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Lordship of the Isles

Ruler: His Exalted Highness, Prince Latmac Ranold of Duxchan; Lord of the Isles; Scourge of the Waves
(male human, 16th level fighter, neutral)
Government: Hereditary feudal monarchy
Provinces: Seven main islands, each ruled as a duchy (Ansabo, Diren, Ganode), county (Jehlum, Luda, Mirim), or barony (Temil), and collectively ruled, along with many lesser islets,
as a principality; each territory includes several lesser baronies and/or baronetcies
Major Settlements: Sulward (SC, capital), Duxchan (LC), Mahan (LT)
Population: 80,000 Racial Composition: Sx
Demi-humans: few
Humanoids: some orcs on eastern islands, otherwise few (bullywugs, giants {cloud, mountain, storm}, lesser giantkind {annis, ogres}, grung, tasloi, trolls)
Alignments: N, CN Languages: Common, also Xolasa
Major Faiths: Llerg, Norebo, Osprem, Phaulkon, Phyton, Xerbo
Coinage: trident (p.p.), sunship (g.p.), dolphin (e.p.), anchor (s.p.), shelly (c.p.), monkey (i.p., 20 i.p. = 1 c.p.)
Resources: rare woods, spices, tropical foodstuffs

History
The original human inhabitants of the Lordship’s three main islands appear to have been Olmani peoples, though their numbers were apparently never great, for there exists no evidence of
major civilizing efforts. The smaller eastern islands were settled only by seafaring orcs, kin to those who dwell on Lendore Isle, and possibly also to those on Serpent Isle. The earliest Suel
settlers arrived at some point late in the Warring Tribes period (c. 425-071 PCE), probably during the second century PCE, and established coastal colonies on Ansabo and Ganode. As
these folk grew in numbers and strength they took up piracy as a trade, attacking passing vessels and occasionally raiding the Medegian coast. In the early days of Aerdy’s empire these
raiders were only a minor nuisance, but during the second century of the present era they grew stronger and bolder. A turning point came in 206, when they launched a major raid against
Pontylver and set its shipyards ablaze. The Overking responded by sending the Sea Barons to attack the islands, ordering the construction of Dullstrand as a base of operations for this
campaign. The Sea Barons’ fleet launched its first attack in 208, soundly defeated the pirates at the Battle of Ganode Bay in 209, and by 215 had subjugated the local pirates and captured
the entire island chain.

The archipelago was made a principality, with a new ruler, Torvaren of House Atirr, named the first Prince. Sulward, a naval base hastily constructed during the campaign, was declared its
new capital and expanded into a small city. In 220 an expedition was sent to establish a working port at Ekul, an old pirate colony, which thus nominally came under Lordship rule. The
restive Duxchaners, kept in check by the new Aerdian princes, gradually turned to more respectable and profitable commercial pursuits, and wealth flowed into the islands as the empire’s
sea trade expanded.

Because of its position across the Aerdi Sea, the Lordship enjoyed a greater degree of autonomy than was typical of Aerdy’s core provinces, and this became more true during the Age of
Great Sorrow (427-664), when power shifted to the outer dependencies and the noble houses began ruling their domains as palatinate-like states. During the Turmoil Between Crowns
(653-664) the Lordship did not openly rebel, but also resisted all pressure from the Overking to help suppress the southern secessionists. The new Herzog of Ahlissa tried to force their
cooperation by seizing Lordship vessels anchored at Prymp, but this instead provoked such outrage that in 664, one year after the Iron League’s formation, the Lordship seceded and joined
it, providing critical naval assistance. The Overking quickly issued letters of marque to the Sea Barons, declaring all Lordship vessels to be fair game, a state of affairs that still persists today.

After the secession the Tilva Strait at once assumed a new strategic importance, and the Lordship’s long-standing attitude of benign neglect toward Ekul changed. The Prince stripped its
governor of most authority and the city of much of its wealth. In 666 the Prince’s soldiers harshly suppressed a protest rally and handed authority over the city to an emergency governor,
actions that provoked a violent resistance movement that wracked the city for three years. In 669 the Lordship suffered a double defeat: a force sent to crush the uprising was lured into a
trap and slaughtered by local partisans, and when the troop ships hastily retreated they also came under attack by corsairs allied with Ekul, suffering severe losses at the Battle of Volanzi
(669). Though this calamity provoked outrage in the Lordship, it also aroused much sympathy among a people whose memory of Aerdian tyranny was fresh, so no major retaliation was
ordered, and the two powers settled into a state of low-grade war that lasted for decades, until the Treaty of Volanzi (722).

