Monday, January 12, 2026

1-12: Treacherous Roads

 1-12: This area has more traffic than some of the other empty quarters, primarily because of its location between the Onion Fort and the Temple of Janus. You are far more likely to encounter Janussaries here than other regions, and as a result, oddly less likely to encounter goblins, who avoid the Janussaries like the plague. 

Janussaries will absolutely stop to investigate any activity they see or hear, unless they are on some urgent task (like returning to the Temple with more "recruits"). 

1-12 accesses the four surrounding territories; 1-5, 1-11, 1-13 and 1-19. 

Sunday, January 11, 2026

1-11: The Onion Fort

 1-11: The Onion Fort. 

Standing alone on this broad plane of glass dunes, an enormous, onion-shaped edifice, with slits and cracks and firing ports, and a single, always-closed gate. This is the town of the goblins, where they bring all their loot. 

Within the fort, goblin town is 'organized' by competing gangs, ruled by goblin thugs and bosses, with King Boss at the center. The goblin leaders are stronger, each with individual “mutations” they’ve gained from consuming shards. But none are so mighty as King Boss Goblin. Outside of the High Priest of Janus, King Boss is the most individually powerful creature in the Mirrorverse.

The goblins make maximum use of death architecture; traps, pits, murder holes, imprisoned creatures let loose into controlled locations. The town is separated into individual, fortified complexes shaped from the glass-goo. They are as fearful of each other as they are of outsiders. 

King Boss Goblin is crafty and wise, there’s no point in letting people wander in and risk his personal safety when he could throw many goblins at the problem and escape in the chaos. 

Saturday, January 10, 2026

1-10: Southern Bank of the Great Plateau

 1-10: Southern Bank of the Great Plateau

The three southern tunnels from 1-3 exit here along a long smooth slope. A faint road or path crossing this territory seems to get more use on the eastern side of the territory (the route most goblins take to get to their town and their Boss. Another path leads due south, but it seems less used as well. 

This area accesses 1-3 via the tunnels, or areas 1-9, 1-11 and 1-17 via roads. 

1-9: More Open territory

 1-9: More Open Ground

Much like area 1-7, the only features here of note are the roads which cross the territory in each cardinal direction. Random encounters! 

The road extends north to 1-2, east to 1-10, south to 1-16 and west to 1-8. 

Note that the northern and easter routes take you back to areas that can access the goblin hunting den and/or the vast plateau, area 1-3, depending on whether one takes toe overland or underground route. 

1-8: Goddess of the Crossroads

 1-8: The Crossroads

Much like 1-7 and 1-9, there is little of note in this broad expanse of glass dunes besides a road that runs East-West. Another road extends from the north to the south. Where the two meet is a shrine; a three headed goddess whose faces point in each cardinal direction except north. 

This statue represents the Threefold Goddess Hecate, goddess of magic, travelers, the Moon, and the crossroads. Since most travelers here are either devotees of Janus or insensate creatures, there's very little need for Hecate to have an active presence here, but given that *some* travelers are like you, the party, and may have incomplete personas, it is possible to gain some small boon here. It may be a point in the right direction, a cryptic clue, or possibly even a shard, but it will be granted only once. 

Random encounters do not occur near the shrine; it is a safe place to camp... assuming you have the time. 

The roads extend north to 1-1, south to 1-15, west to 1-7 and east to 1-9. 

1-7: Open Road

 1-7: The Open Road

A worn path snakes its way across this expanse of glass dunes, extending from relative east to west. Towards the middle of this stretch there is a fork in the path leading south (to 1-14). 

Other than random encounters, there is nothing of interest in this area.

1-6: The Quicksilver Lake

Note: Things got busy this week, and I did not get terribly far with this project beyond a few doodles and workshopping encounter lists and creature abilities. I confess to a bit of writer's block, but I need to give myself a break, because every single "room" can't be an entire adventure unto itself. In keeping with this truth, I will ad some more "open road" areas. 


1-6: The Quicksilver Lake

As the party descends into this area, the glass ground takes on a sodden feel, implying the presence of liquid. But the center of this area, a low point for this region of the map, is filled not with water but quicksilver. Or something like it. Over the ages, weird magical energies rendered from shards have coalesced into a thick, inert liquid, like mercury but without the, you know, brain damage and death and stuff. 

The good news is that this liquid is very dense, so it is quite easy to float or swim across it. The bad news is that it is occupied by oozes, who have no problem disguising themselves against the silvery backdrop. Among these one will find crystal oozes, oblexes, gray ooze, metallic ooze and slithering trackers. These creatures typically lurk near the shore, waiting for the approach of a living creature such as an amalgam, striking out and dragging them into the lake where they have the advantage. And if a large meal attempts to wade in or cross, well! So much the better. 

Even creatures  made entirely of glass will float, so it's feasible that even a large amalgam would chase a tasty morsel out onto the lake. Note that all lake movement is difficult terrain, unless you somehow managed to rig up an oared vehicle of some kind.

Area 1-6 borders on 1-5, 1-7, and 1-13.