Giganotosaurus Map Thread

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I do love me some Al-Qadim, despite never having played in it. Did you end up running a game in this setting?
Nah, I'm already a player in 2 groups. There's not enough time in the week to meet. They're more for future plans or as practice for making better maps. Some are even just for fun.
Nah, I'm already a player in 2 groups. There's not enough time in the week to meet. They're more for future plans or as practice for making better maps. Some are even just for fun.

I feel you on that one! I think 90% of the maps I make are for fun, sometimes they end up getting used down the line.
Here is the Continent of Noth-Lyg:
Noth Lyg.png
A sparsely populated continent to the North-East of the Sorcerous Isles that enjoys a mostly warm climate.

The main population center is the Riverlands. The petty kingdoms here enjoy a year round growing season and black soil which helps fuel the many wars in the regions. Recently the self-proclaimed Emperor in Basala has made moves to unify the region, only to be bogged down in a guerilla war with the tribes of the Crecy Swamps.

Further north, the tropical grasslands of the Riverlands gives way to the Great Beshi Desert, home to a plethora of fierce nomad tribes. The only truly permanent settlements here are the trade cities of New Jenne and Makhan, as well as the Fortress of Snaketown that guards the only pass to cursed lands of Acerack. Intermingled with the dunes are Sand witches, Oasis' and the sandblasted ruins of a civilization that predated the Serpentmen's.

The craggy Wild Mounts that crown the top of Noth-Lyg are home to hardy tribes of barbarians, each claiming a river valley, hilltop or fjord as their own. While each tribe is independent unto their own, the Sea-Queen's of Cimmeria have a special hold over them. In times of truly dire need the Sea-Queen can summon the tribes to assemble a great war-host, wherein all grudges are set aside until the threat is dealt with.

The Empire of Acerack is the last wretched remenants of the once world-spanning Snakemen Empire. In the ancient past their vile heresies reigned supreme on all but the most distant continents, only to be destroyed when an unlikely slave rebellion received assistance from the Witch-King of the Sorcerous Isles. Now they cling on and wait from the silent plains surrounding their capital of Shashadune and the dreaded Snakemount Voormithadreth.
Twice they've tried to reconquer the continent, and twice they've been driven back by the combined tribes of the Beshi Desert and the Wild Mounts.

The Mashran Jungle was once the bread basket of the Serpentmen's empire, and it was here that the rebellion that overthrew it began. Now it is a vast jungle, the hanging gardens now buried under 2 centuries of neglect. The few tribes here face a daily struggle with the many aggressive plant breeds and monstrosities spawned from the magic-polluted ruins left by their former slave masters. The only city here is the Trade port of Bekemah, which is a popular stop over for merchant fleets heading to the Sorcerous Isles.

North of Noth-Lyg is the more heavily populated continent called Virnland by the Sea Raiders of Cimmeria. Aside from suffering the yearly reavings by the Cimmerians, Virnland routinely sends merchant fleets to trade throughout the world, reaching far off places as Al-Kemet and the Spice Isles.

Far to the south, deep in the Vast lies the semi-mythical continent of Terrath. The few expeditions that have returned speak of a maddening jungle filled with Dinosaurs, Demons, Giants and Sentient insects. Only the foolhardy or mad dare risk getting lost in the Vast to reach this cursed place.

I'm going to add some more written fluff for the Sorcerous Isles later.
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In the vein of Klibbix! Klibbix! I'm consolidating various maps I'm making in one place.
Here's The Sorcerous Isles:
View attachment 46193
The strange Sorcerous Isles hold a strange place in the world. On one hand they are a prodigious producer of all manner of magical scrolls, potions and magical artifacts sought by many around the world. On the other hand they are infamous for their weird-science, trafficking with demons and widespread use of Necromancy. Most of all they are known for the Dreaded and Immortal Witch-King, whose intervention 2 centuries ago brought the Snakemen's mighty empire to its knees.