In 768 Prince Frolmar Ingerskatti died without issue, and the nobles of Diren fell to squabbling over who should succeed him. When fifteen months of argument produced no result, Ranold of
Duxchan was named Prince, thus shifting rule of the Lordship to the noble houses of Ansabo, though Ranold has respected tradition by holding court at Sulward as all his predecessors had
done. Ranold’s policy toward Aerdy is more confrontational than that of any Prince in decades, and he has presided over rapid military buildup, adopted a more aggressive strategic stance,
and commissioned the construction of three fortress ports on Hepmonaland’s coast, placing a sharp check upon Aerdian power in the south seas. This policy has had its successes, but has
also met with some stinging setbacks: at the Battle of Medegia (777) the Sea Barons sank four Duxchaner warships and made prizes of three loaded cogs before they could gain safety in
Pontylver, and in 790 three more warships were lost to a Medegian flotilla in the Densac Gulf, though the Medegians failed to capture critical intelligence carried aboard one of the vessels.

Present Day

The islands that form the Lordship are tropical, with hot and humid weather year-round, and during the late summer months are frequently lashed by great tropical storms from across the
Oljatt Sea. All are blanketed by thick rain forest, and active volcanoes lie near the center of most of them, with multiple peaks on the larger islands. The larger islands are also shot through
with rivers and small lakes. Only rivers, lake shores, and coastal areas are well-populated, and most of the territory’s inhabitants are found on the three largest islands, Ansabo, Ganode, and
Diren. The islands’ interior is mostly wild jungle, and inhabited by smallish bands of bullywugs, grung, tasloi, and trolls. The mountain peaks are home to several races of giants, with the
larger and stronger types dwelling at higher elevations.

The three main islands are the most heavily populated, sustaining at least three-quarters of the Lordship’s inhabitants. Most of the islands’ human inhabitants are of Suel ancestry, and speak
the Common tongue. Though usually slight, Olmani admixture is not uncommon among older families on the four western islands. There are also some more recent Olman arrivals, mostly
from Hepmonaland. These folk are considered baseborn, and relegated mainly to menial, low-class jobs. Most of them speak Xolasa among themselves. People of Oeridian and Flan
origins are mostly merchants or sailors in the major ports, and their numbers are small. On the eastern islands part-orc ancestry is not uncommon, and people of the lower social classes
sometimes speak a pidgin form of Orcish. Demi-humans make up less than 5% of the total population, and most dwell in the major ports, though small numbers of hairfoot halflings work on
the plantations.

For centuries the Lordship was ruled by a line of Aerdi princes at Sulward, on the isle of Diren. The present line claims ancestry both from Aerdian noble houses and the original Suel
inhabitants of Duxchan. The Prince handles all affairs of state, but the islands are ruled by local nobles. Ansabo, Diren, and Ganode are duchies; the outlying islands of Jehlem, Luda, and
Mirim are counties, and closely allied with the Prince at Sulward; Temil is a barony subject to Diren. The islands are divided up into many lesser baronies and baronetcies.

The Lordship of the Isles is strategically situated, and collects tribute from mariners wishing to use the Tilva Strait and other local waters. The rulers of Lendore Isle also make payments to
the Prince in exchange for remaining unmolested. The Lordship maintains close relations with other nations of the Iron League, is generally friendly with Ekul and Dullstrand, trades freely
with Nyrond and Almor, and engages in commerce with the Sea Princes, Keoland, Ulek, Elredd, and Greyhawk, among other places. It also engages in limited trade with Medegia, but
political relations between the two are tense and inconstant. Its long-standing enemies are the Sea Barons, who attack their ships relentlessly, and are attacked by them in turn.

The islands are lushly overgrown, and most of their interior is wild and has not been cleared for agriculture. Seafood predictably forms a large part of the local diet, and farms also raise some
cattle, pigs, and poultry (chickens, ducks, and turkeys). Staple crops include cassava, legumes, maize, potatoes, sweet potatoes, tomatoes, and yams. The large coastal plantations mainly
grow coffee, pineapple, and sugarcane, along with smaller amounts of cacao and modest quantities of chili pepper, coconuts, paprika, squash, tobacco, and vanilla. Though Kro Terlep long
held a monopoly over the wildly lucrative indigo trade, during the eighth century the Lordship of the Isles began cultivating the crop, and has now captured a little more than 10% of the
market. It also produces small quantities of logwood, and harvests tropical woods such as ebony, mahogany, and teak. The capture and sale of tropical animals is also a lucrative local
trade. In recent decades the trade in goods from Hepmonaland has swelled considerably, bringing great wealth to the islands.

