Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links



Threshold and Environs, 100 yards per hex

by Robin

This map is giganormous, while the region is actually limited, in 100 yard hexes (300 feet---that is less than a bow range). It is most of the Barony of Threshold (not all, my PC could not carry more without continuous fading between saves, which messes up the map severely).
The map is Image Size; 45 MB, Resolution; 9700×8384 pixels. (Already significantly beyond the advised workable restriction of 8800 by 5000 pixels), Scale; 100 yard Hexes. This map is soo large I could not open it in Windows paint, before opening and saving it evry time in Irfanview-64bit. So it was a massive as well as tedious work.
I seriously think nobody will be interested in this map, as many seem to prefer the Gazetteer/Trail Maps locations with fanon editions, yet I did infuse all of these as based on X1/B10 maps instead, not only in my 1 mile hex maps, also in this absurd map of Threshold.


With movement rates of 120'/40' you would cross each hex in less than 3 rounds running and 7.5 rounds walking, using modifiers as by terrain you get; Road;150%, Path/Trail;125% Minor Path/Trail;100%, Open terrain, Farmland; 100%, Hills/Mountain Meadows/Broken Lands;75% Moor/Swamp/Reetlands;50%, Forest/Bushes; 75%, Forested Hills/Heavy Forest;50% , Mountain; 25%. Steep Mountain sides and cliffs can only be traversed at a speed of 10’/round with use of climbing skills like those of a Thief or Mountaineering skill, WITH the use of adequate tools, like ropes, nails, and such. If not, progress will be only 10’ / minute up, down or sideways, and skill checks will be penalized accordingly. See Skills Compilation and this table
Course diversion due obstructions while traveling as according terrain(AKA getting lost rate) can be checked each hex(100 yard), making the diversion on hex side shift left or right. The high mountains can be used however as a general direction guide, together with sun/stars if available. So really getting lost is not the case, yet getting off track(excluding; continuing road/path/river/mountainside/creek, etc) by course diversion is more possible than expected, making targeting areas somewhat more difficult, and arriving often close to the area yet not completely, and possible bypassing the intended target(as would be happening in Real life in similar environments).

All Canon material based on Red Basic Box, Blue Expert Box (both new and old), B10, Gaz1, Dungeon #42 (Reynald's Estate),TM2, DM/Player Survival Guides, Poor Wizard Almanacs, WotI
Thundertree based on Lost Mine of Phandelver on Mystara
Verge based on Verge
Threshold based on Map of Threshold, research and compilation
Elthan's Spring, Hag's Glen, Druid's Grove based on; KKoA box
Halaran's Hunting Lodge, Mud Tomb, Emissary Stone, Nightshade Hold, unknown ruin, based on Kill Bargle! and map of Threshold 1 mile per hex

Rolent; Population: 200 dwarves. The hamlet of Rolent is located in the Estate of Reynard and is populated mostly by dwarves. The village is located southwest of Reynald's Castle against in the nearby mountains and nearby coppermine.
Reynald's Estate based on Highdell. As Highdell is placed on the Kings Road to Darokin as per canon text. The X1/B10 maps gave a different area/valley in resemblance with the later Gaz1 8 miles hexes unable to give that detail and shifting several areas mils around. Many of the given locations from the above link were implemented into the Reynald's Estate East of Threshold. (Sorry, I shredded the fanon parts apart, yet this now confirms more to ALL the combined canon)

The Gnomish Mine; Based on the Canon and fanon references of a Gnomish mine south of the Temple of the Shield. The Gnomes literally mined along the original creeks, and removed an immense area of Stone and Iron Ore for their constructions and trade, creating a massive open sky mining area. Several tunneling mines are also present for the same produce.
The creeks however continue to flow, and created a lake, called Lake Nuisance for a clear reason by the Gnomes. On the shore at the base of the mine they created a small settlement where the workers reside at night, if wounded or eating. There are always gnome guards present to prevent undesired access into the settlement or the mine. There is however an old tunnel undiscovered by the gnomes enabling a side access in the west. Nearby Kobolds regularly make an attack on the settlement to plunder some ore, tools, and such. They are unaware of the side tunnel. The side tunnel is known and used by Stone Giants when they need Ore. The Gnomes prefer not to prevent the Stone Giants access, yet certainly do not like their presence.

Ben Dalen Mountain: A mountain of the Cruth/Black Peaks range near Highforge, mentioned in the Book of Wondrous Inventions; gnomes have a Rocksalt mine near the mountain.

Blackstone Heath: The Blackstone Heath are marshes west of Threshold Farms on Threshold. Monsters have been seen there An overgrown area south of Threshold, mentioned in one of the adventure ideas featured in D&D Expert Set; there a garbage dump with a black pudding will be built in the near future.

Castle Mistamere: Based on the dungeon from the group adventure in D&D Base Set, another hideout of Bargle, with canon/fanon information added.
It was the seat of Gygar, a mage-lord of centuries ago. The castle has been in ruins for near a century, since the great Gygar died (circa AC 720), and many creatures have been seen lurking there.
Castle Mistamere was probably built over ancient Hutaakan ruins, and dog-headed statues that can be find in the first level of the castle probably aren’t kobold statues but ancient Hutaakan statues brought up from lower levels by Gygar himself centuries ago. The castle is identifiable with a nearby ruined Hutaakan town Parsid (see below) north of Threshold, on the lake's shore, mentioned by GAZ1; locals don't know its Hutaakan origin.
Bargle is only the latest in a long line of attempted residents. He may be working with the kobolds, or perhaps they ignore each other, I have no way of knowing. Most of my people avoid the place, save for the farmers who have land near it. I seem to recall a group of adventurers who came through here looking for fame and glory a year or so back, when Bargle had first moved in but before he killed the cleric. Never saw them again, but they might have attempted the castle and then moved on for all I know. ” These ruins, North of Threshold, are the quiet ruins of an ancient castle; stone walls still stand in places and pieces of rubble dot the landscape. There are even hard-to-find opening to buried catacombs which are still open. The whole place is rather spooky and no one with any sense goes there. Creatures reported to dwell in this ruins are harpies, kobolds ( tribe Brokenshields ), giant rats , zombies , ghouls , oozes , Carrion Crawlers, Giant Bombardier Beetle , Giant Fire Beetle , Giant Stag Beetle .


