Small map suitable for short fantasy games, up to 7 players
The wide steppes stretches to the northwest; Beyond, only the herders knows what lies.
Invasion Route
Control: Neutral
Neighbors: Rolling Hills, Green Lake, Far Lakeland, Downs
The gentle hills of the downs is home to the lowland halflings, a quiet but prosperous folk.
Control: Neutral
Neighbors: Rolling Hills, Dunsany, Far Land
The ocean shore north of Bulderhaven is windswept, and the earth is sandy. The natives of this region lives mostly of fish and potatoes.
Control: Neutral
Neighbors: Fish Shore, Lee, West Foothills (4+), Rolling Hills, Downs
The heart of the halfling demesnes, the lands here are cultivated for farming and sheep-herding, and kept safe for traders and travelers.
Control: Neutral
Neighbors: West Foothills (4+), East Foothills (4+), Green Lake, Lake Argent, Far Land
The lake high in the hills, nearly in the Grey Mountains itself, is considered sacred. Few come here, except the nature spirits that guard the shores.
Control: Neutral
Neighbors: West Foothills (4+), East Foothills (4+), Far Lakeland
In the summer, the lake is verdant green from the great lilypads that grows upon it; In the winter, it freezes over completely. Some say a tribe of frog-people live in the depths, sleeping through winter, but their presence has never been confirmed.
Resource
Control: Neutral
Neighbors: West Foothills (4+), Rolling Hills, Far Lakeland, Far Land
As the Grey Mountains closes towards the ocean, they flatten out into rolling hills. These lands are home to halfling sheepherders and rabbithunters.
Control: Neutral
Neighbors: West Foothills (4+), Green Lake, Dunsany, Downs, Far Land
The northen side of the Grey Mountains is a desolate area; While the dwarves claim dominion, they rarely set foot on the surface, so all manner of trolls and goblins roam unchecked here.
Mountains
Control: Neutral
Neighbors: Stone Clouds (4+), Deepengard (5+), West Foothills (4+), Lake Argent, Far Lakeland
A lawless land, where bandits and goblins hold sway.
Mountains
Control: Neutral
Neighbors: Deepengard (5+), Gray Wards (4+), East Foothills (4+), Dunsany, Rolling Hills, Green Lake, Lake Argent, Far Lakeland
The mountain halls of the dwarven tribe, well fortified yet with many concealed gates to the surface.
City, Mountains, Underground
Control: Neutral
Neighbors: Old Dwarf Road, Gray Wards (2+), Stone Clouds (2+), West Foothills (2+), East Foothills (2+)
The mountains rise wall-like from the river plain, here.
Mountains
Control: Neutral
Neighbors: Yzar, Temujin, Phar Ghas, Old Dwarf Road, Deepengard (5+), East Foothills (4+)
On the south side, the Gray Mountains are much steeper than on the north side. Barring a few scant passes into the mountain valleys, the lands are nigh impenetrable. The trolls and giants reputed to live in the empty valleys are also cause enough to avoid the Gray Wards.
Mountains
Control: Neutral
Neighbors: Upland, Winefields, Lee, Old Dwarf Road, Deepengard (5+), West Foothills (4+)
Nestling close to the mountains, the leeside has calm weather, fertile soil and ample water from the mountain streams. The leeside Folkguard protect the mountain passes from errant monsters, so the land is peaceful and wealthy.
Control: Neutral
Neighbors: Gray Wards (4+), Winefields, Bulderlands, Bulderhaven, Fish Shore, Dunsany
Every spring, great shoals of Lox swim close by the shore, and a fishermans klondike springs up. For two months, the shore is a chaos of fishing boats, smokeries and salt barrels.
Control: Neutral
Neighbors: Bulderhaven, Lee, Dunsany
The human metropolis of Bulderhaven has grown wealthy from being the trade hub of the Fiddlewine lands. The ruling Baron owes fealty to the far King in Padraich, but the King last visited 20 years ago, so the Barony is practically autonomous.
City
Control: Neutral
Neighbors: Fiddlewine River (2+), Fiddler Bay (2+), Bulderlands, Royal Road, Fish Shore, Lee
The great construction work that led to the rise of Bulderhaven: The long trade road to the elven lands. It is usually thronged with caravans and travelers.