The Largest city in the archipelago is Port Myrhedron. Along with the tiny port of Nedear, Myhedron is the only settlement open to foreign merchants. It's spiral towers and tented bazaars are a welcome sight after the long voyage across the Moon Sea. It is rightfully said that anything can be bought at the Great Bazaar of Myrhedron, from undead servants to bottled Djinn, and if you can't find it you can't find what you're looking for you can find someone who can. While not the official political capital, Myrhedron is home to 6 of the 9 Sorcerer Houses, who deal with the day to day running of the Isles, as well as setting flamboyant fashion trends. Recent political conflicts have led to many of the House youths dueling each other with rapiers in the myriad of alleyways surrounding the Great Bazaar.

While Port Myrhedron is the financial capital of the Isles, Carcosa is the political capital of the Witch-Kings domain. A fully closed city, only the occasional tributaries and diplomats have ever set foot inside. Those that could describe their visit speak of impossibly tall spire floating on a lake, each arranged around the looming Black Tower of the Witch-King. Here everything is perfect and refined from the tallest towers to the smallest of topiaries. Carcosa is a quiet city, only the most trusted advisers of the Witch-King are allowed to live there. The remainder of the population seemed to be mute workers who keep the city maintained.

Aside from Port Myrhedron, the tiny Port Nedear is the only settlement open to foreign trade in the entire Isles. It's primary purpose is less about trading and more about regulating ship traffic through the Great Canal and resupplying merchant fleets headed for the Spice Isles.

Port Theran is the major fishing center on the entire islands and is often where shipwrecked sailors end up. An infamous smugglers ring has recently been using the coast near by to circumnavigate the stringent tolls placed on the Great Canal.

The Siren Rocks are a collection of coral atolls that cut Ynelia off from the rest of the Archipelago. Infamous for being a spawning ground for Mermaids, Sea Hags and other briny ilk, the rocks were the original reason for the construction of Ynelia's great canal. No longer a serious hazard to shipping, the rocks now serve as a harvesting ground for the many alchemical reagents produce by Mermaids.

The Smoke Pots are a chain of volcanic isles that serve as a major resource for the Sorcerous Isles. Port Drask on the Isle of Kolmot is the source of many plantation goods, as well as forestry products.
Port Thedr on the Isle of Kalibin serves the mining settlements that harvest the Volcano for precious obsidian and ore.
Kithr, Koposh and Knil are major sources of exotic gasses and cinders, despite their activity preventing any permanent settlement.

After Carcosa the Agonia Atoll is the most heavily guarded location in the archipelago. Though noone truely knows why, rumors abound about the sandy islands and the deep underwater sinkhole at the center of it.
The Spice Isles.png
The Spice Isles, where most of the worlds spices originate from. They were only recently discovered by the merchant fleets of Virnland, and as such have yet to be fully settled.

Fire Island grows a large amounts of peppers, chilies and ginger. Boat Town is a minor transport port that moves most of the product to Port Darran. Sulfer Town harvests numerous exotic powders from the active volcano that makes up the islands north.

The poorly named Sugar island is home to only a few sugar plantations, named for the high quality of sugar grown on the island as apposed to the quantity. It's biggest export by far is a variety of tree and seed based spices like Cinnamon, Mace and Nutmeg. Sugar Town is a modest port that hosts a famous rum distillery.

Pig Island was the first island discovered by a wayward merchant ship from Virnland. So named for the numerous pigs left behind by later expeditions to ensure a food supply when they return. Aside from a small supply cache to assist the crews of ships that fell afoul of Mariners Reef it is otherwise uninhabited.

