Setting Seeds

Overview

The following procedure is designed to help create the seed of a setting: the unique topography, natural features, people, and paths that an adventuring party may have to navigate as they travel throughout a region. We’ll start by develop the people that live there, their ambitions and resources, and the factions that rule them. Then we’ll generate the terrain of your region, followed by its various points of interest, landmarks, roads, trails, and so on.

Example

Before you begin please check out this example (click on it):

Click Me!

The Realm

A Realm is a general term for a related collection of regions, potentially encompassing hundreds of places for the player characters to visit and interact with. Each region is defined by its terrain, as well as the culture of its people, their ambitions, their resources, and the Factions that rule them.

Materials Required

  • A sheet of paper and a notebook. Letter/A4 is OK, but the larger the better.
  • Pencils and erasers. Color pencils if you want to make it pretty, or want to designate terrain with color.
  • At least one d6 and one d20, but 6d6 and 2d20 would be ideal.

Going forward, we will refer to the sheet of paper as the map. As with any other rule, if you don’t like a table result, roll again or tweak as desired!

Theme

People

The most important aspect of a region are its people: their character, ambitions, and the resources that tie them to this land. Roll on the Culture and Resources tables, then note the results in your notebook.

Culture

Roll 2d20 and combine the results.

     
d20 Character Ambition
1 Altruistic Bounty
2 Artistic Conquest
3 Curious Control
4 Devious Conversion
5 Enlightened Division
6 Hardy Dominance
7 Harmonious Exploration
8 Inventive Fealty
9 Mercantile Independence
10 Nomadic Knowledge
11 Reclusive Natural Harmony
12 Religious Peace
13 Resilient Power
14 Scholarly Purity
15 Stoic Recognition
16 Struggling Return
17 Traditional Security
18 War-like Stability
19 Wealthy Unification
20 Xenophobic Wealth

Resources

Roll 2d20 and combine the results.

     
d20 Abundance Scarcity
1 Food Food
2 Fuel Fuel
3 Gemstones Gemstones
4 Herbs Herbs
5 Horses Horses
6 Knowledge Knowledge
7 Land Land
8 Livestock Livestock
9 Medicine Medicine
10 Ore Ore
11 Skilled Labor Skilled Labor
12 Spices Spices
13 Stone Stone
14 Textiles Textiles
15 Tools Tools
16 Trade Goods Trade Goods
17 Vessels Vessels
18 Water Water
19 Weapons Weapons
20 Wood Wood

Factions

A region is typically dominated by one or more factions, each with their own unique Advantages, Agenda, and Obstacles. Each faction should also have one or more representatives, or Agents, tasked with helping complete their agenda. Smaller regions with fewer POIs should have 1-2 factions, while larger regions could have as many as 5-6 factions.

Agents are often in charge of completing one or more of the goals of the Agenda of a faction. Particularly large factions may have additional agents, each in charge of a distinct goal. Agents may have personal motivations that differ from the faction’s main agenda, a fact that canny PCs can exploit for their own gain.

Do not feel limited by the table results below. If something feels “off” or a different table result would work better for your setting, use it!

Advantages

Factions possess advantages that assist them in accomplishing their agenda. Advantages reflect a faction’s influence, materials, wealth, and other unique features. Factions add or lose advantages by trying to complete their agenda, leveraging their advantages as much as possible to achieve their goals, and at the same time work to acquire more advantages. Larger factions will

Agendas

Factions will work to complete their agendas independently, enlisting the help of PCs only when that would strengthen their agenda. Agendas are defined by a series of 3-5 goals that build toward a clear objective. Goals are progressive, building on the previous successes (or failures) of earlier goals.

Goals should focus on acquiring a distinct advantage in order to proceed to the next goal. At least one goal should deal with the faction’s primary obstacle. This may be the first goal, or the last. All agendas have at least one obstacle that stands in the way of their completion. Additional obstacles can arise through faction Actions (see below) or through developments in the fiction.

Completing a faction’s agendas should be a significant event, potentially changing the political or natural landscape of a region.

The region map should reflect the impact of factions as they work on completing their agendas and acquiring more advantages.

Creating factions

Roll one or more times on the Faction Types, Faction Traits, Faction Advantages and Faction Agendas tables.