Resource
Control: Neutral
Neighbors: Elfwood Road, Old Dwarf Road, Upland, Bulderlands, Bulderhaven
Farmlands outside of Bulderhaven, protected by the standing militia of the City.
Control: Neutral
Neighbors: Upland, Winefields, Royal Road, Bulderhaven, Lee
Close to the mountains, the land rises slowly, and wineyards replace cropfields. Some of the finest grapes in the Kingdom grows on these fields.
Resource
Control: Neutral
Neighbors: Upland, Bulderlands, Lee, Gray Wards (4+)
The upland is still nominally Barony lands, but it is so close to the dwarven halls that many of the more industrious dwarves have settled here, manufacturing and selling metalworks of high quality.
Control: Neutral
Neighbors: Old Dwarf Road, Winefields, Bulderlands, Royal Road, Gray Wards (4+)
The stone-paved road to Deepengard predate the Royal Road, even the presence of Mankind itself. It leads to an ancient riverside harbour that has fallen into disrepair with the coming of the road.
Control: Neutral
Neighbors: Phar Ghas, Elfwood Road, Upland, Royal Road, Gray Wards (4+), Stone Clouds (4+), Deepengard (3+)
Beyond the Dwarven harbour, the road continues along the fiddlewine, leading due north to the great Elfwood
Resource
Control: Neutral
Neighbors: Old Stone Bridge, Yzar, Temujin, Phar Ghas, Old Dwarf Road, Royal Road
In the north end of the fiddlewine valley, the human tribes long ago broke away from the rule of the Barony. They are ferocious mounted warriors, protecting ever-migrating cattle herds, so the Barony army, despite repeated campaigns, have been unable to force them back into the Barony.
Control: Neutral
Neighbors: Temujin, Elfwood Road, Old Dwarf Road, Stone Clouds (4+)
The warrior-nomad tribes gather around a great stone circle here every midwinter. It is a ritual, tied to their rather bloody religion, but no outsiders has ever observed what happens here.
Control: Neutral
Neighbors: Yzar, Phar Ghas, Elfwood Road, Stone Clouds (4+)
North of the nomad lands lie a mysterious brass-roofed city. Traders are turned away while the city is only a reflection in the horizon, so the true nature of the city is unknown.
Invasion Route
Control: Neutral
Neighbors: Temujin, Elfwood Road, Stone Clouds (4+)
The great Fiddlewine flows from the World-Top mountains, through the Elfwood, into the ocean. In the river valley, flowing past the Murkwood, it is strong and wide, but usually navigable by boat.
River
Neighbors: Upper Fiddlewine, Fiddler Bay, Loggerwood (3+), Spiderwood (3+), Hag Wode (3+), West Murkwood (3+), Tower Port, Old Stone Bridge, Elfwood Road, Royal Road, Bulderhaven
Part of the great road construction, the stone bridge spans the fiddlewine where it squeezes through a narrow gorge. It is the only passage across the river south of the Elfwood itself. A giant winch and pulley system allows boats to be pulled through the gorge, into the upper fiddlewine.
Resource
Control: Neutral
Neighbors: Glimfrelle, Loggerwood, Desert Road, Elfwood Road
North the Bridge Gorge, the river flows gently between its green banks, forking at the south tip of the Elfwood.
River
Neighbors: Fiddlewine River, Old Stone Bridge, Dreaming Woods (3+), Emerald River, Glimfrelle, Elfwood Road
Flowing down from the northeast, the Emerald river is named not for the color of the water (which is crystal clear) but for the lands that it flows through: South of the green boughs of the Dreaming Woods, north of the grasslands of the Dirokimes.
River
Neighbors: Tirolle, Glimfrelle, Dreaming Woods (3+), Upper Fiddlewine
The south-most tip of the Elfwood, homeland of the reclusive elves. The Dreaming Woods is the human translation of the name of the tree-top village found a few hours travel into the woods.
City, Woods
Control: Neutral
Neighbors: Emerald River (2+), Upper Fiddlewine (2+)
Once just a lonely wizard's tower on a windswept cliff, it is now a thriving, if ill-reputed, port. Here, all manner of smugglers and thieves congregate, and a more wretched hive of scum and villainy is hard to find. What happened to the wizard is unknown, but the superstitious citizens of Tower Port never venture into the tower itself.
City
Control: Neutral
Neighbors: Fiddler Bay (2+), Fiddlewine River (2+), Wizardfields, West Murkwood
The western end of the great Murkwood is close by Tower Port, and armed parties from the town sometimes defy the denizens of the woods and cut down the great trees for timber here.