Vanilla Island is the major economic center of the Spice Isles, due in no small part to its rich soil and plethora of level land. Many numerous spices collected from neighboring uninhabited isles were brought here in the early days of settlement and all have flourished. Of special note, Vanilla Isle is also the sole source of Vanilla in the world. The plants only grow on the north face of the mountains that bisect the island and all attempts at transferring the crop have failed so far. The few Vanilla plantations are hidden away in secluded mountain valleys, jealously guarded by a Merchant House of the Bashmaki Trade League. Port Darran is the political and economic capital of the entire archipelago, and is generally where all products grown in the islands is shipped to the rest of the world. Port Balar is a modest sized port that focuses on maintaining food and naval supplies for the yearly merchant fleets and the other settlements on the islands.

Balisat Island, so named for the lost instrument of a shipwrecked captain, is a largely unexplored island due to the shear cliffs that surround it. The only land that touches the sea is guarded by a hazardous network of reefs, submerged rocks and sandbars in the Bay of False Hope. The only settlement on the Island is Port Achea, a Pirate Commune that uses their knowledge of a hidden route through the Bay of False Hope to prey on Merchant shipping throughout the Isles. Rumors of an indigenous people dwelling inland remain unconfirmed, as the Pirates have yet to explore the island further.
I've always likes spices in fantasy. Lots of examples from history (and even currently) have some spices worth more than gold, so there's some excitement and frisson there for the players in terms of reward, on top of being able to make that authentic Injera they've always wanted to try.
I've always likes spices in fantasy. Lots of examples from history (and even currently) have some spices worth more than gold, so there's some excitement and frisson there for the players in terms of reward, on top of being able to make that authentic Injera they've always wanted to try.
I remember hearing once that Pepper corns were once used as currency due to their shear rarity. I kinda want to run a game where instead of a chest of gold the party finds a chest of pepper corns, and they can use it either as currency or use it for cooking and get a bonus of some sort.
I've always likes spices in fantasy. Lots of examples from history (and even currently) have some spices worth more than gold, so there's some excitement and frisson there for the players in terms of reward, on top of being able to make that authentic Injera they've always wanted to try.

I remember hearing once that Pepper corns were once used as currency due to their shear rarity. I kinda want to run a game where instead of a chest of gold the party finds a chest of pepper corns, and they can use it either as currency or use it for cooking and get a bonus of some sort.

I would love to read (or watch, but it would more like be a book and not a movie) a medieval heist story that revolves around stealing the spice rack from a lord's manor or castle.
Japan China Division.png
Switching it up from my Sword and Sorcery Maps, here's an alternate WWII 1960's map of China and its neighbors.

The Soviet Union fared worse against Germany, eventually collapsing in 1945
The Americans lost almost all of their navy at Pearl Harbor, struggled against the U-boot raids and failed during D-Day. Japan had a lot more success in China.
The War ended in 1947 with a cease-fire between the remainder of the Allies.
Germany collapsed in 1952 after Hitler died and the USA spent the remainder of the 50's trying to stabilize the mess the Nazi's left in Europe.
During this Japan solidified its gains in Asia and the Pacific, Controlling Indonesia, Malaysia, and what you can see on the map. Part of the agreement for the ceasefire was that Japan withdraw from the entirety of New Guinea, which is now a dependent of Australia.
A Cold war is currently occurring between the USA and Japan, with both nations having Nuclear ICBM's.

Taiwan has been fully annexed into the Empire of Japan as its newest Prefecture.

Special Colonial Regions are directly ruled from Tokyo as colonies, similar to how Korea was governed during the War. Japans long term plans are to eventually settle Japanese colonists into these regions and incorporate them into Japanese prefectures.

New Frontier Territories are specialized colonial regions annexed by Japan that were "cleared" of their original inhabitants after the war. Like the Special Colonial Regions, Japan plans on settling Japanese colonists in these territories and incorporating them as new Prefectures. The eventual goal is to colonize all of coastal China.

Leased Territories are de-jure a part of the Chinese Republic but are de facto ruled by Japan, similar to Hong Kong and the UK.

Special Autonomous Regions are de-jure part of the Chinese Republic, but de-facto empowered by Japan to run themselves and keep the Chinese government weakened.

