Camps, graveyards and lighthouses
Places that are always there between the towns: bandit camps and forts, roadside ambushes, war camps, pirate coves, haunted graveyards and lighthouses.
Not everything in the wilds roams. Between the towns you will come upon places that are always there, with people (or the dead) who live in them. Out in the realm none of them is labelled on the map: you find them by travelling.
| Place | What you find |
|---|---|
| Bandit camp | Tents round a fire behind a short palisade, a band of bandits and their leader. |
| Bandit fort | A palisade with a gate, a smithy and tents inside: a bigger band and a leader. |
| Roadside ambush | A cart and barricades beside a road, and a few bandits waiting for travellers. |
| War camp | Coloured pavilions behind barricades, often a wooden tower: mercenaries and their captain. |
| Pirate cove | A camp on the shore among palms: pirates and their captain. |
| Graveyard | Rows of graves, often a mausoleum. By day a few restless dead walk; after dark the whole host rises, and in the worse graveyards a skeleton champion or a necromancer leads it. |
| Town cemetery | Graves inside a railing just outside a walled town. The town's dead rest there: nothing rises. |
| Lighthouse | A tower and a keeper's cottage on the coast, its lamp lit. Nobody there will attack you. |
The further a place lies from towns and roads, the more dangerous its people. Within about 1.5 km of a town they fight like ordinary bandits; out to 3 km, and then 5 km, they are stronger; beyond that they are among the hardest people in the wild. A place more than 1.5 km from any road counts one step worse. Its leader is always a step above its band, and what they carry when they fall follows the same rule.
- A camp's people come back a few minutes after they fall; its leader takes longer.
- They stay near their camp, and the beasts and bandits roaming the wild keep their distance from it.
- The Haven, Bridhill island, has gentler places of its own, named on the map: a goblin camp near the mine, a poachers' camp, a smugglers' landing on the south coast and an old barrow whose dead walk only at night. Near the towns they are the gentlest fights in the realm; the barrow, at the island's far south-west, is its hardest.