Woods
Control: Neutral
Neighbors: Grange, Wizardfields, Boles (3+), Deep Murkwood (4+), Hag Wode (3+), Tower Port
This part of the Murkwood is reputed to be the home of an ancient witch, whose chief diet is innocent children. Such tales are disregarded as mere folklore these days.
Woods
Control: Neutral
Neighbors: Spiderwood (3+), Deep Murkwood (4+), West Murkwood (3+)
Here, a rare species of giant spiders spin webs large enough to capture a man.
Woods
Control: Neutral
Neighbors: Deep Murkwood (4+), Loggerwood (3+), Hag Wode (3+)
Lumberjacks living near the old bridge sometimes venture into the forest here, to cut the rare and valuable timber that grows here. It is an even battle - frequently, the loggers don't come back out.
Resource, Woods
Control: Neutral
Neighbors: The Confluence, Desert Road, Old Stone Bridge, Cinderoaks (3+), Deep Murkwood (4+), Spiderwood (3+)
The black heart of the ancient Murkwood, reputed home of old, bitter spirits of nature, who remember when all the river valley was theirs and there were no humans, dwarves or elves at all.
Woods
Control: Neutral
Neighbors: Cinderoaks (4+), Boles (4+), Loggerwood (4+), Spiderwood (4+), Hag Wode (4+), West Murkwood (4+)
The southern end of the Murkwood, where it almost reaches the Dunkelmarshes. The trees stand particularly tall here, like sentries of nature.
Woods
Control: Neutral
Neighbors: Horsemarch, Grange, Deep Murkwood (4+), Cinderoaks (3+), West Murkwood (3+)
The trees in Murkwood have a unique defense against the fires that would otherwise have felled it long ago: The Cinderoaks, magical trees capable of consuming fire from hundreds of yards around, then later using the stored essence of fire to launch its acorns for miles (or killing any creature unfortunate enough to be in the way of an acorn flying faster than a crossbow bolt).
Woods
Control: Neutral
Neighbors: The Confluence, Horsemarch, Deep Murkwood (4+), Loggerwood (3+), Boles (3+)
Part of the great road construction, the desert road lies empty and unused since the fall of the City of the Dead.
Control: Neutral
Neighbors: Trackless Waste (2+), Mirages (2+), Menhirs, Glimfrelle, The Confluence, Loggerwood (3+), Old Stone Bridge
A broken land criss-crossed with a labyrinthine pattern of wadis.
Desert
Control: Neutral
Neighbors: City of the Dead (2+), Mirages (2+), Red Grass (2+), Menhirs (2+), Desert Road (2+)
Shifting sand dunes, where thirsty travelers are led astray by false visions.
Desert
Control: Neutral
Neighbors: Fell Wides (2+), Horsemarch (2+), The Confluence (2+), City of the Dead (2+), Dry Lands (2+), Trackless Waste (2+), Desert Road (2+)
Once farmland, now deprived of all life, dust devils and tumbleweeds the only thing moving.
Desert
Control: Neutral
Neighbors: Pebblemarch (2+), Fell Wides (2+), City of the Dead (2+), Mirages (2+)
Once a prosperous city ruled by the God-King Uman, it fell in a single night when the God-King, ill-advisedly, bargained for eternal life with the Ruinous Powers. He was granted his request, at the cost of every life, man, beast or plant, in his kingdom. The kingdom is now one of dry deserts, cracked mudflats, and howling winds, through which the undead remains of the Kings subjects still carry out a mockery of life. In the City itself, amongst the black stone and glass pyramids, the Liche-King Uman now broods, eternally, on the folly of bargaining with Daemons.
City, Desert
Control: Neutral
Neighbors: Dry Lands (2+), Mirages (2+), Trackless Waste (2+)
The eastern end of Dirokimes, the land of the horse elves.
Control: Neutral
Neighbors: Desert Road, Old Stone Bridge, Menhirs, Tirolle
The western end of Dirokimes, the land of the horse elves.
Control: Neutral
Neighbors: Red Grass, Glimfrelle
On the wide open plains, unexplained standing stones, carved with undecipherable runes, form a symbol whose meaning was lost before the arrival of Men.
