Wastelands and hostile regions, Hero-Cities RPG
- Sea of Serpents
- Location: The Central Inland Sea, but the name
is usually only used to refer to the deepest parts.
- Terrain: Deep sea water
- Intelligent Inhabitants: Some water outsiders,
merfolk, sea dragons
- Creatures: Sea monsters of all forms and varieties.
- Other Threats:
- Useful commodities: Direct route for travel
- Location: West of Hikitami Island, east of the Nomad
Islands, in the southern Sea of Serpents
- Terrain: Variable depth sea with intermittent islands
and ``hot spots''
- Intelligent Inhabitants: Few.
- Creatures: Sea monsters.
- Other Threats: Dense smoke and fog make navigation
tricky. Hot spots. Occasional emissions of poison gas.
- Useful commodities: Few.
- Location: Southwest corner of Sea of Serpents, west
of the Smoky Sea and East of the Pact Lands
- Terrain: Small, geologically unstable volcanic islands.
- Intelligent Inhabitants: Lizardmen
- Creatures: Sea monsters, lizards, snakes, birds
- Other Threats: Volcanic activity, earthquakes, tsunamis
- Useful commodities: Pearls, minerals, lizardmen art,
archaeological finds from a prehistoric human civilisation
The Great Ooze
- Location: Western: on the west coast of the
Sea of Serpents, off Hillesa. Eastern: On the east
coast of the Sea of Serpents, southeast of Ellandria
(off the coast of the Haunted Lands).
- Terrain: Undersea areas where ruins of tall cities
come near the surface. Act as artificial reefs.
- Intelligent Inhabitants: Merfolk, water outsiders,
other water creatures
- Creatures: Sea monsters
- Other Threats: Drowning. Guards and protections left by
- Useful commodities: Artifacts of a magically advanced
Janni civilization; a few still work.
- Location: Southeast coast of Sea of Serpents,
South of Isthar, up to the Division Ridge
- Terrain: Putrid swamp
- Intelligent Inhabitants: Kobolds, lizardmen, some
goblins near the ridge
- Creatures: Oozes and plants, giant insects, other vermin
- Other Threats: Mires, quicksand, poisonous food and water,
strange gasses and fungi, etc.
- Useful commodities: Quicksilver and other rare metals,
medicinally and alchemically useful vegetation, spell
- Location: North of Isthar, along the east coast
of the Sea of Serpents, and extending to some of the
- Terrain: Hilly, lightly forested. Intermittent areas
of wild overgrowth or complete barrenness.
- Intelligent Inhabitants: Yaga's undead lieutenants
and their minions. Many of her lieutenants
are bound to their crypts, and control the local areas
through their minions. Both the binding magic and the
undead themselves have long outlived Yaga's banishment.
They do not necessarily get along with each other,
but each has a place of power where they are untouchable
by the others, so an uneasy truce is maintained.
- Creatures: Undead. Some constructs. Animals
- Other Threats: Places of power take on the attributes
of their undead overlords, and are generally well-protected
- Useful commodities: Ancient magic items, usually
but not exclusively evil.
- Location: North-east, bordered to the south-west
by the Haunted Lands, to the west by the Forest of
Caerfallin, and to the east by Angwyn's Preserve.
- Terrain: Dense forest, with some clearings and
- Intelligent Inhabitants: Orcs, ogres, gnolls,
trolls, lycanthropes, hags, outsiders, evil
fae, evil magical beasts, Yaga cultists
- Creatures: Tainted plants and animals, dire animals,
magical beasts, constructs,
- Other Threats: Morally corrupting atmosphere.
Plant and animal life are twisted and frequently
controlled by evil intelligences.
- Useful commodities: Ancient magic. Body parts
of rare creatures.
- Location: Far north-west, north of Plains of
- Terrain: Hilly scrublands
- Intelligent Inhabitants: Good to neutral dragons, e.g., Angwyn,
Good to neutral fae and sylvan magical beasts, e.g., unicorns.
- Creatures: Animals.
- Other Threats: Humanoids not welcome,
except in emergencies. Angwyn doesn't tolerate breaches of the
- Useful commodities: Dragon hordes might tempt the
very, very stupid.
- Location: Extends north and west of the Spine Mountains
- Terrain: Mountainous to hilly
- Intelligent Inhabitants: Giants, ettins, ogres, trolls.
- Creatures: Big animals.
- Other Threats: Huge mountains, sheer dropoffs
- Useful commodities: Few.
- Location: Between Hillesa and Tomtown
- Terrain: Hallucinatory
- Intelligent Inhabitants: Unclear
- Creatures: Unclear
- Other Threats: Changing landscape, illusions
- Useful commodities: Unknown
The Pact Lands
- Location: North of Hillesa, emptying into the Sea of Serpents
- Terrain: Large river
- Intelligent Inhabitants: ferocious water elementals
- Creatures: other water outsiders
- Other Threats: floods, whirlpools, rapids (often caused by elementals)
- Useful commodities: none
- Location: Southwest corner of Sea of Serpents, between Molosh and Durin's Forge
- Terrain: Hilly brush with deserts
- Intelligent Inhabitants: Many kinds of aberrations, outsiders and monstrous humanoids. For
example, sphinxes, minotaurs, dopplegangers, formians, slaadi.
- Creatures: any kept as pets or allies by the above, or feral versions of the same.
- Other Threats: Exploration and contact with the inhabitants of the Pact Lands needs the
approval and supervision of the cult diplomats on the Isle of Peace
- Useful commodities: exotic trade items manufactured by the strange inhabitants. Special crystals
mined by the formians.
- Location: From the south shore of the Sea of Serpents,
to the Division Ridge. Starts east of Molosh , and ends
at the Great Ooze.
- Terrain: Brush and marsh.
- Intelligent Inhabitants: Goblins near the Division Ridge.
Kobolds and lizardmen throughout.
- Creatures: Giant insects, vermin, dire animals, plants.
- Other Threats: Food is unhealthy to eat. Strange mind-
affecting plant life.
- Useful commodities: Useful medicinal and alchemical plants and spell
- Location: South of the Division Ridge.
- Terrain: Desert. Hot, sandy, high winds.
- Intelligent Inhabitants: Very occasional Janni nomads.
- Creatures: Few.
- Other Threats: Little food or water. The Poison Lake has
water, but is deadly to drink. Heatstroke. Sandstorms. Occasionally,
the soft rock of the plateau collapses, causing massive
- Useful commodities: The sand has high concentrations of
rare minerals, but no one has found an economically feasible
way of extracting them.