Eltan's Springs: Based on the small village in the mountains north of Threshold, from K:KoA.

Threshold Farms; Based on the Canon maps of Threshold
This is a large area located west of Threshold that is home to many farmers with their families and working crews. They are periodically attacked by small gangs of wandering goblins and kobolds of the Broken Shields clan.

The Threshold Fishermen; Based on the Canon maps of Threshold
This is a small (population 500) fishing village fronting Lake Windrush.

Temple of the Shield; Based on the Hail the Heroes adventure and Fanon maps.
An ancient underground temple of the Immortal Halav dug in the mountainside east of Threshold. It was built shortly after the Time of the Dragonlord (500AC, and it’s now abandoned). Is located south of the ruins of the Village of Zadreth.
It was around 400 AC when the epic ballad the Song of King Halav was written down by Thyatians. About a century later, soon after Thelvyn Fox Eyes became the Dragonlord, two of Thelvyn’s adventuring companions, Perrantin the Mage and Solveig White-Gold visited Traladara.
Solveig became a hero to the Traladarans when she found a relic on an adventure there, the magical bronze Shield of Halav. As it was supposedly used by Halav during his time as a mortal, it sparked a religious revival and growth for the Church of Traladara. Solveig later left Traladara but Perrantin decided to stay and settle.
There have been talks of re-establishing the Patriarchate of Lugsid in Threshold, but the loss of the Shield of Halav, the famed relic traditionally protected by the Patriarch of Lugsid, as well as the strong presence of the Church of Karameikos in Threshold still render this project infeasible.
Its specific location lost to common knowledge as it was visited last by a young monk about a hundred years ago. The monk was a student or teacher on the Specularum University.
One question remains to all this information; WHY did they create an underground and particularly hidden temple to begin with. My most logical answer was that the old original Traladaran faith was opposed to this new locally born faith, and temples were attacked. This happened until the old faith slumbered away.

Old Antilles Castle: Based on the more familiar Caldwell Keep, from B9 and B1-9; It is only abandoned since a few years (approximately 995AC) and not in ruins.

Thorny Hills; Based on Canon maps, and my own material. A large dry hill west of Threshold. Within this hill are many old mines dating from the Nithian and Taymoran eras. These caves and the yellow sandstone, giving the hill the nickname; "Mirros Cheese", used by locals. Several unknown ruins are found here, yet the thorny bushes kept most of these ruins and old mines hidden till today. Bargle and his Goblins, and other humanoid minions rummage around here. The Broken Shield Kobolds also took control of some Caves and ruins. This area holds the Lost Caves and the Lost Temple of Set.

Lost Old caves: Based on the small dungeon where the unnamed hero from D&D Base Set first encounters Bargle and Aleena, as well as diverse canon and fanon materials
These caves were before a set of mines mined by the locals that take more than one mountain. Records show that they were abandoned for lack of viable resources.
The place was later inhabited by monsters. Goblins, skeletons, horrible creatures and even cursed ghosts are told to inhabit this place. At least rust monsters, gelatin cubes and ogres have been killed inside the caves.
Local heroes that are known to have visited the place in more recent times are Aleena Halaran and her friend, the legendary hero Fleetwood.
Legends told of a secret batch of gold left there by a band of bandits that is hiding inside the caves behind a false wall that has a fountain nearby.
The adventure in Red Basic Box gave resident Goblins, as well as Bargle being present. As this goblin tribe has no name, and the residence seems to be lower than the bare minimum, it can be assumed these are Goblin Troops following Bargle, and as such belong to one of the Goblin Tribes of the Black Eagle Barony; Night seekers or Roaring Fiends. I felt Night seekers the best, as these feel allied to the Nightwalkers South East of Threshold-East of Highforge. The Night seekers of Bargle will certainly have a more designated (more-or-less Temporary) residence in one of the nearby caves. I labeled three locations as such. Keep in mind the number of Nightwalker goblins is low, and they are agents of Bargle, and do jobs for him (for a specific time), rather than creating a new residence...as such there are no offspring, shaman/Wokani lairs, and probably only a few females. It will be possible after a specific time they are return to their own lairs in the Black Eagle Barony, or they are exchanged with others from the same tribe. These goblins keep a low profile and are not the wandering goblins of Hail the Heroes found east of the Lake Windrush.

Temple of Set; is located on top of the Lost Caves and is based on this post as well as Stoneprophet the PC game.
The faith is not actively followed, and the Immortal Set is no longer active on the Outer World and is presumed to have perished during the Fall of Nithia 1500BC.

Wandering Goblins East of Lake Windrush; Based on the Goblins mentioned in Hail the Heroes adventure (wandering), the KKoA adventure around Elthan's Spring (local). These also had no tribal designation; I found a fanon source naming these Rock Goblins. So I followed this suggestion, and these goblins are a break off of the Nightwalker Tribe.

