooperation.
Lycanthropes: These encounters are with 1-8 wereboars, 3-18 werewolves, or 1-3 wolfweres, as determined below:
Chathold
Peninsula
01-25
26-00
-

West of
Harp River
01-25
26-00
-

East of
Harp River
01-25
26-90
91-00

North of Flessern
and Harp Rivers
01-25
26-80
81-00

lower
Flinty Hills
01-20
21-80
81-00

western
Adri Forest
01-30
31-75
76-00

Thelwood
01-30
31-00
-

Lycanthropes
wereboars
werewolves
wolfweres

Medusae: From 1-3 will be encountered. Medusae sometimes command the loyalty of local goblin tribes, and may (25%) be accompanied by goblins, usually (50%) of the Evil Skull tribe.
Meenlocks: From 3-6 will be encountered.
Men, Bandits: These encounters are with 20-200 bandits (60%) or brigands (40%), led by a 7th-10th level fighter and a 6th-7th level lieutenant, who are accompanied by six 2nd level
guards. The group also includes one 3rd level fighter for every 20 bandits encountered, one 4th level fighter for every 30, one 5th level fighter for every 40, and one 6th level fighter for
every 50. For every 50 encountered there is a cumulative 25% chance they are accompanied by a 7th-10th level magic-user, and a cumulative 15% chance they are accompanied by a
cleric of 5th-8th level and 1-2 assistant clerics of 1st-4th level. In forests 50% of a bandit group will be mounted upon light riding horses, light warhorses, or medium warhorses, and in
open areas 90%-100% are. If encountered in their lair (15% chance) they are in a camp (65%), cave complex with a secret entrance (10%), or castle (25%), and have 2-20 (bandits) or
1-10 (brigands) prisoners and 5-30 (bandits) or 20-50 (brigands) camp followers. Bandits and brigands generally wear leather (65%), studded leather (15%), brigandine or ring (10%),
and mail (10%), and about 50-60% use shields. They may fight with short bows, light crossbows, pole arms, spears, and swords, among other weapons. In the Adri Forest these
encounters may be with members of the Highwaymans League, if the DM wishes.
Men, Gypsies: These encounters are with 3-8 carts or wagons, each carrying 2-7 persons. These folk are Aerdian gypsies, the descendants of freed slaves and disaffected or exiled
serfs. They are not allowed to settle anywhere, suffer constant harassment from the authorities, are popularly regarded as low-class rapists and thieves, and are targets of discrimination
and violence everywhere they travel. They are consequently rather surly and suspicious. Most gypsies are of neutral, neutral evil, chaotic neutral, or chaotic evil alignment. They speak
their own dialect of Common (Gypsies Cant), and roughly 30% of them can be treated as fighters, thieves, or fighter/thieves of 1st-4th level. In Almor these folk are not persecuted as in
Aerdy, but are widely disliked and distrusted.
Men, Hillfolk: These encounters may be with scouting parties (5-12 persons, 70%), war bands (20-120 persons, 25%), or settlements (30-240 persons, 5%). For every ten hillfolk there is
an additional 2nd-3rd level fighter, and war bands and settlements include a 5th-8th level fighter or ranger, 3-6 4th-5th level fighters/rangers, 1-2 clerics/druids of 5th-8th level, and 2-5
clerics/druids of 1st-4th level. Men of the Flinty Hills favor leather, studded leather, ring, or mail, may use shields, and fight with axes (any), morning stars, slings, spears, and swords
(bastard, broad, long, two-handed).
Men, Merchants: These encounters are with merchant trains comprised of 50-300 people (10% tradesmen, 10% drovers, 80% mercenary guards) and 5-30 carts or wagons. The
tradesmen and at least 50% of the guards are mounted, and the guards are led by a fighter of 6th-11th level, a lieutenant one level lower (5th-10th), and twelve sergeants of 2nd-3rd
level. For every 50 persons present there is a 15% chance for a thief of 7th-10th level accompanied by 1-4 lesser thieves (3rd-6th level), a 10% chance for a magic-user of 5th-10th
level, and a 5% chance for a cleric of 5th-8th level (all of these chances are cumulative). The guards wear ring (30%), scale (20%), mail (40%), and plate mail (10%), may carry shields,
and fight with light crossbows, flails, lances, maces, morning stars, pole arms, spears, and swords, among other weapons.
