The Golden Khanate of Cogistan: Difference between revisions

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*Note that the initial hex claim took place in 739 Ascending Air, technically 'turn zero' but not a full kingdom turn.
*Note that the initial hex claim took place in 739 Ascending Air, technically 'turn zero' but not a full kingdom turn.

Revision as of 01:24, 29 February 2016

Founded in the year 739 of the Imperial Calendar, the Golden Khanate of Cogistan is the PCs' kingdom and the focus of the Lost Province campaign.

Cogistan

Category Economy Loyalty Stability Consumption BP
Government 16 28 12
Terrain 11 16 -3 16
Settlements 23 31 20
Edicts 3 2 1 2
Alignment 2 2
Misc. Modifiers 2
Events
Total 55 61 53 -1 16

Alignment: LN

Size: 27

Settlements (grids): 3

Control DC: 50

Current Unrest: 0

Current Treasury: 49 BP

Turn* Date BP Unrest Size Settlements
1 739 Resplendent Air ? 0 1 0
2 739 Descending Air ? 0 1 0
3 739 Ascending Water ? 0 1 1
4 739 Resplendent Water 13 0 1 1
5 739 Descending Water 14 0 2 1
6 740 Ascending Earth 16 0 3 1
7 740 Resplendent Earth 23 0 4 1
8 740 Descending Earth 29 0 5 1
9 740 Ascending Fire 20 0 5 1
10 740 Resplendent Fire 29 0 6 2
11 740 Descending Fire 19 0 7 2
12 740 Ascending Air 34 0 8 2
13 740 Resplendent Air 21 2 9 2
14 740 Descending Air 35 1 10 2
15 740 Ascending Water 23 0 11 2
16 740 Resplendent Water 31 0 13 2
17 740 Descending Water 35 2 13 2
18 741 Ascending Earth 28 2 13 2
19 741 Resplendent Earth 35 0 15 2
20 741 Descending Earth 34 1 17 2
21 741 Ascending Fire 46 0 19 2
22 741 Resplendent Fire 37 0 21 3
23 741 Descending Fire 40 0 23 3
24 741 Ascending Air 38 0 25 3
25 741 Resplendent Air 49 0 27 3
  • Note that the initial hex claim took place in 739 Ascending Air, technically 'turn zero' but not a full kingdom turn.

Miscellaneous Modifiers, Permanent Bonuses and Penalties

Resplendent Air 740: Completion of the quest Big Neighbours, Bad News imparts a permanent +2 bonus to Stability.

Government

Kingdom Role Appointed Bonus(es) Trait/Preferred/Misc Skill/ Leadership Economy Loyalty Stability
Ruler Still Mi Soon +4 Cha +5 Wis Destined For Greatness +1 - 10 -
Consort Vacant - - - - - -
Councilor Jo-Cham Tenghen +1 Wis - - - 1 -
General Qiao +1 Str Preferred Role - - - 2
Grand Diplomat Alabaster Lily +4 Cha Trainee - - - 3
Heir Vacant - - - - - -
High Priest Aydaas Tenghen +2 Cha Noble Born - - 2 2
Magister Erudite Cheon-Jae Angkyara +6 Int Noble Born +1 7 - -
Marshal Zaleem Ibn Falan +4 Dex Stranger in a Strange Land - 5 -
Royal Enforcer Yulyeong-Ui Balam +4 Dex - - - 4 -
Spymaster Honest Hyang-Yu +4 Dex Bounty Hunter +1 - 2 5
Treasurer Boom +4 Int Disenfranchised - 4 - -
Warden Statuesque Un-Suk +5 Str +4 Con Destined For Greatness - - 9 -
Viceroy Vacant - - - - - -
Viceroy Vacant - - - - - -
Total - - - - 16 27 12

Terrain

Location coordinates are east-west and then north-south (taking the NW, NE, NW, wiggle starting from Crumbling Tower).