Zadreth: based on Hail the Heroes Adventure, and my extensive research compilation/creation here. This is an abandoned and ruined village lying on the eastern shores of Lake Windrush; a trail leads there from Threshold. An almost disappeared trail leads instead from Zadreth to the Temple of the Shield. After rediscover Zadreth, Grand Duke/King Stephan Karameikos orders the trail to be hardened and/or paved, and attempts to be made to restore the town (which will take a few decades at least)

Lake Windrush - size as per B10 map. Depth as from Fanon material and B10-X1 as well as fanon research
Placement of locations as per 6 mile hex map of X1 and 3 and 2 mile maps of B10, as well as detailed canon of Threshold from the X1 map, and not from the by hex size of 8 mile shifted, detail-wrecking Gaz1 map

Black Woods: Based on the adventure suggestions given in D&D Expert Set (which are all set in Threshold or in the vicinity),
These woodlands are a thick evergreen forest west of Threshold and this area is feared by the locals as many accounts of disappearances have occurred. The Thyatians blame the many bands of Demihumans, the more fearless locals blame Dire Wolves, and the others blame dark forces.
The north area, near the Black Peak Mountains, is a place were a special kind of tree known as the Firewood (for the red leaves of the tree) is found. These trees are used by artisans of Threshold to craft music boxes and other small, delicate objects. The Firewood area is also the location of a small hermit built by followers of Petra more than 150 years ago. The hermit is abandoned. A Griffin’s nest has been near this location for many years so people avoid the ruins.
The south area is home to a large group of Dire Wolves. Other creatures that have been spotted on that area are Bears, Ogres, Displacer Beasts and Owlbears.
Wandering Orcs, Goblins, Bugbears, Galt-Kalat Gnolls and other creatures are also known to roam the area. Also some undead like Wights and skeletons. Also other monsters like Owlbears, Giant Owls and Displacer Beasts are found in this region.
Rumors are that Bargle’s “secret army”; his mercenaries, disguised as trees, dwelt in “The Black Woods” west of Threshold when he was there years ago.(visible on the map as a pink backgrounds Heavy Pine Forest)
The witch Uzimilia has her abode in the southwest of the Black Woods (just outside my map). She is a witch and not a Hag, and hence not evil, despite Thyatians and the Church of Karameikos decree otherwise.

Gublat; Based on vague incomplete fanon tales, and some extra descriptions created by me.
Gublat is an Ogre with a severe multiple personality disorder; these identities change with stress, fear, pain, love, luck, anger, hunger and awaking, mostly when the current personality can't function well with the factors triggering the change(this is indicated with a failed intelligence check). The new identity mostly can. All these personalities have in reality existed, so the sages in Threshold assume Gublat somehow absorbed their essence/souls, or Gublat witnessed these dying, and copied their personalities and abilities to cope with the to Gublat horrifying case of death. When a personality is active, they think themselves as appearing how they were (detailed below), and nothing can divert them from that idea. Any attempt will cause a new stress factor and a possible change in identity.
His personalities Body, AC, HD and Hp stay as the Main personality, Clothing, Armor (AV), items carried as the current character as soon as possible. Abilities are as the current personality, even though the body would normally decree this. All personalities have the Ogre's Constitution. Any spells are as the personality appearing last memorized minus those cast. This means the changing of personality does not wipe spell memory except that of the current personality. All characters age as normal, and behave accordingly, as long as Gublat Lives.
Gublat; Main personality; Male Ogre (Homo Monstrum Grossus) level 6 (see Gaz 10),AC9,AV0(does not like armor),HD9+3, Hp9d8+3+3, THAC0 8,Sv F9,ST19(+3),IN5(-2),WI5(-2),DX9,CO18(+3),CH6(-1=+1 for humanoids), Age(as per 1000AC) 22, AL CG...Can't accept any death. Large fat ogre, Light brown skin, dark green hair, yellow eyes. Lighter skinned than racial normal, Prognatious jaw, humanlike ears. Wears furs and black cloaks. Good Hunter with nets, spears and traps. Skills (4); Craft; Hunting, Muscle, Cooking, Fire building, Speaks Local Goblin, Traladaran. Gublat remembers all their deaths, yet is aware they somehow still live with him, he does not understand this. In essence Gublat is a very gentle soul and mentally unstable.
Mina; 4 year old Female Human child, drowned in the Waterolde River south of Threshold 989AC,Possibly the trigger to the Multiple personalities when Gublat found the child floating near the Threshold Ford. THAC020, ST2(-4),IN5(-2),WI5(-2),DX9,CH18(+3). AL CG (will eventually become N by age), Loves Doll Lucy, flowers and young animals, afraid of water. Speaks limited Traladaran. Wears pigtails which she can make herself. Until now no skills.
Sala Serkoviski; Female Human Traladaran Mage level 4, THAC020, Sv MU4, ST6(-1),IN16(+2),WI8(-1),DX9,CH16(+2) Spells; 2-2, (In Book; 1=Read Magic, Analyze, Light, Darkness,Sleep , 2=Web, Entangle, Invisibility). ALCG, Age(as per 1000AC) 29, Single Adventurer from Kelvin. Died in Goblin attack SW of Verge 998AC. Skills(6);Craft; Clothier, Survival Forest, Healing, Swimming, Mountaineering, Magical engineering, Speaks Traladaran, Thyatian, Callarii Elvish, Gnomish
Dogorii Raspul; Male Human Traladaran Druid level 12, THAC015, Sv CL12, ST14(+1),IN10,WI15(+1),DX13(+1),CH10, Spells Morning meditating to Zirchev; 4-4-4-3-2-1, ALN. Age (as per 1000AC) age 39, Single Adventurer from Rugalov. Died in vile Goblin trap 992AC in Blackstone Heath. (Afraid of traps, very careful)Skills(5);Craft; Herbalogy, Survival Forest, Animal training, Fire Building, Cooking. Speaks Traladaran, Thyatian, Vyalia Elvish, Goblinoid
Dasratius Menkolos; Male Human Thyatian Cleric of the Church of Karameikos, THAC020, Sv C7, ST9,IN10,WI3(+1),DX9,CH10, Spells Morning meditating to Karameikos Immortals; 3-2-2 (preferably Healing spells). Killed 995AC in Avalanche in the mountains near the Old Antilles Castle. AL LG Age 54. Claustrophobic(dislikes caves)Skills(5);Craft;Brick-layer, Healing, Herbalogy, Fire Building, Cooking. Speaks Thyatian, Vyalia Elvish, Goblinoid
Desra "the Rat"; Male Human Traladaran Thief/Trapper level 6, THAC017, (prefers self-made bow) Sv T6,ST11,IN16(+2),WI14(+1),DX17(+2),CH7(-1), Killed in Winter 997AC by being trapped in a pit trap by cold. Really enjoys warmth, and a healthy fire, warm soup and such. Skills(6);Craft; Trapper/Furrier, Skinning, Bowyer/Fletcher, Tracking, Healing, Quick Draw. Speaks Thyatian, Traladaran, Thieves Cant, Goblinoid
Parla "the Justifier"; Darokinian merchant guard, Fighter level 9, Prefers any armor (has only access to ogre sized leather AV2), THACO 13, ST17(+2),IN9,WI8,DX12,CH14(+1),defended merchant caravan to Threshold south of Verge from an Orc attack, was defeated and perished in Gublat's/Sala's arms. Thereafter she successfully defeated the orcs as Gublat/Parla. She does not remember her death, yet Sala and Gublat do. A Normal Sword +2 (Caria) is her preferred weapon, yet she has learned to work with Ogre-sized clubs since. Parla is probably the only personality which is somewhat aware her body is not her own, yet desires not to speak about it to prevent stress. Parla will not be stressed in combat. AL CN, Age 35.Skills(4);Craft;Wagon Driver, Riding, Law & Justice, Speaks Thyatian, Darokinian