Faction Types

Roll 2d20 and combine the results.

     
d20 Type Agent
1 Artisans Academic
2 Commoners Assassin
3 Criminals Blacksmith
4 Cultists Farmer
5 Exiles General
6 Explorers Gravedigger
7 Industrialists Guard
8 Merchants Healer
9 Military Jailer
10 Nobles Laborer
11 Nomads Lord
12 Pilgrims Merchant
13 Protectors Monk
14 Religious Mystic
15 Revolutionaries Outlander
16 Rulers Peddler
17 Scholars Politician
18 Settlers Spy
19 Spies Thief
20 Tribe Thug

Faction Traits

Roll 2d20 and combine the results.

     
d20 Trait 1 Trait 2
1 Cautious Adaptable
2 Discreet Bankrupt
3 Enigmatic Brutal
4 Fierce Collaborative
5 Dogmatic Corrupt
6 Judicious Craven
7 Keen Cruel
8 Loyal Cunning
9 Meticulous Cynical
10 Pragmatic Deceptive
11 Resourceful Generous
12 Tenacious Incompetent
13 Decadent Manipulative
14 Connected Mercurial
15 Disciplined Repressed
16 Incorruptible Ruthless
17 Intellectual Selfish
18 Shrewd Stealthy
19 Popular Threatened
20 Secretive Xenophobic

Faction Advantages

Roll 2d20, first for the number of advantages the faction has, then for each subsequent advantage. For example, if a “2” was rolled for the “# of Advantages” column, you would roll on the “Advantage” column twice, noting each result. Reroll repeated results.

     
d20 # of Advantages Advantage
1 1 Alliances
2 1 Anonymity
3 1 Apparatus
4 1 Beliefs
5 1 Charisma
6 1 Conviction
7 1 Fealty
8 2 Force
9 2 Information
10 2 Lineage
11 2 Magic
12 2 Members
13 3 Popularity
14 3 Position
15 3 Renown
16 3 Resources
17 3 Ruthlessness
18 4 Specialization
19 4 Subterfuge
20 4 Wealth

Faction Agendas

Roll 2d20 and combine the results.

     
d20 Agenda Obstacle
1 Ascend to a Higher Plane A geographic barrier or impassable terrain.
2 Collect Artifacts A key piece of information must first be discovered.
3 Cultivate a Rare Resource A particular object or Relic is required.
4 Defend Something A powerful figure or foe must be eliminated.
5 Destroy Something A rare but necessary resource must first be acquired.
6 Dominate Others A serious debt forces the faction to make dire choices.
7 Enrich Themselves A well-known prophecy predicts imminent failure.
8 Establish a Colony An alliance with an enemy must first be brokered.
9 Establish a New Order An internal schism threatens to tear the faction apart.
10 Explore Uncharted Lands Another faction has the same goal.
11 Forge an Alliance Another faction stands in opposition.
12 Infiltrate Another Faction Commoners stand openly in opposition.
13 Preserve the Status Quo Considerable capital is required.
14 Protect a Secret Contravenes an established code, with a heavy penalty.
15 Purge the Land Hindered by cultural taboos.
16 Reveal a Secret Many must die, either as a necessity or consequence.
17 Revenge Must be carried out at a rare or exact moment.
18 Revive a Former Power Must be carried out in absolute secrecy.
19 Seek New Leadership Requires a specialist of an uncommon sort.
20 Spread a Belief The outcome would lead to unavoidable war.

Example Faction

Type

  • Academics: Royal Cartographer’s Guild

Advantages

  • Apparatus: A Map of the Dead. It opens a path to the underworld, and to the secrets of the dead.
  • Renown: None would dare defy the Guild publicly. Their voice carries great weight in the kingdom.
  • Agents: Dr. Horatia Confi, first order. Discovered the Map of the Dead. Stats as human (WIL 15).

Agenda

The Guild has long been at war with the Holy Order of Yix (figuratively and otherwise) for over a century. It is time their ignorant sect was brought to its knees. The Order is currently favored by the monarchy, but that could all change.

  • Hire a skilled party, and lead them to the Gates of the Underworld. Dr. Confi will lead the expedition.
  • Travel through the lands of the dead in search of the Order’s founder, and force their to reveal an ancient secret.
  • Reveal the founder’s secrets - including their true identity - to the monarchy. Tie up any loose ends, including witnesses.

Obstacle

The Guild has received legitimate intelligence that a well-placed operative moves within their ranks, and is aware of the coming operation.