Improvement Location Economy Loyalty Stability Consumption BP Other Turn
Claimed hex 0,0 1 0
Sawmill 0,0 1 1 2
Settlement 0,0 1 Crumbling Tower 3
Canal 0,0 8
Road 0,0 1/4 1/8 20
Claimed hex 0,1 1 5
Quarry 0,1 1 1 5
Claimed hex -1,0 1 6
Canal -1,0 6
Farm -1,0 -3 Stockyard 6
Claimed hex 0,2 1 7
Resource 0,2 1 -
Lair 0,2 1 -
Mine 0,2 3 3 Foundry (Crumbling Tower, A5-A6) 7
Road 0,2 1/4 1/8 20
Claimed hex -2,0 1 8
River -2,0 1/4 1/8 -
Farm -2,0 -3 Stockyard 8
Watchtower -2,0 1 Defence +2 15
Claimed hex -1,-1 1 10
Farm -1,-1 -3 Stockyard 10
Settlement -1,-1 1 Gachug/Slaughtertown 10
Claimed hex -2,-1 1 11
River -2,-1 1/4 1/8 -
Farm -2,-1 -3 Stockyard 11
Claimed hex 1,1 1 12
Sawmill 1,1 1 1 12
Road 1,1 1/4 1/8 20
Claimed hex -2,-2 1 13
Farm -2,-2 -3 Stockyard 13
Claimed hex -1,-2 1 14
Farm -1,-2 -3 Stockyard 14
Claimed hex -1,1 1 15
Quarry -1,1 1 1 15
Claimed hex 1,2 1 16
Sawmill 1,2 1 1 16
Watchtower 1,2 1 Defence +2 18
Claimed hex 2,1 1 16
River 2,1 1/4 1/8 -
Sawmill 2,1 1 1 16
Claimed hex 1,3 1 19
Sawmill 1,3 1 1 19
Road 1,3 1/4 1/8 21
Claimed hex 0,3 1 19
Mine 0,3 1 1 19
Claimed hex 0,4 1 20
Sawmill 0,4 1 1 21
Claimed hex -1,3 1 20
River -1,3 1/4 1/8 -
Claimed hex 0,5 1 21
River 0,5 1/4 1/8 -
Farm 0,5 -3 22
Claimed hex 1,4 1 21
Road 1,4 1/4 1/8 21
Claimed hex 1,5 1 22
Road 1,5 1/4 1/8 22
Claimed hex -1,6 1 22
River -1,6 1/4 1/8 -
Settlement -1,6 1 Xin Jihui -
Farm -1,6 -3 13
Road -1,6 1/4 1/8 24
Claimed hex 0,6 1 23
Farm 0,6 -3 23
Road 0,6 1/4 1/8 23
Claimed hex 0,7 1 23
River 0,7 1/4 1/8 -
Farm 0,7 -3 23
Claimed hex 1,0 1 24
River 1,0 1/4 1/8 -
Sawmill 1,0 1 1 24
Claimed hex 1,-1 1 24
Mine 1,-1 1 1 24
Claimed hex 1,-2 1 25
Farm 1,-2 -3 25
Claimed hex 0,-1 1 25
Resource 0,-1 1 -
Sawmill 0,-1 2 2 25
Total 11 0 16 -3 16

Settlements

Crumbling Tower

The capital city of Cogistan, so named for the ruined tower that was once the only structure for miles around. Elections are to be held for the position of mayor; the National Optimisation Committee handles zoning and development. Current size is 1 settlement grid.