Any human,elf, dwarf or hin person dying or being killed recently when Gublat/personae find it can be 'absorbed' by Gublat and join his crowd. It is up to the DM what the actual reason of this peculiar happening is...magical poisoning?, strange soul absorption?, copying /phantasizing/imagining personae on found bodies?...who knows. The strangest thing, however is...the bodies are gone, and they are not found, or buried elsewhere.
Gublat and his personalities have access to all items of all personalities, yet it depends on the current personality if they can use it; Self-made Bow, Ogre Clubs, Normal sword+2, Bag of Holding (Spellcasters only= holds spell book and holy books and items as well as components), Tools for craft and class of personalities(see what can be bought), Doll Lucy, bandages, money/jewelry from all personalities (treasure A above mentioned items additionally) and any items deemed useful for the personalities or Gublat.

Blight Battle of 313 AC; Based on Sturm's Historic maps.
Around this cloister Demonic augmented Necromantic Blight spells have been used in this battle. The Demon Braataat was summoned by an unknown Necromancer This was the first recorded case of magic drawn from the region itself, and mages to this day try to understand this (without success as of yet). The responsible mage perished in the onslaught, as well as all combatants of both sides. The area is abandoned since and the soldiers still battle each new moon as undead. (DM this is the first case of non-Radiance affected Necromantic magic used in history, and as such the area's magic and animated undead are not affected by the Day(s) of Dread. It will take several hundreds of years before this magic is rediscovered, and only after the destruction of the Radiance in 1752AC it will become available to Necromancers then).

The Thyatian Invasion 900AC; Based on Sturm's Historic maps.
This low valley was the first Thyatian attack on the region of Lugsid. Due to severe resistance of the locals with the aid of local stone giants the Thyatians were stalled here. Unknown to anybody then, there were plague infected soldiers amongst the Thyatians, and these spread the plague amongst many.
When the Thyatians got support by two war galleys coming upriver, the resistance was broken. One war galley went upriver to Lugsid and beyond; another went to Thundertree and exterminated the locals there. The galley at Thundertree was sunk by a well aimed stone giant boulder, yet the village was destroyed. The army (unaware infected still) and the galley went up north to Lugsid, and met a fierce resistance again, in front of Lugsid's palisade walls. The war galley passed up to the lake in an attempt to attack from the north as well. Three weeks of battle and plague affected both sides, until the remaining Thyatians won, and destroyed all affected soldiers and potential locals in an attempt to stop the plague from spreading. Their few Clerics were able to stop the plague from affecting more than this region. All bodies were burned (some alive), the fires spread and the village was destroyed, except on Lugsid, were some unaffected locals prevented access to Fogor island. The few battered Thyatians still alive went south and left the area to itself till 970AC when Stephan Karameikos took control of Traladara.
The battlefield symbols in Threshold; based on research of canon and fanon, created by me, these are only markers of where that the battle happened there in 900AC. There is nothing to find today of that time, except them being the source of open places (due to resistance building on a place of battle and death).
Other Battlefield locations; Based on research of canon and fanon, created by me, Keep in mind the dam/weird/sluice did not exist those days. Darsid is attacked from the water before Zadreth by use of Catapults with burning ammunition. In Zadreth, this ammunition was most possibly used up. Only the town of Zadreth still has remnants of the battle visible today (see here)

As to the Magical effects displayed
The Druid's Grove; Based on KkoA adventure Elthan’s Spring, as well as fanon and self creation. Here all Druid/Shamani/Dervish Healing, Divination, and Control spells have maximum effect. Animals here will not attack any human. Any form of other than these Magic casting requires a successful ability check (IN =Mages/Wicca/Wokani/Etc, WI=Cleric/Shaman/Healer/Etc) at -2, and -4 if the caster is of Evil Alignment.

Hag's Glen; Based on KkoA adventure Elthan's Spring, as well as fanon and selfcreation. The Hag is under control of the Demon Braataat who turned this originally friendly Witch into an evil Hag by lure and deceit of power and justice. While under the influence of a New Moon (see PC4 or TM1/2 for dates and especially times) the areas is immune to all Healing, Divination, Illusion and Control magic. The area has a continuous effect even outside this period; All Good aligned individuals are blighted as per reversed Bless spell (Blight). Animating dead within this area affects double its normal restrictions. Summoning can be done here at +4 Intelligence check, yet a secondary check before finishing is required to detect only the Demon can be summoned (for details on this Demon see Glantri Great School of Magic in detail page 474). This Demon was summoned in the Blighted Battle (see above) of 313AC, and allowed the Hag to use his Blight magic again. This Demon has an agenda reaching from Glantri, Heldann, Karameikos and Darokin, targeting especially witches, allowing them to gain more power and becoming a Hag...On the Dark side.