Men, Patrol: Patrols are generally comprised of 9-24 0-level regulars, 7-10 1st level veterans, six 2nd-3rd level sergeants, two 3rd-4th level lieutenants, a 5th-6th level captain, and a
spell-caster (5th-6th level cleric or druid, or 4th-5th level magic-user). Patrols are usually mounted, and may be heavy (30%), medium (40%), or light (40%). Heavy patrols ride heavy or
medium warhorses and wear splint or plate mail, medium patrols ride medium or light warhorses and wear mail or banded mail, and light patrols ride light warhorses and wear
brigandine, ring, or mail. Most employ shields. They may fight with lances, battle axes, swords (bastard, broad, long, sabre), light crossbows, short bows, and horsemans weapons (flail,
mace, pick). Any patrol encountered is 5% likely to be false patrol. False patrols appear in most or all respects to be ordinary patrols from the territory in which they are encountered, but
are not; they may be bandits or brigands seeking to lull victims into a false sense of security, or spies or raiders from adjacent territories.
Men, Peregrines: These traveling merchant clans are usually encountered only along the Windmarch or other major trade routes. Typical encounters are with merchant trains comprised
of 20-50 people and 5-12 carts or wagons. Peregrine groups always include maximum numbers of exceptional individuals, including clerics, fighters, magic-users, illusionists, and
thieves. All are of Oeridian extraction, and speak Ahlissan amongst themselves.
Men, Pilgrims: These encounters are with 10-200 religious pilgrims led by a 7th-10th level cleric, 1-3 5th-6th level clerics, 3-6 3rd-4th level clerics, and 3-12 1st-2nd level clerics (if the
pilgrims are of neutral alignment these characters are 25% likely to be druids instead). Where alignment permits, the group may be accompanied by 1-10 fighters (or paladins/rangers/
anti-paladins, as alignment dictates) of 1st-8th level (10% chance per 10 pilgrims), a 6th-9th level magic-user (5% per 10 pilgrims), 1-6 thieves or assassins of 2nd-8th level (10%
chance per 10 pilgrims), and/or 1-3 monks of 3rd-8th level (25%). Evil pilgrims are 50% likely to fight as berserkers, though they are likely to be armed with nothing more than staves or
daggers. A group of pilgrims is 25% likely to be mounted, and 5% likely to be transporting a valuable relic, which will be well-hidden and protected. The alignment of a group of pilgrims
may be lawful good (15%), lawful neutral (10%), lawful evil (5%), neutral good (15%), neutral (15%), neutral evil (5%), chaotic good (20%), chaotic neutral (10%), or chaotic evil (5%).
Men, Raiders: These encounters are always with groups of raiders from an adjacent territory: sea raiders from Ahlissa, marauders from Aerdy, a posse from Nyrond, or simply a group
from a neighboring Almorish province, as appropriate. Raiders may be treated as patrols (q.v.) with an additional 5-30 members.
Men, Soldiery: These encounters are with groups of soldiers on some mission or other. Most can be treated as patrols, but 20% of these groups are larger (2-5 patrols worth, led by a
7th-10th level officer and 1-3 5th-7th level subordinates).
Men, Villagers: These encounters are with a cluster of homesteads (11-30 inhabitants, 35%), a small hamlet (50-300 inhabitants, 35%), or a village (400-900 inhabitants, 30%). Most of
the inhabitants are typical farmers, but the usual sorts of exceptional individuals will be present.
Men, Woodsfolk: These encounters may be with scouting or hunting parties (5-12 persons, 70%), war bands (20-120 persons, 25%), or settlements (30-300 persons, 5%). For every ten
woodsfolk there is an additional 2nd-3rd level fighter, and war bands and settlements include a 5th-8th level fighter or ranger, 3-6 4th-5th level fighters/rangers, 1-2 clerics/druids of
5th-8th level, and 2-5 clerics/druids of 1st-4th level. Folk of the Adri favor leather, studded leather, ring, and mail, may use shields, and fight with axes (any), short bows, morning stars,
spears, and swords (broad, long, sabre).
Miner: These creatures are encountered singly.
Owls, Giant: In forests 1-6 owls are encountered, elsewhere 1-3 will be.