Improvement Location Economy Loyalty Stability Consumption BP Other Turn
Watchtower C3 1 Defence +2 3
Brewery (1) D3 1 1 3
Theatre C4-D4 (2 lots) 2 2 4
Brewery (2) E3 1 1 5
House (1) C2 6
Monument D5 1 6
Inn D2 (C2) 1 1 Base value +500 gp 7
House (2) E4 7
Tavern E5 (E4) 1 1 Base value +500 gp 8
Noble Villa C1-D1 (2 lots; E1) 1 1 1 9
Smithy E2 1 1 10
Mint B2 3 3 1 13
Jail D6 2 2 15
House B6 (B5) 15
"Dance Hall" B5 (B6) 1 2 16
House B3 (A3) 16
Library F4 1 1 16
House A1 (A2) 18
Shrine F3 1 Leng Eryu 18
Monument B1 1 18
Exotic Artisan (1,A1) A2 1 1 19
Exotic Artisan (2,B3) A3 1 1 19
Foundry A5-A6 (2 lots) 1 1 Mine (0,2) 20
Pier E6 1 1 Base value +1,000 gp 20
Stable E1 (C1-D1) 1 1 Base value +500 gp 21
Park C5 1 25
Shrine F5 1 Parasra Vrani 25
Total 30 16 19 14 Base value 2,500 gp
A B C D E F
1
2
3
4
5
6
Magic Items in Crumbling Tower

Shrine: (1 minor potion, scroll, or wondrous item) potion of endure elements, CL 1st

Exotic Artisan: (1 minor ring, wand, or wondrous item) wand of comprehend languages, CL 1st

Exotic Artisan: (1 minor ring, wand, or wondrous item) ring of feather falling Shrine (Prarsni Vrani) (1 minor potion, scroll, or wondrous item) empty

Gachug

Cogistan's second city and breadbasket. Because it is economically dominated by a stockyard, it is sometimes nick-named "Slaughtertown". Boom currently serves as mayor. Current size is 1 settlement grid.

Improvement Location Economy Loyalty Stability Consumption BP Other Turn
Stockyard A3-B4 (4 lots) 1 -1 Adjacent farms +50% efficiency 11
Academy E3-E4 (2 lots) 2 2 12/22
Tannery A5 1 1 14
House D3 14
Jail A2 2 2 17
Park E2 1 17
House E5 17
Barracks B2 Defence +2 22
House F2 22
Inn D4 1 1 Base value +500 gp 25
Total 14 5 6 2 Base value 500 gp
A B C D E F
1
2
3 Zoned for university
4 Zoned for university
5
6
Magic Items in Gachug

Academy: (3 minor scrolls or wondrous items, 2 medium scrolls or wondroud items) none

Xin Jihui

Founded in IY 681 as an Imperial penal colony, Xin Jihui village was cut off from the Empire and remained isolated until rediscovered and annexed by the Khanate of Cogistan in IY 741. Elder Cho-Yeul Kwan has been supplanted by Erudite Cheon-Jae as the legitimate authority in Xin Jihui, by the Khanum's grant of the injang ring recovered from Wu Feng's demesne. Current size is 1 settlement grid.

Improvement Location Economy Loyalty Stability Consumption BP Other Turn
House E5 (E4) When annexed
Tavern E5 (E4) 1 1 Base value +500 gp When annexed
House F3 (F4) When annexed
Herbalist F4 (F3) 1 1 When annexed
Jail E3 Ruin When annexed
Garrison E2-F2 (2 lots) 2 2 24 (restored from ruin)
Stockyard C1-D2 1 -1 Adjacent farms +50% efficiency 23
Brewery E1 1 1 24
Orphanage B6 1 25
Park A6 1 25
Total 13 2 6 4 Base value 500 gp
A B C D E F
1
2
3 Jail (Ruin)
4
5
6
Magic Items in Xin Jihui

Herbalist: (1 minor potion or wondrous item) potion of delay poison, CL 4th

Summary of bonuses from all settlements

Settlement Location Economy Loyalty Stability Consumption BP Other
Crumbling Tower 0,0 16 19 14 Capital
Gachug/Slaughtertown -1, -1 5 6 2
Xin Jihui -1, 6 2 6 4
Total 23 31 20

Edicts

Edict Level Economy Loyalty Stability Consumption
Holiday 1 per year 1 1
Promotion Token 1 1
Taxation None 0 1
Trade 3
Total 3 2 1 2

Trade Routes

City of Origin Destination Type TRL RM LM Successes Economy Established Expires
Crumbling Tower Zhidon Crossing - 6 1 2 3 3* Resplendent Air 741 Resplendent Air 742
  • Note that this trade route's bonus to Economy is 1 greater than typical due to the Stranger in a Strange Land campaign trait.

