Describing a world in complete detail, including every geographic feature, is not always easy and this supplement provides 100 different wilderness locations that can be dropped in, fleshing out the blank regions of a world map. The locations are all intended for temperate regions and range in size from small places to large, from plains to mountains.
Each location has the name by which it is known and what makes the area interesting, which is usually connected to the name.
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Here are some sample results:
Goblin Moors: These windy upland plains are rarely visited, and not just because of the wind, for the brush, heather and grass is suited to raising sheep, even if it doesn't make very good farmland. The moors are avoided because of the warring goblin tribes that occupy the region, each tribe centred around a crude village or small fortification, both usually built on the remains left by previous occupants. Left to themselves, the goblins usually fight amongst each other, over religious matters that seem totally incomprehensible to outsiders, tiny differences in how each worships the goblin god. When intruders visit the moors, the disparate tribes unite to drive out the sacrilegious intruders.
Gothic Wasteland: This desert is filled with rock pillars that have been shaped, presumably by the wind, into towers that resemble Gothic constructions. The rock pillars look so much like actual constructions that some believe that they actually are buildings, constructed by a lost civilisation that used to dwell in the wasteland when it was fertile. Some have claimed to see lights coming from within the pillars, and says that this is evidence that the occupants of the wasteland still dwell there in some form or other. If the pillars are constructed towers, no-one has ever found a way inside them.
Grim Forest: This forest is filled with deciduous trees; oak dominates but a few elms and larches can be found as well. The trees, especially the oaks, have a very dark colouration to their leaves and branches, and beneath them is always dark. Even during the winter, when the leaves have fallen, the confines of the forest are still darker than they should be. The forest is little-visited, for any who do feel uncomfortable. They feel that the trees are watching, and they are not friendly to outsiders. Woodsmen and hunters have gone into the forest and never been seen again. Legend has it that the forest used to be a friendlier place, but a spirit who dwelled there was murdered and now the trees are tainted by their spirit, which hates those who still live.
Grinding Sabkha: These hot, dry salt flats cover a large area that was once an inland sea, but one that disappeared centuries ago. The water in the sea gradually disappeared over time, with the final areas evaporating under the sun. Most of the water disappeared into underground caverns beneath the flats, and much of it is still there. Occasionally the grinding noise for which the sabkha is known can be heard, and this originates in the underground caverns as the water erodes parts and causes land and walls to slip. Eventually, some of the flats themselves may end up in the underground water, as the roofs of some of the caverns collapses.
Harpy Channel: This channel runs between the mainland and a large island not far offshore. The channel is comparatively shallow, and, although easily wide enough for ships to travel through without problems, also comparatively narrow. The island offshore is very mountainous, with no suitable harbours. It is also home to many flocks of harpies, who will swoop down on ships travelling through the channel, taking people and treasure, as a toll if crews submit or by force if they do not. The difficulty with reaching the harpies' nests on the island has meant that no expedition to drive away the menace has succeeded, and the channel is the fastest trade route between two major ports.
One page is the front cover and one the front matter.