Illusionary Tower; based after the discussion here
There are two solutions to this tower;
Solution one; it can be generated by the Town Hall to project an image of the town hall’s peak as if a single large tower, and thus divert any attacks.
Solution two; it is a real tower able to become invisible (sort off 90%) and hence become a formidable defensive measure against potential attacks(Bargle's army, Goblin's and Kobolds, Local Gnoll's, Opposing faiths and other individuals commencing a massive attack)

Other Area Labels I have added
Darken Hills; Based on Canon/fanon maps. Forested hills SW of Threshold. Holds communal burial tombs, the 9900AC Thyatian invasion battlefield, and close to the Threshold/Verge River crossing a tower/keep or fort ruin
Burial Tombs; Based on Gaz1/KkoA textual information as well as fanon having the Traladaran prefer to use burial tombs while Thyatians use graveyards. Added tombs, even though the Church of Karameikos uses a graveyard, the Traladaran mostly still use their family tombs in the mountains, or the large connected three tombs in the hills. These hold 3 to 6 chambers, with up to 10 bodies per chamber. All these areas are consecrated, so normally there is no fear of undead. However, desecration may have taken place, allowing Undead to rise. Ghosts will however appear regularly despite the consecration, requiring some unfinished personal task to be resolved before finding rest. The communal Tombs in the hills are for low income residents and are not consecrated. At least three ghouls wander around in the about connected 100 chambers and are held at bay by holy symbols. All these tombs date from 1800BC or later. Some may even hold Hutaakan bodies.

Tower/Fort/Keep Ruin. Based on Chimpman’s regional map, as well as the map of Zendrolion
This mostly only foundation has most probably been a defensive structure dating back from the Prahe Town Era (495BC-310AC--The Town Prahe was destroyed in 313AC, left as a ruin for a long time and became Lugsid in 710AC). Though plundered/looted and even the stones reused in building Lugsid and Threshold structures, a DM might decide the underground could hold some hidden rooms in the basement. Currently a dungeon exists of a single large room and three possible oubliettes like prisons in the floor. Access is only by rope through a hole in the ceiling.

Halaran's Hills; Self named, based on Canon and fanon maps;
These are the hills southeast of the Blackwoods where Halaran usually hunt. Poachers if caught will be punished as if thieves.

Verge Hills; Based on canon maps and fanon descriptions
These are the Hills in which the village of Verge lies. Here farming and hunting is done by the locals. Boars wander in this region, yet Dire wolves regularly hunt here for this prey

The Verge Woods; Self named, based on Canon and fanon maps; these are the woods south of verge, here some spiders roam, yet it is used to travel to the Verge Salt Mine. Here hunting is done by the locals. Boars also wander in this region, and Dire wolves regularly hunt here for this prey, even though they fear the spiders and do not approach these regions closer than a few hundred yards. Water flowing from the salt mine through the Salty Creek is saltier than common water, yet not enough to damage the environment; it just alters the vegetation of the affected areas somewhat.

The Spire Hills; Self named, based on Canon and fanon maps;
These encompass most of the Southwest of the Estate of Verge and are dominated by groups of rocks and rock formations. Dire Wolves roam this area.

Mnt Felhőfogó; Self named, based on Canon and fanon maps, and self creation (Translated from Old Traladaran Mnt Cloudcatcher)
This mountain captures all passing clouds for a week (until the cloud dissipated by precipitation on the Mountain) and creates a permanent shrouded peak, which conveniently hides the valley of the Faerie. They however, have forgotten it themselves too, though. It is vaguely remembered as the Wet Faerie Settlement; Faerhőfogó, and may be found described (not location) in old Calarii Elven tomes. The Faerie left this settlement during the early phase of the Gnoll Invasion which Halav stopped eventually (500BC). It is unknown where they went.

Nyx’s Trident; Self creation
This 3800' high peak is insignificant on itself, where it not that in lightning and thunderstorms the lightning falls more on this peak than any other. The reason for this is unknown, to most of the Locals, except the nearby Hag. Her demon wants her to ascend the peak and retrieve its source. To do so she must first be slain by good heroes. With the next New Moon she will start to regenerate, and evolve into a real complete Black Hag, Chaotic Evil in alignment and with all abilities and powers of a witch equal to her HD, as well as Black Hag Powers and HD. Only in these circumstances she is able to climb the mountain during a thunderstorm (flying is impossible due the regular lightning bolts attracted. And climbing a mountain in a thunderstorm with rain and wind as well as lightning is almost suicidal.
She might try to lure adventurers in this feat, and return the item found to her.
The Item is a meteoric steel trident made by Taymoran Priests of Nyx (Night) in the year 1655BC, and unknown how (this is another story as of yet undetermined by me) tossed in to the Northern Mountains
The item is variable magical, yet has an offensive magical Charge pf +5, and defensive of +4, as well as otherwise
+5 so magical poisoning (see The nasty side effects of Magic) will certainly affect the PC's retrieving this item. The power is immense; Turn day into Night by rotating the Planet; once a month, Unlimited distance in hitting by throwing it (you must retrieve it manually), Raise Dead/Animate Dead/Lightning Bolt (as MUspell)/Raise Dead Fully/Reincarnation/Restoration/Regeneration can be cast by a Cleric holding the item as spells memorized, held within the item, and restored only by as many lightning bolts as the spells have levels. Currently the item is fully charged with 100 spell levels/lightning bolts and cannot be over charged. When empty it will fall apart in rust flakes
As it is a magical item attuned to the Immortal Nyx, she will become aware of each time held by a faithful or faithless wilder. As being a Neutral Entropic Immortal of the Night she might be interested how mortals use this lost item after so long, maybe she could lure them to her, and dispose of the Hag. She might use a mortal identity (she has many ♂ as well as ♀ mortal identities, even being able to use two at the same time if it is important enough.) As being a patron of creatures of the night she will favor those before others, those treating these creatures with respect earn her respect, if otherwise, and you have a pissed-off immortal as opponent...not something to be desired. She will warn those before using mortal identities. Her goal is to dispose of the Hag, possibly the demon Braataat too (yet this is an Immortal creature, so any defeat will be temporally) and replace with a normal good witch, or cleric of her faith.