Major NPCs

With more available leadership roles than PCs to fill them, the Khanate's government includes NPC followers. All major NPCs recruited as prospective government leaders are listed here, whether they're currently in a government role or not.

Recruited NPCs

These are the NPCs whom the PCs have successfully recruited to their cause.

Jo-Cham Tenghen

Human Ranger 4; Str 16, Dex 16, Con 13, Int 8, Wis 12, Cha 10; age 32 (Descending Earth)

Preferred Roles: General, Marshal, Royal Enforcer

Background: Jo-Cham is a member of the Tenghen family, a prominent clan among the nomadic herders native to the Far Province. His role in Zhidon Crossing was to keep an eye on the Tenghen family's local interests and to pay bounties on unusual or dangerous monsters that came to his clan's attention. Hearing of the PCs' intentions to found their own kingdom in the Lost Province, he threw his support behind this venture when the PCs sided with him over Nam-Kyu Kyeonggao in bringing the renegade mercenary Zhou-Ko of the Blazing Steel to justice.

Likes & Goals: Jo-Cham is an expansionist who wants to see the Khanate claim territory for the benefit of its people, his own house, and the Empire (in roughly that order). His discontent is reduced by 1 for every hex beyond the first claimed by the Khanate in any season.

Dislikes: In line with his expansionist leanings, Jo-Cham accrues discontent if too much time passes without the Khanate claiming additional territory. If two full seasons pass without any additional hexes being claimed, his discontent increases by 1. The claiming of the Khanate's founding hex does count for this; having claimed a hex already during the season of Air, Jo-Cham will begin to accrue discontent only if the seasons of Water and Earth pass without any further territory being claimed. It is likely that as the Khanate grows, Jo-Cham will have greater expectations for the rate at which the Khanate gains new territory.

Unique Trait: Jo-Cham Tenghen maintains strong connections to his family and a good reputation among local adventurers and bounty hunters, and can use these to the Khanate's advantage as long as he is not discontent. If the Khanate chooses to hire adventurers during the Event phase, you may first roll a Loyalty check; if this check is successful, the cost of hiring adventurers that turn is reduced by 1d4 BP. As with Jo-Cham's expectations that the Khanate will start to expand more quickly, this benefit is likely to improve as the Khanate grows.

Qiao

Human Warrior 3; Str 13, Dex 11, Con 14, Int 10, Wis 8, Cha 9; age 26 (Resplendent Fire)

Preferred Roles: General, Marshal, Royal Enforcer, Warden

Background: Qiao was a soldier in the Crimson Hawk mercenary detachment hired to defend Zhidon Crossing. She kept her head down and followed orders who Zhou-Ko of the Blazing Steel led the garrison in abandoning Zhidon Crossing and striking out into the Lost Province. Increasingly dissatisfied with events, she aided the PCs in subverting Zhou-Ko's leadership and was subsequently offered a place in the government of the Khanate. This is not a situation she expected to be in, nor a second chance she expected to receive.

Likes & Goals: Qiao is not particularly political and has few strong opinions on how the Khanate is run. Her goals are personal ones: she wishes to be respected, treated fairly, and dealt with honestly. Her discontent is reduced by 1 for ever full season which passes without the PCs acting in a manner that she dislikes.

Dislikes: Qiao dislikes being lied to, deceived, and disrespected, and accrues discontent if the PCs act in such a manner towards her.

Alabaster Lily

Half-Elf Oracle 4; Str 8, Dex 14, Con 13, Int 12, Wis 10, Cha 18; age 25 (Ascending Earth)

Preferred Roles: Consort, Heir, Magister (but see unique trait below)

Background: Alabaster Lily does her best to deflect efforts to pry too deeply into her background, although her good manners suggest at least a modest patrician upbringing. It's clear that, at the time you 'rescued' her from Smiling Jacinth's service, she was flattering his vanity and his whims, telling him what he wanted to hear, in order to stay on his good side. She is socially adaptable and values her own safety and comfort. She is also young, inexperienced, and a bit to fanciful for her own good, especially when it comes to the elven side of her heritage and elves in general.