Special Autonomous Border Regions are areas of the Chinese Republic that suffer from heavy organized resistance groups run by ex-communist and National Revolutionary Army remnants led by Li Zongren. They are effectively governed directly by the Chinese and Japanese Military's.

The Great Nationalist Republic of China is the evolution of Wang Jingwei's Reorganized Government of China. Subservient to Japan, China has remained a under-industrialized nation, with its major exports being agricultural products and mineral resources. Its government is exceptionally corrupt and often finds itself fighting with the Autonomous regions, this is further inflamed by the Japanese Government to keep any resistance to their rule in check. Nanjing remains the capital.

The Second Tibetan Empire is a neglected puppet of Japan, with the majority of the population living in near-medieval levels. The few exceptions are the Japanese run mining settlements that import labor from China.

The East Turkestan Republic is a semi-autonomous puppet state that acts mostly as a buffer against revolutionary groups and bandits in Turkestan. When the Soviet Union collapsed, Sheng Shicai switched his allegiances to Japan, and has since run Xinjiang as his own personal fief.

The Mengjiang United Government is an Mongolian puppet state, it has suffered greatly under Japans Zaibatsus, who have been ruthlessly mining the region of all its resources.

The Empire of Great Manchukuo is the most industrialized puppet of Japan, and is where most of the minerals mined from Mengjiang is refined.

The Far East National Republic is the newest member of the Co-Prosperity Sphere. It was founded by White Russian Exiles who filibustered into the region during the 1950's. While nominally led by the Tsar, the Russian Fascist Party holds all the power. They have a desire to eventually reclaim all of the former Soviet Union but have had a hard time convincing Japan that a protracted war in Siberia is a worthwhile endeavor.

The Second Philippine Republic is a broken nation. Suffering heavily from Japanese occupation during the War, over half the population died from starvation during a post war famine. Most of the population works a s indentured servants in Japan.

The Empire of Indochina is the result of Japan reorganizing French Indochina during the 1950's. Little has changed in the running of the region other than its name and official leader.

The Kingdom of Thailand is a fully independent ally of Japan, gaining territory during the war. However the Phibun regime continues to struggle in stamping down resistance from the American funded Free Thai Movement.

The State of Burma, while officially independent, is de-facto run as a resource extraction operation for the Japanese 15th Army.

The Free Republic of India is a Japanese supported continuation of Subhas Chandra Bose's Azad Hind. It roughly controls the Bengal region, and is locked in a stalemate with the American supported Republic of India, similar to IRL Vietnam. During the 1950's the Japanese 15th Army sent a detachment to occupy Bhutan, which while de-jure a part of the free republic, is de-facto a fief run by the 15th army.

The Republic of India is the result of an independence vote in the British occupied areas of the subcontinent after the ceasefire with Japan. Unlike IRL India, it did not partition off Pakistan.

The Kingdoms of Afghanistan and Nepal has effectively remained unchanged from IRL post war Afghanistan.

The Turkestan Soviet Socialist Republic is theoretically the successor to the Soviet Union. In reality it's a name other countries put on maps to denote the lawless wild region that is central Asia. The Supreme Soviet controls little outside of its capital of Alma-Ata. It is a major breeding ground for various bandit and revolutionary groups that harass the Siberian Republic, Afghanistan and the East Turkestan Republic.

The Siberian Independent Republic is one of the rare cases of a Independent Republic actually being independent. Formed by Gulag inmates after the chaos of the collapse of the Soviet Union, the SIR is a fairly stable country that plays the USA and Japan off of each other in order to remain independent of foreign rule. It's capital is Novosibirsk.
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Separate from any of my previous maps, here's a fantastical old kingdom Egypt analogue, Djefur, named after the river it straddles.

The Upper and Lower Kingdoms of Djefur are united under a single Pharaoh who rules from Gnom-Ur
The Pharaoh rules all but the lands of the Amazi, the Nahkt Kingdoms, and the lands of their hated enemies in Nod.