The Lordship’s standard is azure an anchor sable, in chief a crown argent, base a square and cross saltire sable.
Major Settlements

Duxchan (pop. 12,000, hex B2-99) - The oldest and largest settlement on the isles, this bustling port dates to the first century of the present era. Over the last two centuries it has greatly
overtaken Sulward as the Lordship’s commercial hub, and increased correspondingly in size and wealth, so much so that the old term “Duxchan Isles,” once used to describe the
archipelago but long since fallen out of favor, has come back into common usage. Duxchan has a strongly fortified central port district, surrounded to northeast and southeast by sprawling
suburbs with plantations and shantytowns on their periphery. The dock area is alive with busy commerce and roistering at all hours, and includes major temples of Norebo, Osprem,
Phaulkon, and Xerbo, along with a temple devoted to the Oeridian deities of seafaring. The port and local fleet are commanded by Commodore Eisen, the Lordship’s Grand Admiral.
Duxchan has a large guild of thieves, the sole local rival to the Sulward Assassins’ Guild. The Duxchan thieves dominate most criminal enterprises on Ansabo and the west part of Ganode.
The city is surrounded by plantations for many miles in almost every direction, particularly near the coast.

Mahan (pop. 4,000, hex W1-96) - A large walled town at the top of Ganode Bay that serves as Ganode’s capital and major port. It is surrounded by plantations, which provide much of the
Duchy’s wealth; in recent decades it has become the center of the Lordship’s indigo trade, and thus hugely profitable, though most of the wealth so gained benefits only a few prominent
families. The town includes a busy port district, a high-class residential district with broad tree-lined boulevards and walled garden estates, and an overcrowded and squalid slum district.
Major temples include those of Norebo, Osprem, Phaulkon, and Xerbo, and there are large temples of Llerg and Phyton in the plantation country.

Sulward (capital, pop. 6,000, hex U1-90) - A smallish, strongly fortified city built in typical Aerdian style, with only small concessions to the local climate. Prince Ranold holds court at a great
fortress-palace that overlooks the harbor from a looming promontory. The city is orderly and well-run, and divided into four quarters, one commercial, two residential, and a fourth given
over almost entirely to dining, drinking, gambling, whoring, and roistering. This quarter is dominated by Sulward’s Assassins’ Guild, a powerful organization that controls not only the city’s
criminal underworld, but most thievery, smuggling, and piracy in the Lordship, particularly on the five eastern islands. Its only rival is Duxchan’s Guild of Thieves, which controls illicit activity
on Ansabo and west Ganode. Sulward’s six major temples are devoted to Norebo, Osprem, Phaulkon, Pyremius and Syrul, Xerbo, and the Oeridian deities of seafaring. Much of the land
around Sulward is forested, but roads lead to the western part of the island, which is dominated by some of the Lordship’s largest plantations.

Other Settlements
Car Ulos (pop. 1,000, hex M2-115) - “Dagger Port,” one of two fortress ports the Lordship has constructed on the shores of the Tilva Strait, to monitor traffic and project sea power. The
settlement consists of a strong fort equipped with siege engines, adjacent to a walled town facing a harbor, in which there are always a few warships ready to sail on short notice. Roughly
two-thirds of its inhabitants are sailors or soldiers, and the remainder are a mix of merchants, tradespersons, and others. Patrols regularly ply the waters between Car Ulos and Xia Ulos,
and Prince Ranold is said to be considering the construction of a sister port farther along the coast, directly south of Ansabo. Some of the countryside surrounding Car Ulos has been
cleared for plantations, but the fort’s holdings amount to only a few square miles, beyond which lies untamed virgin jungle.

Halpsker (pop. 1,000, hex W1-94) - A small town that serves as the capital of Temil. It faces a strait known to be treacherous, and thus has never developed into a major port, mariners
generally preferring to avoid the area. Halpsker is walled, and divided between a commercial district on the seaward side and a residential one on the landward. A great lighthouse towers
over the town. Major religious structures include temples of Lydia, Osprem, Phaulkon, and Xerbo. In ancient times the Olmani did not settle Temil, believing the great volcano at its heart to
be sacred, and the island cursed and taboo; the volcano and its immediate surroundings are still unsettled, for strange monsters are known to dwell there.

Hopeport (pop. 900, hex V1-93) - A port village on the south coast of Diren, and the island’s largest settlement besides the capital. Its major industry is shipping, for many of the agricultural
products grown on the plantations in the western part of the Duchy are funneled through Hopeport rather than Sulward. The village’s major temples are dedicated to Llerg and Xerbo, and
do not get along, having a rivalry so intense it borders on open hostility. The village’s wealthier merchant and artisan population favor Xerbo, and most of the laborers and other common
folk favor Llerg, so these conflicts are exacerbated by class tensions.

