DriveThruComics
DriveThruFiction
Powered by DriveThruRPG


Home » Azukail Games » 100 Temperate Wilderness Locations » Publisher Hub » » Filters: Maps & Play Aids (X) » 2D Maps & Terrain (X) | Miscellaneous (X) | Format (X) » Virtual Tabletops (X) | Russian / Русский (X)
Close
Close
Advanced Search

100 Temperate Wilderness Locations

100 Temperate Wilderness Locations

ADD TO WISHLIST >
Watermarked PDF
$1.99 
$2.49

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.

This PDF supports Adobe layers and the page backgrounds and images can be disabled to make printing easier.

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.

Click on an image to check out more encounters

More things to encounter out and about

100 Cold Wilderness Locations 100 Curiosities to Bamboozle Players to Find Outdoors 100 Encounters for a Fantasy Desert 100 Encounters for a Fantasy Jungle 100 Encounters for Fantasy Mountains 100 Encounters in a Fey Forest 100 Fantasy Islands to Encounter 100 Landmarks for a Fantasy Setting 100 Random Encounters for on the Road or in the Wilderness 100 Snow and Ice Encounters 100 Temperate Wilderness Locations 100 Things to Find, See and Hear in a Forest

Keep checking back to see if more are added

 
 Customers Who Bought this Title also Purchased
Reviews (0)
Discussions (0)
Narrow Results
 Follow Your Favorites!
NotificationsSign in to get custom notifications of new products!













Product Information
Author(s)
Artist(s)
Pages
19
Publisher Stock #
AGL0014
File Size:
0.49 MB
Format
Original electronic
Scanned image
These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.

For PDF download editions, each page has been run through Optical Character Recognition (OCR) software to attempt to decipher the printed text. The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable. Also, a few larger books may be resampled to fit into the system, and may not have this searchable text background.

For printed books, we have performed high-resolution scans of an original hardcopy of the book. We essentially digitally re-master the book. Unfortunately, the resulting quality of these books is not as high. It's the problem of making a copy of a copy. The text is fine for reading, but illustration work starts to run dark, pixellating and/or losing shades of grey. Moiré patterns may develop in photos. We mark clearly which print titles come from scanned image books so that you can make an informed purchase decision about the quality of what you will receive.
Original electronic format
These ebooks were created from the original electronic layout files, and therefore are fully text searchable. Also, their file size tends to be smaller than scanned image books. Most newer books are in the original electronic format. Both download and print editions of such books should be high quality.
File Information
Watermarked PDF
Watermarked PDF

These PDF files are digitally watermarked to signify that you are the owner. A small message is added to the bottom of each page of the PDF containing your name and the order number of your purchase.

Warning: If any files bearing your information are found being distributed illegally, then your account will be suspended and legal action may be taken against you.

Here is a sample of a page from a watermarked title:

File Last Updated:
February 19, 2020
This title was added to our catalog on February 22, 2020.
Publisher
Azukail Games
Publisher Average Rating