The largest settlements of Djefur are designated with the Ur ending and are named after the Pharaoh that built them, with the oldest being Gnom-Ur, well over 3000 years old. Pharaoh Gnom unified the Upper and Lower Kingdoms of the Djefur river and established the royal dynasty that reigns to this day.

Djefer is the greatest power in the region, perhaps even the world. Nod is a collection of city states that will occasionally unite under a single king and harrass Djefur.

The Kingdoms of Nahkt are a collection of city states that rule over the Derg Swamps, Borana Highlands and the lands south of Mektur. They have mastered the art of defensive warfare and many Djefuri Pharaohs have failed to conquer them.

The Amazi are a collection of Polyandrous Matriarchal nomad tribes that range into the deep desert. They regularly cycle between a state of hostility and ambivolens towards the Djefuri, leading to the Djefuri Oasises in the western Desert to be built up as fortresses. The holy city of Ayt Tanserret is their only permanent settlement and is where the Desert Queen reigns. Whenever a great threat appears the desert Queen will summon representatives from all the Amazi tribes for a council to determine what is to be done about it.
View attachment 51719
Separate from any of my previous maps, here's a fantastical old kingdom Egypt analogue, Djefur, named after the river it straddles.

The Upper and Lower Kingdoms of Djefur are united under a single Pharaoh who rules from Gnom-Ur
The Pharaoh rules all but the lands of the Amazi, the Nahkt Kingdoms, and the lands of their hated enemies in Nod.

The largest settlements of Djefur are designated with the Ur ending and are named after the Pharaoh that built them, with the oldest being Gnom-Ur, well over 3000 years old. Pharaoh Gnom unified the Upper and Lower Kingdoms of the Djefur river and established the royal dynasty that reigns to this day.

Djefer is the greatest power in the region, perhaps even the world. Nod is a collection of city states that will occasionally unite under a single king and harrass Djefur.

The Kingdoms of Nahkt are a collection of city states that rule over the Derg Swamps, Borana Highlands and the lands south of Mektur. They have mastered the art of defensive warfare and many Djefuri Pharaohs have failed to conquer them.

The Amazi are a collection of Polyandrous Matriarchal nomad tribes that range into the deep desert. They regularly cycle between a state of hostility and ambivolens towards the Djefuri, leading to the Djefuri Oasises in the western Desert to be built up as fortresses. The holy city of Ayt Tanserret is their only permanent settlement and is where the Desert Queen reigns. Whenever a great threat appears the desert Queen will summon representatives from all the Amazi tribes for a council to determine what is to be done about it.
So I have been listening to various lectures on ancient history and something hilarious is the Egyptians when they invaded Mesopotamia were so confused that a river could run from north to south they it as a river that ran south to north backwards. Egypt had just such an amazingly predictable environment it impacted their whole culture.
So I have been listening to various lectures on ancient history and something hilarious is the Egyptians when they invaded Mesopotamia were so confused that a river could run from north to south they it as a river that ran south to north backwards. Egypt had just such an amazingly predictable environment it impacted their whole culture.
It's what made their civilization so dang successful. When, without fail, the river floods every single year at the same time it makes agriculture easy.
Could you point me in the direction of those lectures?
It's what made their civilization so dang successful. When, without fail, the river floods every single year at the same time it makes agriculture easy.
Could you point me in the direction of those lectures?
Specifically no. But it is one of the Great Courses that I listen to on Audible. With membership some are free each month.
It might be in:
A History of the Ancient World: a global perspective.
Ancient Empires before Alexander.
Origins of Great Ancient Civilizations.
This map is a bit different. It's a Sword and Planet setting that I originally developed for some practice writing I was doing during my 30 minute breaks at work. Later I tied it into a fantasy map I had been working on. What resulted took inspiration from the Knights of Nvrul's dungeon synth albums, Morrowind, A Princess of Mars and Spelljammer. To date it is my second greatest creation, the aforementioned unfinished Fantasy Map I consider my mapnum opus.
I call the 17 Moons.
The 17 Moons Map.png

