The High Moors (OSE) (d20)
**For the 5E version of the High Moors¸ ***
The High Moors beckon...
Little is known of the Ieldra - a race of cruel and depraved elves that once ruled the northern tableland called The High Moors - and no one has seen an elf in living memory. Their civilisation is dead¸ destroyed by an incursion from the Far Realm brought about by their hubris.
The ruins of the High Moors have lain undisturbed for centuries. With news from a successful expedition¸ people have finally considered the treasures waiting to be discovered in the forgotten north.
A number of expeditions have now been dispatched to bring back magic and riches. Unfortunately¸ danger¸ horror and madness awaits most of them.
The High Moors is a freeform sandbox weirdcrawl campaign. It is presented for Old School Essentials Advanced Fantasy¸ but easily converted to any OSR edition of your choice.
The High Moors features:
- a huge wilderness sandbox ideal for a WEST MARCHES style campaign
- over 60 adventure locations¸ including three mapped and keyed dungeons
- 60 battlemaps for Virtual Table Top play!
- sufficient content to take a party of five adventurers from 1st to 8th level
- fully detailed and mapped town of Hob's Lake for your party to use as a local base
- full colour hex maps of the three wilderness zones
- twenty new unique magic items
- nearly forty new unique monsters
- nine new playable races including bearfolk¸ owlfolk and uplifted apes!
Table of Contents
Introduction 2
How to use this book 2
Using the High Moors with your campaign world 2
Using the High Moors setting 3
The High Moors Campaign Setting 5
The High Moors beckon... 5
The World 5
The Known Lands 5
The Southlands 5
The Thornlands 5
The High Moors 5
Other lands 6
What scholars know about the High Moors 6
Random encounters in the Known Lands 6
Why all these restrictions? 7
The people of the Known Lands 7
Human cultures 7
The Avari 7
The Hegemony of Utnapishtim 8
The City State of Magog 8
Halfling culture 8
The Kachina 8
Dwarven culture 9
The Marzani 9
Bearfolk culture 9
The Ursidae 9
Goblin culture 9
The Muki 9
Giantkin culture 10
The Grigorians 10
Brief timeline of the Known Lands 10
Languages in the High Moors setting 11
Currency in the High Moors setting 11
The Planes in the High Moors setting 11
Magic in the High Moors setting 12
Clerics and deities in the High Moors setting 12
The Shining Ones 13
Culture of the Shining Ones 13
Games Master's background 13
Secrets of the Shining Ones 14
Tier one secrets 14
Tier two secrets 15
Optional rules 16
Use of factions 16
Experience Points for treasure 16
Character survivability 16
Replacing dead characters 17
Plot hooks for characters 19
Journey to the High Moors 21
The Eanna¸ and Captain Jemdet 21
Incidents on the journey 21
Time and distance 21
The town of Hob's Lake 24
The High Moors Sandbox 28
Structure of the sandbox 28
Gamesmaster's overview of the sandbox 28
Elven steel 29
Encounter difficulty 29
Random encounters in the High Moors 29
Monsters 32
The High Moors 34
Zone One: The Farms 34
Factions of Zone One 34
Activities of the factions 34
Locations in Zone One (locations 1-23) 35
Zone Two: The Temple District 59
Factions of Zone Two 59
Activities of the factions 59
Locations in Zone Two (locations 24-40) 60
Zone Three: The City Precincts 85
Factions of Zone Three 85
Activities of the factions 85
Locations in Zone Three (locations 41-62) 86
The Shining City 107
The Epilogue 128
Annex A ‐ Statistics for Factions 129
Zone 1 129