Owlbears: From 1-5 (roll 1d102) will be encountered.


Pedipalps: These encounters are with 1-4 large (45%), 1-4 huge (35%), or 1-2 giant (20%) pedipalps.
Pegasi: From 1-6 will be encountered. These rare creatures roost in the Flinty Hills, but sometimes forage in the surrounding lowlands.
Plants, Dangerous: These encounters may be with 10-100 explodestools, a hangman tree, 1-2 kampfults, 1-2 mantraps, 1-12 obliviaxes, 1-4 giant sundews, treants (1-20 in the Adri,
1-12 in the Thelwood), 1-2 whipweeds, or a witherweed, as determined below:
Chathold
Peninsula
01-30
31-35
36-45
46-55
56-60
61-85
86-00

West of
Harp River
01-30
31-35
36-45
46-55
56-60
61-90
91-00

East of
Harp River
01-30
31-35
36-45
46-55
56-60
61-90
91-00

North of Flessern
and Harp Rivers
01-40
41-45
46-55
56-65
66-70
71-95
96-00

lower
Flinty Hills
01-30
31-35
36-45
46-55
56-65
66-95
96-00

western
Adri Forest
01-20
21-25
26-35
36-45
46-55
56-60
61-75
76-90
91-00

Thelwood
01-20
21-30
31-40
41-50
51-60
61-65
66-70
71-90
91-00

Plants, Dangerous
explodestools
hangman tree
kampfult
mantraps
obliviax
sundews, giant
treants
whipweeds
witherweed

Scorpions: These encounters are with 1-6 large (75%), 1-4 huge (20%), or 1-3 giant (5%) scorpions.
Skulks: From 1-8 will be encountered.
Skunks, Giant: These encounters are with one animal (95%) or a group of 1-6, usually a female and young (5%).
Snakes, Giant: These encounters are with 1-6 giant adders (60%), copperheads (30%), or rattlesnakes (10%). The venom of giant adders is weak, inflicting only 2-8 points of damage if
the victims saving throw is unsuccessful, but giant rattlesnake venom inflicts 0-3 six-sided dice of damage even when the saving throw succeeds.
Spiders: These encounters may be with giant (1-8 in forests, otherwise 1-4), 1-12 huge, or 1-20 giant spiders, as determined below:
Chathold
Peninsula
01-05
06-60
61-00

West of
Harp River
01-05
06-60
61-00

East of
Harp River
01-05
06-55
56-00

North of Flessern
and Harp Rivers
01-05
06-60
61-00

lower
Flinty Hills
01-05
06-55
56-00

western
Adri Forest
01-25
06-50
51-00

Thelwood
01-40
41-70
71-00

Spiders
giant
huge
large

Stirges: From 3-30 will be encountered.


Su-Monsters: From 1-12 will be encountered. If more than four are encountered it is 50% likely that the group is a mated pair and young.
Ticks, Giant: From 1-12 will be encountered.
Toads, Giant: From 1-12 will be encountered.
Trolls: These encounters may be with 1-12 common, 1-12 giant, or 1-3 giant two-headed trolls, or with a mixed group of 2-3 types, as determined on the table below:
Chathold
Peninsula
01-90
91-95
96-00

West of
Harp River
01-90
91-95
96-00

East of
Harp River
01-00
-

North of Flessern
and Harp Rivers
01-75
76-90
91-95
96-00

lower
Flinty Hills
01-60
61-80
81-90
91-00

western
Adri Forest
01-85
86-90
91-95
96-00

Thelwood
01-00
-

Trolls
common
giant
giant two-headed
mixed group

Umpleby: These creatures are encountered singly. They are most commonly encountered in coastal areas or along rivers, and only rarely encountered far inland.
Volts: From 1-20 will be encountered.
Wasps, Giant: In this region these encounters are with 1-20 potter wasps (40%), 21-40 paper wasps (50%), or a giant hornet (10%).
Weasels, Giant: In the Adri or Thelwood 1-8 will be encountered. Elsewhere 1-6 will be.
Will-o-the-Wisps: These encounters are with 2-5 boggarts (20%), a single will-o-the-wisp (50%), or 1-3 will-o-the-wisps (30%).
Wyverns: From 1-6 will be encountered.

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