The World Beneath: In ages past the World Beneath was the home to all species that dwell on the 17 Moons. Then came the Great Curse, transforming their home into the Demon Haunted Shadow realm it is today. In the ensuing chaos of the Curse, many fled to on Lunarskiffs to the 17 Moons orbiting their dead world. Today it is largely avoided, with only a few foolhardy Moondwellers risking their souls to loot the ruins of the ancients.

1. The Broken Moon: The Broken Moon was formerly called Naja, the Palladium Moon, and seat of the Governing Council of the 17 moons. In ancient days when the Moons were united Naja was a great economic power. Now it is a dead moon, shattered during the Sundering War. The Broken Moon is in a slowly decaying orbit and will eventually crash into the World Beneath. Naja was Home Moon to many of the Humanoid peoples, before they were scattered by its destruction.

2. Cha, The Silver/Garden Moon: An idyllic moon dotted with silver cities surrounded by manicured countryside’s. Aside from being a major tourist destination, Cha is also the producer of many luxury goods and in particular clothing. No House lord would be caught dead without the latest fasion from Cha. Cha is Home moon of an delicate, ethereal people made of thin silk. Their greatest obsession is physical beauty, perfection and cultural tradition.

3. Kalana, the Jasper Moon: The surface of Kalana is covered in one vast grassy plain with arid rolling hills only breaking up the monotony near the poles. Kalana is the breadbasket of the Moons, with the vast fields being tended by a species of Insect people that live in vast hive cities built underground. Building surface structures is difficult and expensive, with only a few port structures risking the sentient tornadoes. Kalana is dependent on Cha for most non-agrarian products.

4. Munon, the Opal/Crystal Moon: A glittering crystal world, Munon is the source of a vast majority of crystals traded through out the Moons. It's entire economy is based around mining and refining these crystals and is jealously guarded by the Elite Houses of the Silver Moon. Munon is Home Moon to a species of sentient crystals that are capable of limited telekinesis.

5. Aï, the Diamond Moon: The largest of the 17 Moons, Aï is a great ball of Gas and vapors dotted with millions of islands of Float Stone. Aï is a chaotic place, with the islands being divided between multiple Merchant houses that constantly vie for control over the export of exotic vapors and gases harvested from lower in Aï's atmosphere. Aside from the various gases, Aï's primary export is extracts secreted from a domesticated species of Aerial Jellyfish. Aï is Home Moon to a species of many limbed bird people, who make their villages on the underside of the floating islands.

6. Sinya, the Peridot/Forest Moon: Aï's first sub-moon is Sinya, a temperate world covered in vast forests and mountains. Sinya's divided into several Princedoms, each an elective monarchy. Sinya's primary export is various types of timber carefully harvested from curated groves, in particular Float wood, a critical competent in the construction of Moon Skiffs. Due to this strategic nature, Sinya is considered a no conflict zone for factions on the other moons, leading them to use the Princedoms in proxy conflicts. Sinya is Home Moon to the Men of Sinya, a species of lavender colored humanoids with clawed fingernails, pale eyes and skin studded with bone protrusions. Their primary settlements are great fortresses built within the great Banya Trees, whose height can reach miles.

7. Lerulia, the Lapis Moon: Lerulia is a bustling moon whose surface consists of a single continent that is almost entirely covered in a vast metropolis. So named for the blue stone that is prominent in its architecture, Lerulia is the beating heart of commerce among the 17 Moons. It is said that everything can be found here and if it isn't it's not worth having. Aside from being the major trading hub for the inner Moons, Lerulia is also a major producer of craft goods and skilled laborers. The University in the capital of Lam in particular is said to be the greatest collection of minds on all the Moons. Though the Sorcerers of Narada would disagree. Lerulia is Home Moon to a species of 6 fingered Apemen, who are renowned as great merchants and sailors.