Control: Neutral
Neighbors: Trackless Waste (2+), Red Grass, Glimfrelle, Desert Road
A grassy plain, always stained red by the dust blowing in from the south. Grazing beasts and herders avoid the red dust, believing it cursed.
Invasion Route
Control: Neutral
Neighbors: Trackless Waste (2+), Menhirs, Tirolle
Farmlands supporting the city of Tower Port.
Control: Neutral
Neighbors: Crocodile Bay (3+), Mosquito Swamp (3+), Grange, West Murkwood (3+), Tower Port
A fertile land, but lawless. The farmers live in fortified towns and till their fields under armed guard.
Control: Neutral
Neighbors: Ghostmarch (3+), Mosquito Swamp (3+), Boles (3+), West Murkwood (3+), Horsemarch, Wizardfields
A wide open grassland, home to herds of wild horses.
Control: Neutral
Neighbors: Ghostmarch (3+), Fell Wides, The Confluence, Grange, Cinderoaks (3+), Boles (3+)
Open plains, with few features of note.
Control: Neutral
Neighbors: Fog Fields (3+), Ghostmarch (3+), Blasted Heath, Pebblemarch, Horsemarch, Dry Lands (2+), Mirages (2+)
Once blasted to dead soil by the Doom of Uman, hardy grasses are again starting to take root again here.
Invasion Route
Control: Neutral
Neighbors: Blasted Heath, Fell Wides, Dry Lands (2+)
An open expanse of heaths and treacherous bogholes, inhabited mostly by lizards and stinging insects.
Control: Neutral
Neighbors: Fog Fields (3+), Pebblemarch, Fell Wides
Where the Dunkelmarsh meets the ocean, it turns into a bayou of channels and progressively smaller islands. The area is infamous for its crocodiles as well as for the pirates that make their lairs here.
Swamp
Control: Neutral
Neighbors: Dunkelhart (3+), Mosquito Swamp (3+), Wizardfields
The center of the Dunkelmarsh, as yet unvisited by man. Rumors has it that a race of Lizard-people lives in a city deep in the swamp.
Swamp
Control: Neutral
Neighbors: Fog Fields (3+), Ghostmarch (3+), Mosquito Swamp (3+), Crocodile Bay (3+)
The grasslands turn gradually to bog, then full-grown swamp, as one travels south. In the swamps live the orcs and goblins that were driven from the lands wih the coming of man.
Swamp
Control: Neutral
Neighbors: Ghostmarch (3+), Dunkelhart (3+), Crocodile Bay (3+), Grange, Wizardfields
One of the spookier areas of Dunkelmarsh, where vile undead vie with the orcs and goblins for dominion.
Swamp
Control: Neutral
Neighbors: Fog Fields (3+), Mosquito Swamp (3+), Dunkelhart (3+), Fell Wides, Horsemarch, Grange
A treacherous bogland, where the constant low fog make navigation nigh impossible.
Swamp
Control: Neutral
Neighbors: Ghostmarch (3+), Dunkelhart (3+), Blasted Heath, Fell Wides
The estuary of Fiddlewine River is always filled with boats and ships - fishermens Sloops, trading Schooners, even the occasional War Galley from the far Kingdom.
Sea
Neighbors: Wizardfields, Tower Port, Fiddlewine River, Bulderhaven, Fish Shore, Dragon Isle, North Shore, South Shore
Deep Ocean.
Invasion Route, Sea
Neighbors: Crocodile Bay, Wizardfields, Dragon Isle, North Shore, Fiddler Bay
Deep Ocean.
Invasion Route, Sea
Neighbors: Fish Shore, Dunsany, Dragon Isle, South Shore, Fiddler Bay
A rocky, volcanic isle that rose from the sea a few hundred years ago, presumably by magic. Flights of dragons are occasionally spotted over the jagged peaks of the island, but none who has ventured onto the island has found anything but mysterious shards of glass.
Resource
Control: Neutral
Neighbors: North Shore (2+), South Shore (2+), Fiddler Bay (2+)
Where three small brooks join together into a larger stream flowing north towards the Fiddlewine, an ancient altar in white marble stands, untouched by time, always surrounded by a field of pale flowers. None knows which Gods were once worshipped here, but surely something is still guarding the sacred place.
Resource
Control: Neutral
Neighbors: Mirages (2+), Cinderoaks (3+), Loggerwood (3+), Horsemarch, Desert Road