Likes & Goals: Alabaster Lily wants the kingdom's leaders to be well-liked and is eager to pass edicts that increase Loyalty and Stability. She may, as an NPC Leader Request event rolled during the Event phase, advocate for the kingdom's holiday or promotion edicts to be increased. She expects these increases to persist for at least a year. Reduce Lily's discontent by 1 for every full season that passes with the holiday and promotion edicts maintained at her desired level, to a maximum of 4 per increase.

Dislikes: Alabaster Lily dislikes the thought of the kingdom's subjects enduring hardship. If a request to increase the holiday or promotions edicts is not acceded to, roll a Loyalty check; she accrues discontent on a failed check. If her request to increase the kingdom's holiday or promotions edicts is agreed to, but those edicts are reduced before a full year has passed, roll a Loyalty check; again, she accrues discontent on a failed check.

Unique Trait: Adaptable. Left to her own devices, Alabaster Lily would like nothing more than to imagine herself an elven princess, playing no more challenging a role in the kingdom's government than that of Consort or Heir. If you consider this a waste of her potential, then she can be placed in any non-favoured role and asked to learn that role. This process takes d8+4 months (kingdom turns; DM rolls secretly) during which her favoured role bonus does not apply and she additionally counts as discontent, taking a -1 penalty to her relevant attribute bonus (her actual discontent score remains zero). Once this process is completed she gains the role she has been performing as a favoured role, replacing one of her existing roles. She can do this twice. Only the Consort and Heir roles can be replaced in this way; she cannot learn one role and subsequently replace it.

Chal Hwa

Human (middle-aged) Expert 3; Str 7, Dex 8, Con 9, Int 12, Wis 15, Cha 14; age 46 (Descending Fire)

Preferred Roles: Councillor

Background: Owner and proprietor of the Hwa Teahouse in Zhidon Crossing, Chal Hwa has travelled to the town of Crumbling tower with an eye to possibly relocating his business and family to the Khanate.

Likes & Goals: Chal Hwa likes peace, security, and stability. Reduce Chal's discontent by 1 for every full season that passes without his dislike being triggered, and by 1 for the construction of any building that improves the Defence of the settlement in which he and his family live.

Dislikes: Chal Hwa dislikes threats to his business and his family. Every settlement event which affects the settlement in which he and his family live, and which increases the kingdom's unrest, increases his discontent by a like amount.

Unique Trait: Chal Hwa reduces the cost of the first Inn built after his recruitment by one-half, if that Inn is located in a settlement with a positive Defence modifier and he is allowed to run the place as the 'new' Hwa Teahouse. If that settlement includes a building that provides a discount on Inn construction, Chal Hwa's involvement allows an Inn to be built for one-half of the discounted price.

Jahta

Half-elf Ranger 2; Str 12, Dex 16, Con 15, Int 8, Wis 10, Cha 13; age 35 (Ascending Water)

Preferred Roles: Marshal

Background: An outspoken hunter of Algolapatan heritage who maintains a small camp on the Gaur River about 50 miles north of Zhidon Crossing, Jahta might be considered the leader of the various hunters and trappers who make their living in this part of the Lost Province.

Likes & Goals: Jahta likes the forest and likes to see the PCs' kingdom add forest hexes to its territory. Reduce Jahta's discontent by 1 for every three hexes of forest that the kingdom claims.

Dislikes: Jahta is a huntress who dislikes the intrusion of civilisation into the wilderness. Jahta begins to accrue discontent if the kingdom builds a Sawmill terrain improvement; a Highway terrain improvement in a forest hex; or if any Settlement in a forest hex grows beyond 8 lots in size (beyond a population of 2,000 or the "small town" settlement size category).

Unique Trait: As long as Jahta is in a preferred leadership role, the kingdom's Economy increases by 1 for every 5 forest hexes it controls.

