PATHFINDER: KINGMAKER
Locations
651–700 of 706Page 14 of 15
| Locations ↑ | Description | Map |
|---|---|---|
| Sorrowflow | The ruins of an ancient settlement, long ago ravaged by flood. Despite its sad history, the scenery of this place is surprisingly picturesque, thanks to the waterfalls which adorn the local mountain. | World map |
| Southern Barrens | An unremarkable land not far from the Tuskwater. The perfect place for a discreet rendezvous. | World map |
| Spider Lair | A peculiar place on the outskirts of Dunsward, inhabited by giant spiders — dangerous monsters the size of a pony. The locals avoid this place even when in search of lost livestock. If a cow or sheep goes missing and the owner suspects the | World map |
| Steel Workshop | A small family factory, founded by a famous steelmaker from Brevoy. | World map |
| Sulfur Deposit | An unpleasant odor surrounds the deposit of this valuable mineral. | World map |
| Sunny Glade | A small field, covered with dense vegetation. Traces on the ground suggest that deer like to graze here. | World map |
| Sunny Hillock | A rocky hummock, warm and sunny on clear days. Laughter and songs can sometimes be heard from seemingly invisible forest dwellers out basking in the sunlight. The locals stay away from it, and travelers try to pass it as quickly as possible | World map |
| Swamp Ruins | The ruins rising from the mire literally cry "Danger!" Some adventurers have been seen entering them, but none have returned. | World map |
| Swamp Witch's Hut | An old abandoned village on the southeast bank of the Tuskwater is the domain of a mysterious crone known to travelers as the Old Beldame. Most of the locals believe the old woman to be a witch. Her dilapidated hut squats in the middle of t | World map |
| Talon Peak | Known locally as Talon Peak, the jagged ruins of this crumbling tower sit on top of a low mountain, resembling a sharp claw protruding from the peak. The location is known mainly for the legends of giant birds nesting atop it. | World map |
| Tatzlford | Region's main settlement. | |
| Technic League Encampment | Technic League agents made their way through this forest. They set up camp in this area, where it seems they held their slaves. | World map |
| Technic League Hideout | A nondescript hill conceals the entryway to an underground lair — the Technic League's secret base. | World map |
| Temple of Shelyn | Not so long ago, a traveler passing through the rocky foothills of the Branthlend Mountains would have had little to feast their eyes on, save for the occasional bunch of wild flowers, maybe. The area is now graced with the intricate spires | World map |
| Temple of the Elk | A huge rock, surrounded by the forest, with the head of immense elk carved out of it. At the foot of the rock lies what was once an impressive shrine dedicated to the god Erastil. | World map |
| Tenacious Marsh | The mud of this marsh is unnaturally viscous. It seems to be mixed with slime. | World map |
| Tenebrous Depths | Powerful magic hides these ancient ruins from the prying eyes of curious adventurers. Only those who have been personally invited by the master of this place may gain entrance – and escaping it is an entirely different question. History rem | World map |
| The Dire Narlmarches | The Dire Narlmarches are called so for being the boggiest and most dangerous part of the Narlmarches. Every bush in the area is a potential lair to some wild animal, and every branch may well be a venomous snake. In this place, far from the | |
| The Dire Narlmarches | The Dire Narlmarches are called so for being the boggiest and most dangerous part of the Narlmarches. Every bush in the area is a potential lair to some wild animal, and every branch may well be a venomous snake. In this place, far from the | World map |
| The Kamelands | The Kamelands lie along the eastern edge of the Stolen Lands. Characterized by rolling hills of brown and yellow, the landscape is notable for its many rocky mounds known as kames. The kames together form great, strange patterns, suggesting | |
| The Menagerie | This is where King Irovetti's servants gather monsters before sending them to wreak havoc in your realm. | World map |
| The Narlmarches | The Narlmarches spread across the lowlands of the region and feature craggy hills, lazy streams, deep ravines, and a great variety of trees, including oak, beech, and rushleaf. The region hosts a rich variety of wildlife as well, with elk, | |
| The Narlmarches | The Narlmarches spread across the lowlands of the region and feature craggy hills, lazy streams, deep ravines, and a great variety of trees, including oak, beech, and rushleaf. The region hosts a rich variety of wildlife as well, with elk, | World map |
| The Peak | Region's main settlement. | |
| The Tomb's Threshold | ||