Lov Ulos (pop. 900, hex K1-99) - “Far Port,” the third and smallest of the Lordship’s fortresses on the Hepmonaland coast, situated upon a small peninsula that projects into the Oljatt Sea.
Like the others, it consists of a stone fort, town, and harbor; at present the town is surrounded merely by a stout palisade, but a stone wall is under construction. More than two-thirds of
the settlement’s inhabitants are soldiers or sailors, and several warships are stationed there to guard the sea lanes leading to and from Turucambi. Most traffic to and from that place
passes through Lov Ulos, and pirate attacks are consequently a common problem. The settlement is also troubled at times by sahuagin. Only two or three miles of the area surrounding
the settlement has been cleared, and little of it is farmed, so the settlement is almost totally dependent upon outside food supplies delivered by ship.

Xia Ulos (pop. 1,100, hex H2-107) - “Red Port,” the larger of the Lordship’s two fortress ports on the shores of the Tilva Strait, and the linchpin of its sea power in those waters. Like Car
Ulos, it consists of a strong fort equipped with siege engines, a walled town, and a harbor in which several warships always stand ready to sail. Almost three-quarters of its inhabitants are
sailors or soldiers, and the remainder merchants, tradespersons, and others. The small peninsula on which it sits has been cleared to a distance of fifteen miles from the fortress walls, and
much of it is farmed.

Humanoid Tribes

Aarakocra

Small groups of these creatures nest atop the islands’ highest mountain peaks. They rarely associate with other creatures. They are customarily armed with fletched javelins.

Bullywugs, Grippli, and Grung

Bullywugs and grung generally dwell near fresh water, living in small tribal bands with no central organization. They will sometimes raid other nearby creatures for meat and loot. Bullywugs
use wicker shields and fight with spears, javelins, and weapons scavenged from other races. Grung favor spears and short bows, envenoming their weapons with their skin secretions.
Grippli are rare on the islands, and only dwell in dense rain forests far from human habitation. Though peaceable, grippli may defend themselves with darts (typically envenomed with
vegetable toxins), snares, nets, or occasionally scavenged knives and daggers.

Lizard Folk

These creatures usually live near fresh water, but sometimes dwell on secluded seacoasts or in low-lying forest areas. They live in small bands with no central organization. They favor
barbed darts, javelins, clubs (treat as morning star), and spears (treat as medium lance), and sometimes use small shields.

Orcs

The orcs of the eastern islands belong to a loose confederation of a dozen or so related clans, numbering about 10,000 and holding scattered territories on the islands of Jehlum, Mirim, and
Luda. These clans collectively form a tribe known as the Bloody Moon. They are skilled seafarers who travel in small vessels ranging in size from long outrigger canoes to smallish galleys
and sailing ships, which they conceal from Lordship patrols by mooring them up rivers or in sheltered, secluded harbors, and use them to engage in trade with neighbor clans, attack small
vessels, and mount seaborne raids against the island’s human inhabitants. They also raid by land. Orcs of the Bloody Moon venerate Gruumsh and Luthic, and also pay honor to Shargaas.
They wear leather, studded leather, brigandine, and occasionally mail or banded mail, and sometimes employ small shields. Their favored weapons include short bows, harpoons, spears,
sabres, and a type of long flat war club lined with spike-like bladed projections (treat as morning star). Ogrillons are not infrequently found among them.

Tasloi

These malicious creatures live in forested areas, dwelling in small bands with no central organization. They frequently raid and steal from other creatures, usually attacking at night. They
use small wicker shields, nets, clubs, javelins, lassos, and bronze knives (as knife, swordlet, or short sword, depending upon length).

Giantkind and Trolls

The lowlands are inhabited by a sprinkling of annis, ogres, and trolls. Higher mountain slopes are inhabited by mountain giants, which are frequently served by lesser giantkind. Cloud giants
dwell atop a few of the loftiest peaks, and some storm giants favor these typhoon-lashed islands, dwelling either atop great peaks or in undersea lairs.
Encounters in the Lordship of the Isles

Table I

All encounter rolls should initially be made on this table, proceeding to Table II when this is indicated.