Faction Rules

  • By default, factions operate independent of the player character’s actions. If the PCs do nothing, the faction should still act to achieve their aims.
  • Whenever a faction is positioned to advance a goal in their agenda, roll a d12 on the Faction Actions table.
  • If two factions are opposed, the faction most at risk makes a WIL save, using the score of its highest-ranking agent.
    • On a success, the faction most at risk rolls on the Faction Actions table, and their opponent does not.
    • On a fail, the faction most at risk does not roll on the Faction Actions table, but their opponent does.

The Warden should rely on the fiction to determine whether a faction is positioned to advance their agenda. Goals may be time-sensitive or depend on explicit circumstances. Other times it might be more appropriate after a major event, alliance, or friction between one or more factions, etc.

Faction Actions

     
d12 Consequence Impact
1-2 Failure A new Obstacle is introduced, and a Advantage is lost.
3-4 Setback An Advantage is lost.
5-6 Status Quo Nothing is gained, but nothing is lost.
7-8 Mixed Success A goal is achieved, but an Advantage is lost.
9-10 Success A goal is achieved, and no Advantages are lost.
11-12 Major Success A goal is achieved, and a new Advantage is found.

The actions of the PCs can always overrule the necessity for a faction action, or in some cases shift the outcome of the roll in a favorable or unfavorable direction.

Topography

A region’s terrain and natural features are an essential part of any map, affecting the local history, resources, settlements, culture, and more.

Landmarks

Landmarks are unique, visible POIs that can also be used as geographic reference points: towers, mountains, tall buildings, and so on. They help orient travelers around the map, and are especially visible from areas with higher elevation or a clear viewpoint. Landmarks are represented on the map by a triangle.

Draw Terrain

  • Roll 1d6 on the table, then roll an amount of dice equal to that number on the map. Collect any dice that roll off the page and set them aside.
  • Draw long, curvy lines across the page, carving up the map around each die.
  • Roll on the relevant table for each result, writing the terrain type on the map.
    • Replace the die with a triangle, writing the landmark result on the map.
    • Roll any dice that fell off the map page, repeating the last step until none remain.
    • If there are any empty spaces in need of terrain, roll a die anywhere you like and use the face-up result as before.

Terrain Die Drop Table

   
d6 Difficulty
1-3 Easy
4-5 Tough
6 Perilous

Easy

Roll 2d20 and combine the results.

     
d20 Terrain Landmark
1 Bluffs Broken Sundial
2 Farmlands Circle of Menhirs
3 Fells Circular Maze
4 Foothills Cloud Stairway
5 Glens Dead Aqueduct
6 Gorges Enormous Footprint
7 Grasslands Fallen Column
8 Gulleys False Oasis
9 Heaths Giant’s Throne
10 Lowlands Glittering Cascade
11 Meadows Golden Bridge
12 Moors Great Stone Face
13 Pampas Great Waterwheel
14 Pastures Heart Tree
15 Plains Opaque Lake
16 Plateaus Petrified Forest
17 Prairies Pit of Cold Fire
18 Savannas Silver Face
19 Steppes Sinkhole
20 Valleys Titanic Gate

Tough

Roll 2d20 and combine the results.

     
d20 Terrain Landmark
1 Barrens Algae Falls
2 Canyons Basalt Columns
3 Chaparral Behemoth Graveyard
4 Coral Reefs Canyon Bridge
5 Deserts Cinder Cones
6 Dunes Crystal Forest
7 Estuaries Flame Pits
8 Fens Forest of Arrows
9 Forests Frozen Waterfall
10 Heathlands Fungal Forest
11 Hills Hanging Valley
12 Mangroves Inverted Lighthouse
13 Marshlands Leviathan Bones
14 Moorlands Massive Crater
15 Rainforests Massive Dung Ball
16 Scrublands Salt Flat Mirrors
17 Taiga Shrouded Ziggurat
18 Thickets Stalagmite Forest
19 Tundra Sunken Colossus
20 Woodlands Titan’s Table

Perilous

Roll 2d20 and combine the results.

     
d20 Terrain Landmark
1 Alpine Meadows Active Volcano
2 Bogs Ammonia Caves
3 Boulders Behemoth’s Skull
4 Caverns Crystalline Forest
5 Cliffs Dome of Darkness
6 Craters Enormous Hive
7 Crevasses Floating Object
8 Geysers Inactive Automaton
9 Glaciers Land Scar
10 Gorges Large Thermal Vents
11 Hollows Magma Fields
12 Ice Fields Mao on the Mountain
13 Jungles Meteor Garden
14 Lava Fields Obsidian Needle
15 Mountains Reverse Waterfall
16 Peatlands River of Sulfur
17 Quagmires Siren Stones
18 Ravine Sky-Root
19 Swamps Titanic Ribcage
20 Wastelands Weeping Bubble

Rivers, Seas, and Lakes

Every region should have some kind of water source. Otherwise, where would the locals get their drinking water, or receive news from the rest of the realm?