The Cloister Vale, Silent Cloister, Goat Vale and the Tears of Zirchev Vale; Self named, based on Canon and fanon maps;
These lie in Reynald's Estate and were undiscovered publicly until in 1009AC a Dwarven miner secretly followed the sneaking cleric in the night who went along the mine up into the mountains using a near-to invisible path. He used his wits and stayed behind far enough not to be seen. After passing a mountains ridge the trail went down, the total distance covered somewhat more than a mile. Here a reached a valley, looking down it seemed a few hundred yards in width and almost a mile in length. There is a lake and the environment is filled with birds and butterflies. Along the lake was a large wooden structure, looking similar to the one Cloister of Zirchev in the Dymrak Forest. Seeing no further threat (as due accidents in his craft being healed regularly by the druids and clerics of this Traladaran Immortal) he returned. Just before entering his cabin he was approached by a druid. This druid explained him this was not a secret, yet a temple of solitude. According to the legends Zirchev wept upon the destruction of nature by the Beastmen of legend, and the deaths of Halav and later Petra were too much for him. He retreated here into the mountains and called for the Immortals. Before they reacted his tears filled the highest valley. Some say it was here Zirchev learned how to raise the dead. Other legends say he raised both Petra and Halav, before venturing together elsewhere and eventually becoming Immortal. Hence this valley and cloister have serious significance to the Church of Traladara. The druid allowed the knowledge of the valley to become known, yet entry was allowed only on an individual basis, due religious purposes. Since then the Cloister is regularly visited by those desiring to be near to Zirchev. The cloisterlings (resident Clerics, Druids, and visiting people) leave each day at sunrise in the valley up the river and mountain, walk around the highest lake and return. This daily procession will eventually (all ability statistics counted together in days minimal) enable clerics desiring such to become able to raise the Dead. Druids on the other hand will gain other spells from the druid spell list. See Pages of Virtue pages 74-75. The Goat vale is where goats are herded by the clerics for wool, leather, meat, cheese and milk, and bone made tools. Here over a hundred wooly goats graze the grassy hills and alpine meadows. Since opening up, more Druids and clerics (as well as others) come here, and the secretive path is controlled by the miners. Only clergy and individuals on a holy quest to go here are allowed access.

The Witches Vale; Based on Canon map, and canon descriptions where witches in Karameikos are seen as a force of good (despite some eventually becoming evil Hags)
This valley on the western side of Mount Zargash holds many small valleys. There are no residences here, yet witches regularly visit these for mostly rare herbal and uncommon mineral and sometimes animal components (feathers, Hair, excrements, bones, etc). The witches either fly here by bird or broom, or walk/climb here (yes climb, they have to climb the 45' tall ridge Close to Eaglebeak Cave), or use the local Henge on the island of Lake Wet Feet as a Teleport Targeting point (which they dislike, as they have to swim/wade through the water to get to the shore). They use the same hidden valley passage as to the Eaglebeak Cave, yet are unaware or uninterested in this cave holding the hidden underground Temple of the Shield. The Henge is magical, and all failed teleports targeted to arrive in the region of 12 miles reach this Henge instead. When used to leave the area, it will send the user to a known henge concentrated upon for 1 Turn. Else it will not work, and only reveal ambient magic. The area is riddled with minor trails used to forage for components. The witches named several mountains here to determine general location/directions; Mnt Subitha, Mnt Grizaldha, Mnt Mimoushar,Mnt.Agatha, MntShabitha, Mnt Naghatha, Mnt Beatrix, Mnt Hazel, Mnt Cordelia, Mnt Mathildha, Mnt Samarha, Mnt Nimue, Mnt Elphaba, Mnt Amethyst, Mnt Corinne, Mnt Evanovora, Mnt Rhiannon, Mnt Ursula (all named by the witch with the same name, continued over ages. Most commoners are unaware these mountains have names, yet there are some witch maps to component locations describing some (never all) of these in direction from the Henge or the Witches Creek. Several Creeks bear names with a similar connotation; Mountain Goat Creek, Hardgrass Creek, Mimoushar Creek, Boszorkany Creek(High and Low), Witches Creek (north and South and West), Vaxa and Haxa Creeks, Gavnakany Creek, Tuppena Creek. These maps are valued at 5gp by most, by witches 50 to 100 gp depending on the mentioned components on the map. Several Other Mountains and creeks are named after a component found there (mostly plant based)

Rider's Ridge. The mountain ridge under which the Temple of the Shield lies.
The eroded ridge resembles a female rider on horseback. Similar to this and can't be seen from the Lake Windrush, and is named as such by the witches.