| Thorn Ford | This ford in the heart of the woods is one of the best places to cross the Thorn River. Most traders and travelers choose the Thorn Ford for passage — attracting bandits to the place, as well. | World map |
| Thorn River | The Thorn River meanders through the northern parts of the Narlmarches. Slow, fetid, and teeming with life, the muddy waters flow sluggishly through flooded lands and dense thickets. The locals dare not drink from the Thorn River, and not j | |
| Thorn River Bank | Stone structures that somewhat resemble stalagmites cover the eastern bank of the Thorn River here. They form natural labyrinths, where no one knows what they might find around the next corner. | World map |
| Three-Pine Islet | A little islet in the middle of the Skunk River, topped by two living and one half-living pine trees. Local fisherman still fight over the name, as some think it should be called "Two-and-a-Half-Pines Islet." | World map |
| Tors of Levenies | Tors of Levenies are a towering mountain range, thrusting skyward as if created by some terrible upheaval. On the western side, the tors feature sharp cliffs and escarpments, while the eastern side shows more gradual, gentle ascents to the | |
| Tradegard | Region's main settlement. | |
| Trail in the Hills | This trail slowly fades into the surrounding wilderness. There's no telling now where it was supposed to lead, nor who passed this way. | World map |
| Tranquil River Bend | One of the few picturesque viewpoints along the Murque River, this place has been known to lure the occasional traveler into relaxing on the river's shores. | World map |
| Travelers' Camp | Thin smoke rises over a camp site. Voices of people talking and arguing in a strange tongue can be heard from nearby. | World map |
| Troll Clearing | A small glade with traces of troll feasting. | World map |
| Troll Wilderness | These are the ruins of an ancient dwarven fortress, built near a similarly ancient trade route. Dwarves have always been known for their sturdy construction, so even after being abandoned, this fortress has endured the pressure of time and | World map |
| Tuskgutter's Lair | All hunters in the Greenbelt know the name "Tuskgutter," as well as the location the giant boar chose for its lair. | World map |
| Tuskwater | A brown, rocky lake with numerous gullies and pits of standing water that explode the local populations of mosquitoes, stirges, and assassin vines. At its depths, the Tuskwater is bountiful, roiling with pike, longnose gar, bluegill, and fa | |
| Tuskwater | A brown, rocky lake with numerous gullies and pits of standing water that explode the local populations of mosquitoes, stirges, and assassin vines. At its depths, the Tuskwater is bountiful, roiling with pike, longnose gar, bluegill, and fa | |
| Two-Faced Hill | This hilltop cave looks like the perfect place to camp — not to mention the perfect place for a wild beast's lair. | World map |
| Two-Rivers Field | A quiet and unremarkable area not far from the confluence point of the Crooked River and the Shrike River. No major roads cross the area, and travelers are rare. | World map |
| Unfinished Clearing | Many years ago, the local people were cutting wood here with plans to lay a road. Nobody remembers what stopped them — some say bandits, while others say a pack of wolves — but traces of the abandoned clearing are still barely visible among | World map |
| Varisian Caravan | A Varisian caravan traveling through these lands has set up camp near Desna's shrine. | World map |
| Varnhold | Established by Maegar Varn and his loyal mercenaries, Varnhold is a frontier town made up mostly of single adults, with an even distribution of craftspeople and farm laborers. The main buildings in the town are an inn, a church of Erastil, | |
| Varnhold | Established by Maegar Varn and his loyal mercenaries, Varnhold is a frontier town made up mostly of single adults, with an even distribution of craftspeople and farm laborers. The main buildings in the town are an inn, a church of Erastil, | World map |
| Verdant Chambers | Mossy ruins on the shore of a small, quiet forest stream. | World map |
| Vordakai's Tomb | The ancient abode of Vordakai, hidden in the heart of the Tors of Levenies. Cyclopean architects chose the most remote place they could find for this grim building — the palace is surrounded by impassable mountains that tower into the skies | World map |
| Waterlogged Lowland | A gloomy, soggy lowland leading into a swamp. Travelers avoid this place — the swamp is dangerous on its own, but it also tends to attract monsters and other unpleasant creatures. | World map |
| Weeping Grove | Although very few of them remain today in Thousand Voices, the legendary Trees That Weep are one of the more frequently whispered rumors about this dense woodland. Said to possess twisted human faces and a proclivity to weep tears of pure f | World map |
| Wererat Lair | According to Bokken, some wererats have been seen in this part of the forest. | World map |