  • To create water, draw a wiggly line from the highest elevation point (i.e. Mountains) to the lowest (i.e. Plains).
  • If the river runs through terrain that is higher in elevation, it might terminate in a lake. If your map has a sea, it might terminate there. Otherwise, the river can continue on off the map page.

Weather

The weather can have a great impact on the people, culture, and terrain of a region. It impacts what kinds of clothes the adventurers need to wear, what sorts of tools they’ll have to bring, and how tough the journey might be. To determine the average weather of a region, roll on the Seasonal Weather table once for each season. Optionally, you may also roll on the Unusual Weather table around particular landmarks or terrain.

Seasonal Weather

         
d6 Spring Summer Fall Winter
1 Mild and sunny Hot and sunny Nice and breezy Mild and clear
2 Nice and drizzly Nice and cloudy Mild and windy Cool and windy
3 Cool and breezy Mild and rainy Cool and foggy Cold and raining
4 Mild and cloudy Cool and stormy Cold and cloudy Frigid and stormy
5 Cold and windy Hot and humid Cool and rainy Freezing and snowing
6 Cold and rainy Sweltering and humid Chilly and stormy Freezing and hailing

Unusual Weather

   
d20 Weather
1 An annual fog appears randomly, turning metallic surfaces to gold on contact.
2 An aurora that is visible even during the day.
3 Birds fly backwards, yet somehow still move forward.
4 Days are erratic. The Sun goes backwards for a time, then jumps forward as night rapidly sets.
5 Distant chimes instead of thunder. A smoky, sweet wind of no apparent origin blows in from the West.
6 Enormous, fleshy eyes peer down from the skies, their pupils lighting up the night sky.
7 Flashes of movement in the periphery that always amount to nothing.
8 Fog there fills the belly (no need for rations). Tomorrow, vomiting.
9 Lakes and streams dry up in minutes, filling storm clouds that drench the landscape.
10 Periodic rains of small aquatic creatures (tadpoles, frogs, small fish). No one knows where they come from.
11 Rainbows lack most of their colors, and occasionally flicker. Raindrops fall in various colors.
12 Roaming, coughing, dust clouds that smell of cinnamon.
13 Shadows disappear at random. Animals are reluctant to enter.
14 The air is thicker than usual, and breathing is difficult.
15 The clouds are shaped like faces. They appear to be laughing.
16 The moon appears larger, and softly hums at night.
17 The rain glows gently at night. It can be gathered, but the light eventually fades.
18 The stars arrange themselves in intricate patterns, making navigation difficult.
19 The winds carry whispers of voices. Some say they tell hints of the future.
20 When it snows, the flakes are warm and dry.

Put It All Together

Ask yourself the following questions:

  • What would draw people to this region? What keeps them here?
  • How do the people here think of outsiders? How do outsiders think of them?
  • What power do the Factions have over the people who live here?
  • Who or what threatens their agendas?
  • How would a faction interact with any newcomers (i.e. an adventuring party)?
  • How does the region’s terrain and weather effect the people that live here?

You should now have a sufficient idea about the people and terrain of this region, and are finally ready to form these results into a coherent theme.

For example, if my results described a people that were there religious and sought conversion, I’d assume they were a proud folk, but prone to religious extremes and proselytizing. And if their primary resources were land, yet spices were rare, I’d assume they grew their own food, but that due to a religious prohibition their cuisine was often bland.

Presume that for Factions the result were a group of Nomads, with conviction their primary advantage. I could then assume that their elites were a class of religious chiefs. If the faction’s agenda was to cultivate a rare resource, but they were hindered by cultural taboos, I might decide that they had hired the party to take on the task instead. Perhaps the object of their quest was a unique plant, only grown in a distant place, and that the mission must remain a secret?

Finally, the party would meet with one of the faction’s agents, a spy posing as a peddler. Only she could tell them where the plant grew, and how to cultivate it. I keep in mind that this person should likely appear in the region’s Heart (see below).

