My Evil Is Law: Regions and Settlements
Creating and populating the world
The world is a weird place that is influenced by magic, advanced technology, extraterrestrial visitors, and interdimensional travelers. Anything can be found, if you look to the correct place. Each time a psycher camp is forced to destroy another timeline, that destroyed universe rebounds onto this universe and this world, changing it forever. Because of this, maps are rarely accurate and the move continually moves on from its own inhabitants.
See previous My Evil is Law posts here: 1, 2, 3, 4, 5, 6, 7, 8, and 9.
To give credit where its due, I found the Cairn 2e Warden Guide (the PDF s free!) very inspiration, but also adapted my own material from Mysteries of the Multiverse.
Sample Region
Fungal Jungle (results 7 [jungle], 18 [half-buried spaceship]): Toxic, fungal spores prevent most creatures from surviving in the jungles, leaving only uniquely adapted creatures, robots, and those with protective gear as its only inhabitants. It is rumored that an ancient spaceship crashed into the jungle and is still full of valuable technology.
Regions
Primary features are always obvious to explorers. Secondary features may be obvious or may be initially unknown when exploring a region.
Primary Feature
Swamp
Glacier
Ruin
Mountains
Sea/ Islands
Desert
Jungle
City
Plains
Forest
Foothills
Valleys
Bogs
Lava Fields
Snow Fields
Caverns
Dunes
Coral Reefs
Plateaus
Steppes
Secondary Feature
Geysers
Hotsprings
Battlefield
Caves
Craters
Remote Village
Mines
Wizard Tower
Gargantuan Monument
Volcano
River/ Lake
Menhirs
Graveyard
Sinkhole
Titanic Skeleton
Volcano
Strange Mists
Half-Buried Spaceship
Crumbling Aqueduct
Dead Forest
Sample Community
The People of The Astral Beast (results 6 [prison], 1 [hidden from the overlord]): A great entity is bound within this prison of rune covered stone. Its emits power which is harnessed by the citizens of this strange settlement and converted into electricity. They remain hidden from the overlord, who would take this entity and use it to power a psycher camp, if it were ever discovered.
Settlements
Settlements may be large or small, safe or dangerous.
Primary Feature
Academy
Nomad Caravan
City
Fortified Compound
Temple
Prison
Psycher Camp
Town
Single Homestead
Villa Manor
Bunker
Mausoleum
Secondary Feature
Hidden From the Overlord
Trade Hub
Valued Natural Resources
Technologically Advanced
Home to Powerful Caster(s)
A Site of Pilgrimage
Home to a Great Warrior or Artisan
Location of a Powerful Artifact
Actively ruled by a Scion
Highly Traditional
Intune with Nature
Reclusive and Untrusting
What’d you roll and what you create?
What Else’s Going On?
Camp-Capers: A Dare-Luck Club Triple-Dog-Dare
This triple-dog-dare adventure anthology presents 3 all-new adventures focused around “Camp Wallamanitu” - a crusty, lakeside summer camp filled with intrigue, danger, and a mystery-heavy past.
Abattoir Hymnal
This Demonic Adventure for the Old School Essentials system takes a party into a small pocket dimension of the hells. (A little Hellraiser and a bit of Silent Hill thrown into the Slaughterhouse sausage!)





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