Ansabo or Jehlum,
Ganode Temil Diren Mirim, Luda Encounter
01-10 01-10 01-10 01-10 animals
11-14 11-12 11-14 11-12 demi-humans
15-20 13-16 15-20 13-16 men, bandits
21-30 17-26 21-32 17-24 men, merchants
31-36 27-30 33-40 25-28 men, patrol
37-40 31-32 41-44 29-30 men, pilgrims
41-48 33-40 45-52 31-38 men, pirates
49-50 41-42 53-54 39-40 men, raiders
51-55 43-44 55-56 41-44 men, tribespeople
56-65 45-60 57-70 45-55 men, villagers
66-00 61-00 71-00 56-00 roll of Table II, below

Table II

Ansabo or Jehlum,
Ganode Temil Diren Mirim, Luda Encounter
01-03 01-02 01-03 01-02 ants, giant
04-05 03-04 04-05 03 apes, carnivorous
06-08 05-07 06-08 04-05 bats
09-10 08-09 09-10 06-07 beetles, giant
11-13 10-11 11-12 08-09 birds, giant
14-16 12-13 13-15 10-11 centipedes
17 14 16 12 dragons
18-19 15-16 17-18 13-14 dragonflies, giant
20-21 17-18 19-20 15-16 eblis
22-23 19-20 21-22 17 faeriefolk
24-26 21-22 23-25 18-19 fireflies, giant
27-30 23-26 26-29 20-23 frogs
31-42 27-40 30-41 24-32 giantkind
43-44 41-42 42-43 33-34 greenhag
45-56 43-52 44-56 35-58 humanoids
57-58 53-54 57-58 59-60 hydras
59-60 55-56 59-60 61-62 kamadans
61 57-58 61 - kopru
62-64 59-61 62-64 63-65 leeches, giant
65-67 62-64 65-67 66-68 lizards
68-69 65-66 68-69 69 lycanthropes
70-71 67-68 70-71 71-72 mantis, giant
72 69 72 - oncos
73-74 70-71 73-74 73-74 pedipalps or scorpions
75-77 72-74 75-77 75-77 plants, dangerous
78-81 75-78 78-81 78-81 rats, giant
82-83 79-81 82-83 82-83 sirens
84-86 82-84 84-86 84-86 snakes, giant
87-89 85-87 87-89 87-89 spiders
90-91 88-89 90-91 90-91 termites, giant
92-94 90-92 92-94 92-94 toads, giant
95-96 93-94 95-96 95-96 umpleby
97 95-96 97 97 undead
98-99 97-98 98-99 98-99 wasps, giant
00 99-00 00 00 will-o’-the-wisps

No aquatic encounter tables are provided, but the DM may devise them if desired. Some aquatic monsters appear on the regular encounter tables. Other likely encounters include giant
catfish, giant crayfish, sirines, giant water spiders, and giant snapping turtles in fresh water, and giant crabs, dragon turtles, aquatic elves, various fish (afanc, barracuda, eels, floating eyes,
masher, rays, sharks, swordfish), ixitxachitl, locathah, manatees, merfolk, morkoths, giant octopuses, porpoises, sahuagin, sea hags, giant sea horses, giant shellfish, sirines, sea snakes,
giant marine spiders, strangle weed, sea turtles, urchins, whales, and mottled worms in the sea.

Animals: These encounters are with ordinary animals appropriate to the terrain. Possibilities include black bears, predatory birds (eagles, falcons, owls, ravens, vultures), wild boar, wild
cats, crocodiles, dogs, goats, jaguars, otters, rats, constrictor snakes (anacondas, boas), venomous snakes (bushmasters, coral snakes, cottonmouths, rattlesnakes), squirrels, tapirs, and
weasels.

Ants, Giant: These encounters may be with 1-100 foraging workers (90%) or a nest with 20-200 workers, one warrior for every five workers, and a queen (10%).

Apes, Carnivorous: From 1-8 will be encountered.

Bats: These encounters are usually with 1-20 giant bats of ½ (60%) or 1 (40%) hit die. In regions that are mountainous or have caves, 15% of bat encounters are instead with 1-8 mobats
(90%) or 1-6 doombats (10%).

Beetles, Giant: These encounters are with 1-12 bombardier (40%), 1-6 rhinoceros (20%), 1-3 slicer (20%), or 1-10 stag (20%) beetles.

Birds, Giant: These encounters are with 1-2 boobries (25%), 1-20 giant cranes (65%, if 20 are indicated it is 50% likely that 31-50 are encountered instead), or 1-2 rocs (10%). Boobries
and giant cranes inhabit wetlands and lake shores, and giant cranes also flock along seashores; rocs nest atop the islands’ highest mountain peaks.

Centipedes: These encounters are with 3-30 huge centipedes (50%), 2-24 giant centipedes (40%), or 1-8 megalocentipedes (10%).

Demi-Humans: The type of demi-humans encountered may be determined below.