Points of Interest

Points of Interest on a map (or POIs) are generally divided into the following categories:

  • Heart: The primary settlement in a region. It isn’t necessarily the largest or most important place, but it should always be significant to the region’s history and people.
  • Settlements: Permanent, largely self-sufficient population centers, typically governed by a political body or faction.
  • Waypoints: A safe place to refill supplies, get a good night’s sleep, or get directions. Often rely on travelers for survival, but provide necessary services.
  • Curiosities: A wilderness locale of note, somewhere remarkable or strange. It may indeed be hazardous, but only if the PCs interact with it.
  • Lairs: A source of heightened monster activity, enemy encampment, or hive.
  • Dungeons: An explicitly dangerous locale, dungeon, or adventure site.

Draw Points of Interest

  • Draw the letter H close to a water source on the map.
  • Roll 1d6 on the table, then roll an amount of dice equal to that number on the map. Collect any dice that roll off the page and set them aside.
  • Remove each die, noting the face up result according to the POI Die Drop Table on the map. For example, the number 4 would indicate a Lair, denoted by the letter “L” on the page.
  • Roll any dice that fell off the map page, repeating the last step until none remain.
  • Starting with the Heart, number each POI on the map.
  • Roll on the relevant tables for each POI, including the Heart and all Landmarks. Note the results for each in your notebook.

Some POIs may allow the PCs to see more of the world than what appears on their map.

POI Die Drop Table

   
d6 POI
1 Waypoint or Settlement
2-3 Curiosity
4 Lair
5-6 Dungeon

Settlements

Roll 2d20 and combine the results.

     
d20 Settlements Feature
1 Academy Built Atop Ruins
2 Caravan Built on Bones of Giants
3 Citadel Center of Learning
4 City Close-knit
5 Commune Divided
6 Compound Emits a Mysterious Hum
7 Convent Famous for its Artisans
8 Farmstead Famous for its Festivals
9 Fortress Guarded by Trained Beasts
10 Garrison Hides a Dangerous Portal
11 Hamlet High Population Density
12 Keep Impregnable
13 Monastery Integrated with Nature
14 Outpost Known for its Hospitality
15 Plantation Location of a Legendary Forge
16 Prison Moves or Revolves
17 Stronghold Protected by a Great Warrior
18 Town Ruled by a Powerful Faction
19 Villa Steeped in Tradition
20 Village Trading Hub

Waypoints

Roll 2d20 and combine the results.

     
d20 Waypoints Feature
1 Archive A Haven for Outcasts
2 Asylum Built on Sacred Grounds
3 Bazaar Contains a Powerful Artifact
4 Beacon Tower Cursed By Previous Occupants
5 Bunker Decrepit Buildings
6 Cabin Distrustful Occupants
7 Campground Does Not Appear On Any Map
8 Guildhall Front for Illegal Operations
9 Hospice Host to a Renowned Artisan
10 Hunting Lodge Known for its Elaborate Defenses
11 Inn Occupants are Lawful to a Fault
12 Observatory Occupants are Overly Formal
13 Reservoir Outsiders are Barred
14 Sanatorium Outsiders Cannot Carry Weapons
15 Sanctuary Part of an Illegal Trade Route
16 Shrine Popular Pilgrim Destination
17 Temple Protects a Powerful Object
18 Trading Post Reclusive Occupants
19 Watchtower Sits on Natural Deposits
20 Work Camp Technologically Advanced

Curiosities

Roll 2d20 and combine the results.

     
d20 Curiosities Feature
1 Ancient Tree Abandoned Vessel
2 Broken Tower Ancient Trash Heap
3 Buried Megalith Buried Ley Line
4 Collapsed Mill Buried Library
5 Cracked Bell Carnivorous Plants
6 Crystal Spire Celestial Mirror
7 Dripping Archway Cult Ritual Site
8 Echoing Fields Edible Fungus
9 Enormous Fist Floating Debris
10 Enormous Footprint Hidden Market
11 Floating Island Illusory
12 Frozen Graveyard Impossible Music
13 Hanging Bridges Infested With Vermin
14 Illegible Signpost Irregular Gravity
15 Leviathan Skeleton Isolated Weather
16 Oddly-shaped Lake Only Appears At Night
17 Petrified Trees Perpetual Mist
18 Purple Geysers Perpetual Shadows
19 Singing Stones Site of Ancient Battle
20 Sunken City Unstable Ground

Lairs

Roll 2d20 and combine the results.

