

The Grey Mountains form the northern border of the Shrouded Lands. Few humans make their homes here and they are instead dominated by giants in the west, dwarves in the east and orcs and great bears in the central peaks.
Due to ancient magic, in the Shrouded Lands it rains but once a year (29.14.36) so great water-laden clouds blow in from the south only to be caught by the towering peaks of the Grey Moutains. Here it can often be difficult to see more than a few feet through the grey masses of cloud that wreathe the mountains and leave the land glistening with dew or burdened by the heavy snows that feed the rivers that run south into the rest of these lands.
Hex summary:
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09.00 (To Go A-Striga through the Night): the owl-riding strigoi claim they are the descendants of those who escaped from the land of the dead by riding owls.
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09.01 (The Hermit of the Crag): here lives a wise hermit and his fearsome pet cow.
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10.01 (The Mouth of the Dragon): a tunnel that looks a lot like a dragon’s mouth, the goblins do not allow any others to venture inside.
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11.01 (The Goblins of the Mountain Woods): can be seen dancing about their great blood-nourish oaks on moonless nights singing strange songs.
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12.00 (The Sounding Snows): attempting to travel through this pass through the mountains will often be met with goblin ambushes.
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13.01 (The Skullcrusher Orcs): a village of strangely-peaceable orcs.
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14.00 (The Cave of the Winterjarl): the home of a great nordabjorn and his people who claim dominion over nearby lands.
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14.01 (The Frozen Jarl): the icy body of the previous nodabjorn jarl can be found here encased in ice.
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14.02 (Those Vexatious Caves): a small hermitage in which monks stare into a glowing ball of light and slowly die.
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15.00 (The Farthest Hermitage): a cave system beneath a dwarven ruin inhabited by a baffling array of humanoids.
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15.01 (The Monolith of Grahakzahak): a monument to a troll god whose prophet insists on sharing the sacrament of his flesh with all he meets.
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16.01 (The Quieted Mine): a dark and abandoned mind where the Hunting Dark lurks.
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18.01 (The Lair of the Ostrlich): here lies the ostrlich, which possesses great power but none of the ageless cunning of a true lich.
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19.01 (Hearthwright Green): a cave system that is home to the tiny villages of the jermaalines.
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20.00 (Castle Greymere): you can pass safely through the Grey Mountains if you pay the stone golems the toll.
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21.02 (The Sweat Lodges): orcs sweat out the filth of foreign lands here at the border when they return from raids.
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22.00 (The Stairs of the Sun): every midsummer the rays of the sun become stairs that reach skywards.
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24.02 (The Ten Thousand Stumps): the petrified remains of what was once a goblin forest.
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26.01 (Hoth Achaar, the Returned Fortress): the greatest orcish stronghold in the north.
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26.02 (The Potato Fields): keep the orcs fed with their famous potato-stuffed orc pies.
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33.00 (The Dwarves of the Titan’s Skull): here slaves mine and toil in the service of the rich and decadent dwarves of the north.
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33.01 (Titan’s Rest): the greatest of the dwarven mines is built around the bones of an ancient god that have been turned to silver.
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34.00 (The Eyeless Watchers): desecrated statues of the great dwarven lords of old.
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34.01 (The Long Graves): a graveyard for non-dwarves paid for by the metals that accumulate in the bodies of the slaves that dig for silver.
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37.01 (Mirror Lake): the temple-girded lake where the Prince of Men sleeps.
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39.00 (The Long Prayer): The priests have prophesized that their god will be reborn as a dwarf-child to parents who have never touched iron.
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46.00 (The Maw): a great canyon in which winds from beyond the World’s Edge howl.