Mantrik Rawi Sadhuku

Gnome (middle-aged) Cleric 7 (Parasra Vrani); Str 11, Dex 11, Con 9, Intelligence 11, Wisdom 17, Charisma 16; age 119 (Resplendent Air)

Preferred Roles: Councilor, High Priest

Relevant Skills: (5+ ranks) Knowledge (religion)

Background: Rawi Sadhuku is a Mantrik (scholar-priest) of Parasra Vrani from the Malkapuran city-state of Adwarat. He and his followers were expelled from Adwarat on the orders of Sardar Nandan following the death of one of the Sardar's favoured consorts. Mantrik Sadhuku led the pilgrims of Parasra Vrani into the Lost Province following rumours of the Golden Khanate, and arrived in Crumbling Tower in Ascending Water of IY 740.

Likes and Goals: Mantrik Sadhuku seeks to follow the teachings of the Charnel Merchant in peace, and wants the pilgrims who followed him to be allowed to worship freely. If acts of vile necromancy cause him to accrue discontent, the construction of religious buildings may appease him.

Dislikes: Vile necromancy. Always a devout follower of Parasra Vrani, the events that led to Mantrik Sadhuku's expulsion from Adwarat have further soured him on vile necromantic magic. He accrues discontent when acts of vile necromancy, such as casting animate dead, are performed within the Khanate, or by its citizens, with the knowledge and permission of the kingdom's leaders. He accrues discontent more quickly if these acts are performed or directed by the Khanate's leaders themselves.

Unique Trait: Funereal evangelist. As a devout follower of Parasra Vrani, Mantrik Sadhuku knows how to propitiate the dead and put unquiet spirits to rest. Should one of your kingdom leaders die, Mantrik Sadhuku may commune with the deceased leader's spirit to discern their final wishes and aid their passage to their next incarnation. This negates the vacancy penalty for that leader's role during the kingdom turn immediately following their death. If multiple kingdom leaders are killed in the same turn, Mantrik Sadhuku may only negate one vacancy penalty in this way; you may choose which leader's spirit he communes with. This only negates the vacancy penalty; any modifiers to kingdom attributes from the deceased leader's ability score modifier, skill ranks, campaign trait, and/or Leadership feat are lost as normal. Note that a character whose spirit has been put to rest in this way will reincarnate quickly into a new existence, and is beyond the reach of reincarnate or raise dead spells.

Prospective NPCs

These are the NPCs whom the PCs are interested in recruiting, or who have expressed their own interest in joining the Khanate.

Lady Sae Joo-Yun

Though the PCs declined Lady Joo-Yun's offer to join their government, preferring instead her aid in establishing a university, she remains in the Khanate as a noble guest and a potential source of information.

Timeline

Imperial Year (IY) 739, Ascending Air 6: Founding of the Kingdom of Cogistan.

IY 739, Ascending Water: Founding of the settlement of Crumbling Tower.

IY 739, Resplendent Water: Population of Crumbling Tower reaches 1,000.

IY 740, Descending Fire: Founding of the settlement of Gachug, also known as Slaughtertown.

IY 740, Ascending Water: Population of Crumbling Tower reaches 4,000.

IY 741, Resplendent Fire: Annexation of the village of Xin Jihui.

Maps

Full map of the Lost Province @ turn 24, session 27
Local map of Cogistan and its environs @ turn 25, session 28

Places Explored

1: Jahta's Camp. Base of operations for the ranger Jahta and several other hunters and trappers in the Lost Province.

2: Ruined Mill & Weir. This is the centre of the area where Even-Tongued Yeong directed the PCs to begin their exploration of the Lost Province. A knowledgeable engineer might want to take a look at the ruin...

3: Crumbling Tower. The Khanate's first city and current capital. So named for the formerly ruined watchtower, once occupied by “cannibals,” put to the sword in a vicious melee in which Clever Cog was slain.

4: Unknown Hobgoblin's Camp. He didn't last very long.

5: Wounded Megatherium. The “beast” sought by the PCs on one of their quests.