     
d20 Lair Feature
1 Abandoned Tower Abandoned
2 Ancient prison At Crossroads
3 Collapsed Mine Baited Entrance
4 Colossal Hive Bioluminescence
5 Crashed Ship Constant Screaming
6 Crumbling Fort Entry Forbidden
7 Dry Aqueduct Faction Hideout
8 Enormous Stump Hidden Exit
9 Forgotten Graveyard Odd Machinery
10 Hidden Burrow Piles of Bones
11 Hollow Obelisk Previously Occupied
12 Overgrown Garden Religious Graffiti
13 Primeval Menhirs Scattered Traps
14 Primitive Bridge Scavengers Prowl
15 Rotted Mill Signs Posted
16 Ruined Town Something Sleeps
17 Rusted Construct Symbiotic Entity
18 Spiked Cave Training Camp
19 Sunken Grotto Underwater
20 Unruly Copse Waste Pit

Dungeons

Roll 2d20 and combine the results.

     
d20 Type Feature
1 Burial Ground Abandoned
2 Cave Buried
3 Cellar Burnt
4 Crypt Clockwork
5 Den Collapsed
6 Estate Crumbling
7 Fort Crystalline
8 Great Hall Floating
9 Laboratory Flooded
10 Manor Fungal
11 Mine Inverted
12 Outpost Isolated
13 Palace Mirrored
14 Prison Otherworldly
15 Ruined City Overgrown
16 Stronghold Petrified
17 Temple Remote
18 Tomb Sealed
19 Tower Toxic
20 Workshop Warped

See the Dungeon Seeds chapter (p.x) for how to flesh out each Dungeon POI for your setting.

Paths

Paths act as geographic connectors on the map, ranging from well-traveled roads and trails to rough wilderness routes. Paths should provide compelling choices between POIs, who must weigh factors such as safety, speed, and travel difficulty.

Path Types

  • Standard paths are obvious or well-trod routes between two POIs. Represented by a thick line.
  • Hidden paths do not appear on any known maps. Their discovery always requires some kind of cost. Represented by a dashed line.
  • Conditional paths may be blocked, or requires specialized tools (boats, climbing gear, etc.) to cross. Others may even be impossible to navigate without a map or guide. Represented by a crossed line.

Draw Paths

  • Starting with the Heart, create 1-4 paths between each location.
    • Create loops, branching paths, dead-ends, and shortcuts between POIs.
    • Some paths may be parts of a chain and tied to a particular terrain (mountain passes, rivers, etc.).
    • Some paths are Conditional, represented by a crossed line.
    • Some paths are Hidden, represented by a dashed line.
  • Designate each path using the number of a POI and its connecting point, e.g. 1 ↔ 3. You can denote this in your notebook under the originating POI or in a separate section.
  • Decide whether a path represents a road, a trail, or a wilderness route and write the results in your notebook.
  • Roll on the Path Features table for each path, writing the results in your notebook.
  • Determine the path distances between POIs and note the duration on the map:
    • A short distance between POIs takes one Watch to traverse, a medium distance takes two Watches, and a long distance takes three Watches.
    • For Trails add 1 more Watch, and for Wilderness routes add 2 additional Watches.
    • A Watch is 8 hours long. Denote days between POIs wherever possible (typically two Watches and one rest per day of travel).

Path Features

Roll 2d20 and combine the results.

     
d20 Feature Condition
1 Abandoned Fields Bandit Ambushes
2 Blood-red Blocked by Giant Boulder
3 Buried Charms Collapsed Bridge
4 Cattle Prints Confusing to Navigate
5 Constant Patrols Dense Bramble
6 Dead Vegetation Divided by Political Dispute
7 Disappearing Erratic Weather
8 Diseased Animals Frequent Flash Floods
9 Follows the Stars Gets Extremely Cold
10 Frequent Pilgrims Heavy Toll Required
11 Massive Grooves Labyrinthine Canyons
12 Mile Markers Night Predators
13 Mineral Flecks Occasional Stampedes
14 Newly Made Overcrowded
15 Overgrown Passed Over Rapids
16 Rusted Tools Poisonous Fruit
17 Shriveled Away Smoke-filled
18 Smells of Smoke Steep Climb
19 Twisted Thick Evening Mist
20 Ubiquitous Footprints Uneven, Soggy Ground

Conclusion

Your first region is now complete. To expand your realm, repeat the process as many times as you wish.