Ansabo or Jehlum,
Ganode Temil Diren Mirim, Luda Demi-Humans
01-30 01-30 01-30 01-20 elves, aquatic
31-90 31-95 31-90 21-95 halflings, hairfoot
91-00 96-00 91-00 96-00 others
Aquatic Elf encounters occur only along seacoasts, never in the interior; the elves are normally foraging or engaging in trade, and in the latter case 5-30 high elves may (50%) also be
present. From 10-100 aquatic elves will be encountered. The group includes one fighter of 2nd-3rd level for every ten elves, and one cleric of 3rd-6th level or or fighter of 4th-5th level
(equal chance for each) per 50 elves. Aquatic elves are typically armed with tridents, spears, nets, and daggers.

Halfling encounters may be with a hunting or foraging party (5-12 halflings, 2-7 dogs, 75%), a patrol (15-24 halflings led by two 2nd-3rd level sergeants and a 3rd-4th level officer, 9-16
dogs, 5%), or settlement (20-120 males plus females and children equal to 100% and 60% of their total, two 2nd level fighters per 30 males, one cleric of 1st-4th level and one 3rd-4th level
fighter per 50 males, 1-2 dogs per male, 20%). Halflings may wear leather armor, and fight with hand axes, short swords, spears, short bows, and slings.

Other encounters are with 5-30 hill dwarves, high elves, or gnomes (equal chance for each), with one exceptional leader-type (cleric, fighter, or magic-user of 2nd or higher level, as
appropriate) per ten demi-humans present. These folk are armed and armored in a fashion appropriate to their race. Dwarves favor mail and shield, axes, hammers, maces, short swords,
and crossbows; elves wear leather or elven mail, and fight with bows, spears, and swords (long, short); gnomes favor studded leather or mail, and fight with clubs, slings, spears, and
short swords.

Dragons: These encounters are with one (50%) or 1-4 (50%) black, bronze, green, or red dragons, or one (90%) or two (10%) mist dragons. If two are encountered they are a mated pair,
and if three or four are they are either a mated pair and young, or a group of sub-adults.

Ansabo or Jehlum,
Ganode Temil Diren Mirim, Luda Dragons
01-15 01-10 01-15 01-10 black
16-35 11-30 16-35 11-30 bronze
36-50 31-45 36-50 31-40 green
51-80 46-90 51-80 41-90 mist
81-00 91-00 81-00 91-00 red

Dragonflies, Giant: These insects have 7 hit dice. From 1-6 will be encountered.

Eblis: These creatures dwell in wetlands and along rivers and lake shores. From 4-16 will be encountered.

Faeriefolk: These encounters may be with 5-20 grigs (10%), 1-2 hamadryads (10%), 1-3 nymphs (60%), or a sylph (20%). These creatures are very rare and reclusive.

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

Frogs: From 2-40 giant frogs (80%) or 1-12 poisonous frogs (20%) will be encountered.

Giantkind: These encounters may be with 1-3 annis, 1-6 cloud giants, 1-4 mountain giants, 1-4 storm giants, 1-20 ogres, 1-12 trolls, or a mixed group of 2-3 types, which will always be of
alignments compatible with each other. Encounters with mountain giants are always 40% likely to be with a mixed group, for these creatures are frequently served by lesser creatures.

Ansabo or Jehlum,
Ganode Temil Diren Mirim, Luda Giantkind
01-20 01-20 01-20 01-20 annis
21-30 21-25 21-30 21-25 giants, cloud
31-40 26-35 31-40 26-35 giants, mountain
41-45 36-40 41-45 36-40 giants, storm
46-70 41-70 46-70 41-70 ogres
71-90 71-90 71-90 71-00 trolls
91-00 91-00 91-00 91-00 mixed group

Greenhag: These horrible monsters are encountered singly, but may (25%) be working in cooperation with giantkind.

Humanoids: The type(s) of humanoids encountered may be determined below:

Ansabo or Jehlum,
Ganode Temil Diren Mirim, Luda Humanoids
01-10 01-05 01-10 01-05 aarakocra
11-40 06-15 11-35 06-10 bullywugs
41-45 16-20 36-40 11-15 grippli
46-60 21-30 41-50 16-20 grung
61-80 31-90 51-75 21-30 lizard folk
- - 76-85 31-95 orcs
81-00 91-00 86-00 96-00 tasloi

All humanoids are armed and armored in the fashion favored by their tribe; see “Humanoid Tribes,” above.

Aarakocra encounters are with 1-10 of the creatures (95%), except atop high mountain peaks, where a nest of 11-30 may (5%) be found.

Bullywugs inhabit rivers, lake shores, wetlands, and rain forests. Encounters are with scouting or hunting parties (3-12 bullywugs, 50%), war bands (20-80 bullywugs, 30%), or lairs
(20-120 bullywugs, 20%).

Grippli are only found in dense rain forests far from human habitation. Encounters are with 1-10 grippli (80%) or a village of 5-30 (20%).

