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Various locations are important to the campaign as a whole. From the northern bordering countries to the nation of Pitax to the west, all sorts of interesting things abound in the Stolen Lands.

Major Areas

River Kingdoms
Stolen Lands

Terrain Features

Forests – The forests of the Stolen Lands are densely vegetated, but generally crisscrossed with game trails and numerous clearings. The trees her typically consist of oaks, beech, rushleaf, and smaller scrub.

Hills – The rolling hills of the Stolen Lands are often pocked by small caves, twisting valleys, and small woodlands that crown hilltops or nestle in clefts.

Mountains – Although mountains in the Stolen Lands are relatively low in elevation (rarely rising more than 1,000 feet), they are often quite rugged and sheer, forcing travelers to follow old riverbeds, gorges, and twisting trails.

Plains – The grasslands and moors of the Stolen Lands vary from relatively open plains to swaths of tall grass that grows up to 3 feet high in places. Small copses of two to six trees are not uncommon.

Swamps – Swamps are a confounding mix of soggy ground, partially dry hummocks, tangled undergrowth, and deep pools of murky water. Travel in a straight line is impossible, requiring constant course adjustments.

Water – A river varies from 50 to 500 feet in width. Infrequent bridges and fords that allow a river to be crossed are indicated on the map where they appear, but in most cases, travel across a river requires swimming or boating. If the PCs wish to try swimming, all members of the group must make DC 15 Swim checks. If all members (and all mounts) make the check, then that particular river crossing doesn’t impact travel time through the hex. Otherwise, add 1 hour to the amount of time spent traveling for each failed Swim check. Lakes are calmer than rivers and may be navigated with a DC 10 Swim check, but their larger size makes swimming across them dangerous – as a general rule, if the PCs lack boats or actual swim speeds, it’s best to treat lakes as barriers to travel and force the travelers to circumnavigate the edges.

  • Gudrin River – The waters of this river are unusually clear; the river itself runs slow and deep, averaging 450 feet across and 150 feet deep at the deepest point.
  • Little Sellen River – The offshoot of the East Sellen river that branches further east at Mivon is known as the Little Sellen for it relatively narrow width; this river averages 90 feet across and 20 feet deep.
  • Murque River – This slow-moving river is bordered on both banks by strips of swampy land that effectively double the river’s 100-foot width. The river itself is only 10 feet deep, and its slowly-moving waters are thick with algae and silt.
  • Shrike River – Splitting from the Little Sellen, the Shrike is named for the numerous flocks of birds that nest along its length. Averaging 300 feet wide and sometimes reaching depths of 60 feet or more, the Shrike would make an excellent trade route between Brevoy and the southern lands, were it not for a pair of 30-foot-high waterfalls that make safe river travel impossible between the two points.
  • Skunk River – The unfortunate combination of algae and bubbling geothermal hot springs along the Skunk River give it a distinctively unpleasant scent of rotten eggs. This river averages 100 feet wide and 30 feet deep.
  • Thorn River – The banks of the Thorn River are thick with stinging nettles and tangles of sharp brambles. The river itself is relatively narrow, averaging 60 feet in width and 30 feet deep.


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