6: Crimson Hawk Camp. After the Crimson Hawk detachment hired to protect Zhidon Crossing turned renegade, this is where they set up camp. Partially burned by Mr. Dokkaebi and dismantled by the surviving mercenaries.

7: Bamboo Thickets. The thick bamboo growth in this hex makes it an especially attractive site for a future sawmill. It is considered a resource.

8: Ogre's Lair. An isolated cave formerly inhabited by a single ogre.

9: Ruined Mansion. An ancient, ruined mansion, formerly the lair of the outlaw Smiling Jacinth and his cronies.

10: Ghoul's Lair. Hidden in a riverbank, these flooded caves were the lair of a giant ghoul.

11: Hyaenodon Lair. This grisly burrow was once the den of a bloodthirsty dire hyena.

12: River Drake's Nest. A river drake once made its lair on an island in the middle of the Gaur River here, until it was chased off (and its hoard looted) by adventurers from Cogistan.

13: Embertongue Mine. A productive salt mine, now that the Khanate has claimed it and ousted the Embertongue kobolds that once made their lair here.

14: Ruined Bridge. It's clear that a bridge once spanned the rivers here, but only its stone pilings remain, protruding in a line above the sluggishly coursing waters.

15: The Lonely Tomb. Rumours brought this isolated mausoleum to the party's attention. Thoroughly looted, though the ultimate fate of the three sisters entombed within remains uncertain.

16: Shrine to River Eye. Once defiled and long ago the site of a presumed massacre. The shrine has been cleansed.

17: Troglodyte Lair. A small tribe of troglodytes once laired here in a network of caves above the Gaur River. Maybe the air will have cleared by the time the Khanate's reach extends far enough to claim this hex.

18: Gachug/Slaughtertown. This town (its name is a matter of ongoing dispute) is Cogistan's breadbasket. Prior to its founding, the most noteworthy thing locally was a krenshar den.

19: Ebon Peck's Nest. The nest of a once-notorious local pest, the axe beak Ebon Peck. Put to the sword by adventurers.

20: Ogre Hovel. This imposing stone structure and adjacent plot of farmland were once home to the Greentongue tribe of ogres. The champions of Cogistan vanquished them in late IY 740. Now informally claimed by the Khanate as a lodge for the use of well-intentioned travellers.

21: Vodyanoi Hermit. Sashi, the mutilated vodyanoi rescued from the dungeon of the Greentongue ogres, and his grandfather, Ut-Nam, dwell here.

22: Stone Bridge. An intact stone bridge spanning the Bitter Water. Its scale and construction suggest it was built by larger-than-human masons.

23: Goblin Lair. A small cave network once used as a lair by goblin raiders who made themselves a nuisance to both the Khanate and Zhidon Crossing. The goblins were driven out by adventurers and the caves are currently unoccupied as far as anyone knows.

24: The Unfortunate Myung-Un. Here the party found the remains of a hunter who had been investigating the Khanate at the behest of a mysterious 'H.' before running afoul of the jaws of hyaenodons.

25: Basking Rock. This large rocky pile, jutting from the surrounding swampland, was once home to a fierce pair of fat-tailed monitor lizard alphas.

26: Star-Marked Ruin. This overgrown ruin, once inhabited by dire apes and protected by a guardian daemon, is the 'star-marked ruin' long sought by Lady Sae Joo-Yun.

27: Remains of a Palisade. The dilapidated remnants of earthen and wooden fortifications indicate that an encampment or fort once stood here.

28: Xin Jihui Village. This village is all that remains of a penal colony established by the Empire some 60 years ago. Its name means New Hope or Second Chance.

29: Jinhong Gang. The capital city of the Honnangal Freehold. Its name means Crimson River.

30: Wu Feng's Mansion. Once the home of the evil wizard Wu Feng. Yet to be explored, believed to lie at least partially in ruins.

31: Hwanghon Bu. A new city founded by the Honnangal Freehold. Its name means Twilight Brings Wealth.

32: Taeyang Mun. A minor settlement of the Honnangal Freehold in the far east of its territory. Its name means Gate of the Rising Sun.