Stone Giants; Based on X1 and other canon and fanon mentioning, as well as my own extensive research/compilation and creation on Mystara Stone giants.
Elliot and Sjarah (self-created) are a friendly stone giant couple living in a cave NE of Threshold and visits like most Stone Giants the town regularly. Elliot is a 5th level shaman and Sjarah a 3d level Wokani and they have created a magical workshop in their cave, where they create magical items of stones or healing/restoration. Stone Giants are generally friendly, pacifistic and social (except their shameful puberty years in which Stone Giants are exceedingly territorial, and more aggressive, until they have found a mate. They shame themselves often in these years and regularly do some form of retribution later in life).
Other Stone giants; Self named, based on Canon and fanon maps; live in the spur to Mount Ben Dalen in the west (south of Old Antilles Castle) below Mount Sethians and Mnt Terra. The Highest cave there holds an underground stone temple to these Immortals for them
Most of these Stone Giants live singly in their cave and have no partner as of 1000AC, in 1010AC, about half will have formed relations foreign and local and a few of their caves are now abandoned until another stone giant seeks a place to live/find a mate.
Stone Giants have built most keeps here together with the humans. From 1000AC, they regularly work together to replace the wooden palisade with stone walls. Stone are supplied by the Gnomes from the nearby Stone Mine, and the giants regularly take the route east of the Windrush River to collect suitable stones.
These local Stone Giants are in conflict with the Local Ogres, Gnolls and undead who try to slay the giants, and they dislike the Kobolds, Orcs and Goblins, there is sometimes a scuffle, yet these humanoids know the giants strength and mostly retreat before an ultimate defeat.
Mnt Sethians (Giant Immortal identity of Wayland, patron of Law, Mountains, metals and Ore), Mnt Terra (Immortal Terra (patroness of the Stone Giants) are two mountains dedicated to the Stone Giant's Immortals.
Stone Giants in Karameikos speak Bratak (Hill Giant), Sterratrim (Storm Giant), and Traladaran, Thyatian or a humanoid tongue (mostly Orcish which is spoken by the Orcs and Ogres), or Goblinoid (which is spoken by the Goblinoid races and Kobolds in Karameikos)
Gunderrim (Fire Giant) Bromdignags (Cloud Giant) are two languages they normally would know, yet these giants do not reside in Karameikos (they sometimes do pass through though), and as such they speak the human tongue more often having often a neutral relation with humans The Stone giant hatching caves are holy to them, as this is where they live, lay their eggs, and grow offspring. Stone giants are omnivorous, but they’ll eat only fresh food, or as fresh preserved. They eat vegetables, and meat for sustenance, spices with salt, sand, and minor gravel. They don't eat ores and crystals to eat (even though humans and humanoids often think so).They mostly cooks and eats their meal quickly after it’s killed, harvested or collected. They use the skins from their goats for blankets, trade and simple clothing (a strange habit they learned from humans, which they actually don’t understand, but most humanoids seem to do it, so their must be something to it). They trade with nearby human and demi-human communities in exchange for bolts of cloth, herd animals, tools of iron or different kinds of food. These creatures are true neutral, balancing themselves on the rim of alignments. They keep and herd giant goats in and near their lair for a constant supply of dairy works. They can be hired by many for constructions. Maybe due this and their alignment they’re the most seen giant in cities and villages. Many stone giant bands keep giant goats in and near their lairs so they will have a continuous supply of milk, cheese, and butter. Food x5

Creek names; Many are based on Katarine Mulopolos (Nature loving NPC from Hail the Heroes CD track 11+15). In the mountains you will see several creeks literally named after (Real Life Hungarian) Mountain birds. Katarine Mulopolos scouted the mountains and named several lakes, mountains and creeks after birds seen locally. (With help)

From the CD Hail the Heroes I derived following descriptive informations.
Track 10;Added Eaglebeak Cave, Eggnest Rocks.
Track 11;Added Katarine Mulopolos Trail, Rabbit's Ears Rock, Snake Head Rock Note; The compass directions given is slightly off, which is often so without a real compass, and North is actually Northwest, and West is actually Southwest, ...as such I placed these rock formation
Track 12; added (crystal clear) underground water source flowing away from the temple
Track 14; added unfinished old trail/path, cave symbol+underground temple symbol.
Track 15; Detailed Duke's Road continued a few leagues the east, across the river and into the mountains If one looks sharply, one could follow the almost hidden road to a grouping of foundations that make a long abandoned village .
Track 15; ‘Unlike the ruins on the west shore of Lake Windrush, these are clustered around a central square.”
This gives away ruins on the west side, as these can't be Castle Mistamere (as these are NOT at the Lake's shore, and as the canon Threshold maps give, also can't be close to Tarns Keep. As there are no other sources than the Hutaakan ruins mentioned in the Castle Mistamere information, this means these ruins (as suggested multiple ruins as they were not clustered around a central square, this means there must be another ruined location on the western shore of the Lake, most probable a village, as Lugsid and Zadreth eradicated and abandoned to ruins due the war and plague. As the road to Elthan's Spring and Castle Mistamere goes along, these ruins must be well known, although its name is clearly forgotten. So I added a non-central Square village ruin there. I named this village ruin Darsid (similar to Lugsid) It contains no central square, a round temple of Petra (light Blue) yet all the buildings are ruined, and mostly only foundation still exist. Only the Temple and the two story buildings to allow access to the lake over the escarpment. It holds two large fishing vessels sunken, and most buildings were looted long ago. A DM might however some forgotten basements, locked forgotten cabinets and such. There is no graveyard as the dead were interred in the tombs in the southern mountains. Darsid is an old Hutaakan Village and ruined statuettes and typical arches and such are found in most ruined structures. These structures are no longer intact and have been build upon by the later Traldar. So you have stone based ruins of the Hutaakan, upon which lie the ruins of wooden/half-timbered houses of later Traladaran (with reused Hutaakan stones). The structures along the shore are still intact as these were made with single pieces of Giant Red wood logs, and were in fact used to get to the water. These 2 tower-like structures still exist, although filth and animal inhabited (rats and bats, as well as a rust monster and a few carrion crawlers). Threshold locals refrain from visiting the area, as several 'heroes' became victim to the local fauna, and barely survived (or d not return). Most treasures have log been removed by the Traldar who build Darsid, and their possessions have been scavenged directly after the war by Thyatian plunderers not afraid of the plague (due overactive cleric in their group). Most items have found a way back in the local population of damaged still surviving Lugsid 9ample) and the later Threshold by trade or theft.