Grung encounters are with scouting or hunting parties (3-12 grung, 50%), war bands (20-50 grung, 40%), or lairs (50-100 grung, 25% of them juveniles, 10%).

Lizard Folk dwell near water, or occasionally in low-lying forest areas. Encounters are with hunting or foraging parties (2-12 lizard folk, 80%) or villages (10-40 lizard folk, 20%).

Orc encounters are with scouting or hunting parties (3-18 orcs, 35% chance for 1-6 ogrillons, 50%), war bands (30-240 orcs, 65% chance for 6-48 ogrillons, 20% chance for 3-24 ogres,
40%), or lairs (30-300 orcs plus females and young equal to 100% each of the number of males, 90% chance for 5-60 ogrillons, 50% chance for 3-30 ogres, 10%).

Tasloi inhabit rain forests. Encounters are with hunting or foraging parties (4-16 tasloi, 50%), raiding parties (10-80 tasloi, 40%), or a tree-village (30-120 tasloi, 10%).

Hydras: These encounters are with 1-2 common (80%) or Lernaean (20%) hydras. All Lernaean hydras in the Lordship have a venomous bite, and 50% of common hydras do also.

Kamadans: From 1-3 will be encountered.

Kopru: These evil creatures are only found in volcanic springs and other exceptionally hot and wet places. From 1-4 will be encountered. If this result is rolled in a non-volcanic area, the
DM may substitute an encounter with an ingundi.

Leeches, Giant: These creatures are common in all sorts of wet terrain, including rain forests. From 2-16 will be encountered.

Lizards: These encounters are with 1-4 fire (5%), 1-12 giant (85%), or 1-6 minotaur (10%) lizards.

Lycanthropes: From 1-6 wereboars (20%), 1-3 werejaguars (60%), or a single wereshark (20%) will be encountered.

Mantis, Giant: These great predatory insects are encountered singly.

Men, Bandits: These encounters are with 20-200 bandits or brigands (equal chance for each) led by a 7th-10th level fighter accompanied by a 6th-7th level lieutenant and six 2nd level
guards. The group also includes one 3rd level fighter for every 20 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 that they are accompanied by a 7th-10th level magic-user, and a cumulative 15% chance for a cleric of 5th-8th level and 1-2
assistant clerics of 1st-4th level. Only 0%-30% of a bandit group is usually mounted. If encountered in their lair (20% chance) they are in a camp (65%), cave complex with secret entrance
(10%), or fort (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 (10%), or mail (10%), may use shields, and favor short bows, light crossbows, spears, and swords, among other weapons.
Men, Merchants: These encounters are with merchant trains comprised of 50-300 people (10% traders, 10% drovers, 80% mercenary guards) and 5-30 carts or wagons. The traders 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), 10% chance for a magic-user of 5th-10th level, and 5% chance for a
cleric of 5th-8th level (all chances are cumulative). The guards wear studded leather (50%), brigandine (20%), mail (20%), or banded 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 include 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 {60%} or druid {10%}, or 4th-5th level magic-user {30%}). Patrols are 50% likely to be mounted on light warhorses. They wear studded leather (50%), brigandine (20%), mail (20%),
or banded mail (10%), carry shields, and fight with lances, swords (broad, long, sabre), light crossbows, short bows, and horseman’s weapons (flail, mace). Any patrol encountered is 5%
likely to be false patrol, which appears in most respects to be an ordinary patrol, but is actually a disguised group of bandits, brigands, or raiders.

Men, Pilgrims: These encounters are with 10-120 pilgrims led by a 7th-10th level cleric, 1-3 5th-6th level clerics, 2-5 3rd-4th level clerics, and 1-6 1st-2nd level clerics (15% likely to be
druids if the pilgrims are of neutral alignment). The group may be accompanied by 1-10 fighters (or paladins, rangers, or anti-paladins) 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%), all as alignment permits.
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 10% 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 (5%), lawful neutral (15%), lawful evil (10%),
neutral good (5%), neutral (15%), neutral evil (15%), chaotic good (10%), chaotic neutral (15%), or chaotic evil (10%).

Men, Pirates: These encounters are with 50-300 buccaneers (65%) or pirates (35%), who have either come ashore from their ship(s) (80%) or are in a settlement that serves as their home
base (20%). The following additional figures are present: one 2nd level fighter per 20 pirates, one 3rd level per 50, and one 5th level per 100, plus an 8th-10th level captain, 6th-7th level
lieutenant, and 3-6 4th level mates. For every 50 there is a cumulative chance of 15% for a cleric of 9th-12th level and 10% for a magic-user of 6th-11th level. If encountered in their lair
they have 2-8 prisoners. Leaders wear brigandine or mail, and all others leather armor; they favor axes, short bows, cutlasses, crossbows, and spears.