Track 19; describes “the approach from the East, coming down from the Wulfholdes to Threshold". It describes the Town as very small ("6 wooden buildings surround the central town, and no more than a dozen huts surrounding them"). As this is the tale of Johauna Menhir from the Penhaligon Trilogy Books, which are actually dated later, also as far as my memory of the books recollect, Threshold was even within these books described as larger. It can best be assumed that the description is not of Threshold, but of Rolent instead. As the HtH description also does not describe Fogor Island, which would have been noticed, Town walls, this is the best solution. As communication to the Locals was low to say, and the arrival description already gave "...but we had come from the wrong side"...so this is a typical 'getting lost' situation (and out off game only used to bring attention to the Penhaligon Trilogy, the D&D Mystara novel trilogy other than the Dragonlord Series).
The information gives is however enough to bring detail to Rolent, so I created the buildings (6+12=18, +2 Taverns and a temple by the church bells ringing). The taverns I colored yellow, and the temple/town hall lightblue, the other 20 buildings are red (I added 2 more, and a shed for the farm). So even if misguided information, it is still very useful. It Does also help placing HtH adventure (and following religious tension between the Church of Traladara and the Church of Karameikos in the Time scale....following the Penhaligon trilogy dating, possibly shortly thereafter.

Track 20; can be disregarded as it describes the unfinished path being eradicated, while other tracks and the Threshold map dictate these exisisting still. The author Zarmo Morescu, mixed his information wrongly and mixed up Lugsid and Zadreth.

Track 21; describes Threshold being built upon the dreary ruins of Lugsid. This suggests more than foundations and thus at least some Stone buildings, befitting the reuse of the temple and town hall of Threshold as being stone structures in other canon

Track 22; describes the existing dirt path into the rising sun (aka East), coming across a bubbling brook after a few moments walk, so we turned south to trace it back to its source. Near the lovely waterfall that fed the brook we came upon a small wooden bridge.

Track 23;The town Lugsid is described here as a central square with buildings around, befitting the reused of the temple and town hall of Lugsid as being stone structures in other canon in Later Threshold

Btw there is another discrepancy within these tracks; the riddle of” what city stands where once was Lavv” .as the stone guardians speaking these words are from long ago (100 years as I deduced earlier in the Zadreth research) it is impossible to know that Kelvin is the name, As It was named Lavv till about 1BC, followed by Halavos thereafter and was renamed by Desmond Kelvin in to Kelvin in 990AC...these stones could not know this as there were not created after this date, and the last cleric placing the traps, as he even died much earlier than 990AC (estimated about a decade or so after Zadreth fell, (920AC at latest best)). So all in all this one is seriously flawed

 
As I based my map on the X1/B10 maps, merging all the B10, X1, Gazetteer data and then other canon as well as most fanon into it, my map is different from the known fanon maps based on the Gaz1/TM1/TM2 map. Predominantly, Threshold is NOT moved east following Gazetteer/TM1/2 maps, Instead its placement exactly as the oldest and most detailed canon sources (X1 6 mile, B10 3 and 2 mile). This required me to move all fanon accordingly, yet trying to remain to its purpose as well, I had tried to keep the distances in between similar. So all in all the map looks different from the fanon maps of the region, not only because B9 is as per canon text placed WEST of Threshold instead of east, Highdell is on the Kings Road to Darokin, and the mountains have valleys as per X1, instead a bloblike mountain mass as Gaz1.
I know many of you don't like this idea, and hence don't like my maps, yet it conforms as best as possible to the Canon combined with most fanon.

One issue I have with the Canon Threshold map is the Bridge, Dam, Sluice and Weir between the Lake Windrush and the Windrush River. I know as a Nederlander (Dutch) we know waterworks, sorry, so here the explanation.
Each on itself no problem. A Bridge leads to a Sluice (apparently without doors), A dam blocks a river branche from the Lake, and a weir placed in the river. Yet the order of things is off.
Lake to Bridge to Sluice is ok, yet then blocking it off to the River with a Weir makes no sense.
Lake to Dam to River is possible.
The canon Blue expert box text however describes vessels using a secret gate in the dam to transport locally minted coins south. This makes no sense. A dam opened with a gate is not a dam but a Sluice Gate. And a weir blocking traffic is nonsense in this sense; it would make the need of a sluice useless.
As the Bridge and dam are described they should remain in mapping existence, as would the sluice...and a Weir could exist, however their locations are flawed.
To restore this, the left river arm is as per canon blocked off with a Dam (which does not fully block the water).controlling restricting the river flow. This would make sense if the right river arm is used as a Sluice for vessels to enter the Lake. That means the location of which is now labeled as a Weir is also incorporating southern Sluice doors (the Northern Sluice doors are underneath the Bridge).
So to readjust the map waterworks. The right River would be Lake to Brige+Northern Sluice Doors to Sluice to Southern Sluice Doors/Weir.
And the left River would be Lake to Dam (which flows over through a gate when the Sluice in the Right River is closed).
Before these waterworks were placed, the lake and river would be a few feet lower, and the passage into the lake would be very difficult , possibly only by manual power pulling up to the much less deep river here. With risk of damaging (something the Thyatians in their attack on Zadreth would have discovered, and this restricted them to use one galley (which has a low depth) and still harbors enough troops to enable an attack from the water.
The Mint in Tarnskeep by Baron Sherlane Halaran would require a steady stabile vessel instead one with need of manual power and risk of sinking in the rough river pulled up or down, and this would be a legitimate reason to build these waterworks, and as such enable fishing vessels to easier use the Lake. The sluice would thus be used, not often, but regularly.
I imposed these logical changes in my map

The Mud Tomb is from Dungeon Mag 138 The Mud Sorcerer's Tomb
An ancient Nithian tomb (dating back to the BC 500s at the height of Nithian corruption), this tomb is one of the reasons that Bargle is so interested in the area. This is an adventure for much later on and will eventually point the party in the direction of the Lost Valley.

Emissary Stone is Dungeon Mag 132 Wingclippers Revenge
Another Nithian artifact, this lone monolith has strange magical properties making it an ideal site for fey gatherings. Since the fall of Nithia, the fey have co-opted this site for their own purposes, and it now serves as a thin boundary between the normal world and that of the fey.

Nightshade Hold(not on this map yet part of the Wingclippers Revenge adventure, is located south east of Threshold, east of Highforge as Chimpman’s regional map, readjusted to canon X1/B10 based mapping information. It's the home of the renegade ranger Wingclipper.