Men, Raiders: These encounters are with groups of privateers or seaborne raiders, most commonly from Medegia or the Sea Barony, though other nationalities are possible. They are
equivalent to pirates (q.v.) with 5-30 additional members.

Men, Tribespeople: These encounters are with a hunting or foraging party (2-12 members, 75%) or settlement (10-100 men plus equal numbers of women and children, 25%) of jungle-
dwelling folk, semi-civilized but relatively primitive when compared to most of the islands’ human inhabitants; most are Olmani, though some are Suel, or of mixed blood. Each is
equivalent to a 1 hit die monster, one in every ten is a 2nd-3rd level fighter, and settlements always include a 5th-6th level chief, 1-4 4th level sub-chiefs, and a cleric of 7th-8th level, plus
one 3rd-4th level cleric per ten tribespeople and one 5th-6th level cleric per 30 tribespeople. They use shields, may wear hide cuirasses (as leather armor), and fight with blowguns, short
bows, and various types of clubs and spears.

Men, Villagers: These encounters are with homesteads (11-30 inhabitants, 40%), a small hamlet (50-300 inhabitants, 35%), or a village (400-900 inhabitants, 25%). Most inhabitants are
typical farmers, plantation workers, or the like, but exceptional individuals will be present in the usual numbers.

Oncos: These irascible elephant-like animals are uncommon on the Duxchan Isles. They roam in small family groups of 1-6.

Pedipalps or Scorpions: These encounters may be with 1-4 large (35%), 1-4 huge (20%), or 1-3 giant (15%) pedipalps, or 1-6 large (15%), 1-4 huge (10%), or 1-3 giant (5%) scorpions.

Plants, Dangerous: These encounters may be with 1-3 algoids, 1-3 assassin vines, a bohun tree, 1-4 kelpies, 1-8 giant pitcher plants, 1-2 shambling mounds, 1-4 giant sundews, or a
yellow musk creeper (which is 50% likely to be accompanied by 1-2 yellow musk zombies). Though kelpies are most commonly encountered in the sea, they also venture into fresh water,
and are sometimes found even in volcanic springs.

Ansabo or Jehlum,
Ganode Temil Diren Mirim, Luda Plants
01-10 01-05 01-05 01-05 algoids
11-14 06-09 06-09 06-10 assassin vines
15-16 10 10 - bohun tree
17-40 11-25 11-35 11-30 kelpies
41-55 26-45 36-55 31-45 pitcher plants, giant
56-70 46-60 56-70 46-55 shambling mounds
71-85 61-90 71-90 56-95 sundews, giant
86-00 91-00 91-00 96-00 yellow musk creeper

Rats, Giant: From 5-50 will be encountered.

Sirens: These creatures dwell near seacoasts, or occasionally atop mountain peaks. From 1-12 will be encountered.

Snakes, Giant: These encounters may be with 1-3 giant constrictors (35%) or 1-6 giant venomous snakes (65%).

Spiders: These encounters may be with 1-4 aranea, or with 1-8 giant, 1-12 huge, or 1-20 large spiders, as follows:

Ansabo or Jehlum,
Ganode Temil Diren Mirim, Luda Spiders
01-05 - 01-05 - aranea
06-10 01-05 06-10 - spiders, giant
11-55 06-55 11-55 01-50 spiders, huge
56-00 56-00 56-00 51-00 spiders, large

Termites, Giant: These encounters may be with 6-60 foraging workers (95%), which will be accompanied by 3-18 soldiers if at least 30 workers are present; or a nest with 60-600 workers,
30-180 soldiers, and a queen accompanied by a king and an additional 2-12 soldiers and 5-30 workers (5%). Giant termites are nocturnal, and their nests are only found deep inside rain
forests.

Toads, Giant: From 1-12 will be encountered.

Umpleby: These strange humanoids dwell near water. They are always encountered singly.

Undead: These encounters are with a coffer corpse, 2-16 jungle-ghouls or lacedons (as appropriate), or a penanggalan, as shown below. Other, special encounters may be devised by the
DM if this is desired.

Ansabo or Jehlum,
Ganode Temil Diren Mirim, Luda Undead
01-10 01-10 01-10 01-10 coffer corpse
11-90 11-85 11-90 11-95 ghouls or lacedons
91-00 86-00 91-00 96-00 penanggalan

Wasps, Giant: From 1-20 (95%) or 21-40 (5%) will be encountered.

Will-o’-the-Wisps: These encounters may be with 2-5 boggarts (25%), a lone will-o’-the-wisp (60%), or 1-3 will-o’-the-wisps (15%).

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