8. Manoi, The Pearl Moon: After Aï Manoi is the largest moon. A vast ocean dotted with over a thousand islands of various sizes. Manoi is a major population center and major food producer for the moons, occasionally out producing Kalana's crops with vast troves of squid and shellfish. While each island on Manoi governs themselves independent of the others, a High Council represents the whole moon when interacting with others. They so far have managed to stave off the influence of meddling Houses of other Moons. Manoi is Home Moon to a Species of Crustaceans, whose life cycle and psychology is alien to other Moondwellers.

9. Bangwa, The Emerald/Bog/Toxic(derogatory) Moon: One of the most bio-diverse Moons, Bangwa is also the most misunderstood. The entire moon is covered in vast bogs peppered with chains of sulfur geysers. The Bogs are home to an innumerable amount of plant and fungal life, while the geysers host a plethora of large Macrobacteria. Both the Flora and Fauna have a plethora of alchemical effects, which is the sole reason why other Moondwellers travel to this damp and noxious Moon. Aside from a few trading posts and plantations, Bangwa is largely devoid of major settlement. Bangwa is Home Moon to a species of Tarantula people, who make their semi-nomadic villages out of their own silk, which is mildly toxic to other Moondwellers.

10. Banthar, the Feldspar/Mountain Moon: Cold soaring peaks and deep crags would make travel along Banthar's surface difficult, were it not for the multitude of tunnels and winding mountain roads carved by its inhabitants. Banthar is a major source of basic minerals for the Inner Moons, with each mine being operated by a Lerulian merchant house. The native inhabitants, a species of hairy humanoids, primarily herd large woolly caterpillars and extract silk from giant moths. Their cities and towns are carved into the sides of mountains, with the few level river valleys being used as grazing or terraced farms to grow a hardy buckwheat.

11. Tanazra, the Jade Moon: Tanazra is the last of the Inner Moons. A hot tropical moon, Tanazra is covered in a large equatorial jungle that erode into temperate grasslands nearer to the poles. The equator is ringed by several vast seas, the only major bodies of water on Tanazra.Tanazra is divided into 2 seasons, Wet and Dry, with each making life for other Moondwellers uncomfortable. Tanazra is a general exporter, with its only specialization being general resource extraction. Tanazra is Home Moon to a race of stubby humanoids, whose males are all grotesque gremlins, and females are all lithe and unnervingly symmetrical.

12. Rhun, the Beryl Moon: The first of the Outer Moons, Rhun is covered in an Arid Desert dotted with vast rocky savannas and badlands. Somewhat resource bare, Rhun's primary use is as a resupply point for Lunarskiffs heading to and from the other Outer Moons. Rhun is Home moon of a species of Rockmen whose menacing appearance and rocky skin lead to them often being hired as Mercenaries. Theirs is a rich culture, that primarily revolves around Dreams and Philosophy. Unfortunately the general poverty of their society leads to many leaving to find their fortunes elsewhere.

13. Muln, the Brass Moon: The Brass Moon is a mysterious moon. From what is seen above the entire moon appears to be covered in vast fields of Brass and Clockwork. Exceptionally isolationist, the moons inhabitants have never been seen, as they deal with others solely through simulacra intermediaries. The Brass Moon is the source of many valuable pieces of technology, Powered Lunarskiffs, Cycler Weapons, and Simulacrum are their most popular export. It is unknown who calls Muln their Home Moon, nor what their culture is like.

14. Marak, the Ruby/Ashen Moon: Marak is a moon wracked by heavy geological instability. Heavy volcanism and earthquakes make its surface a generally inhospitable place. This however also leads to Marak being excellent for Mineral extraction, as most minerals are expelled during violent Volcanic eruptions. Marak's primary export is various exotic minerals and gemstones, with the Brass Moon being a particularly large, though mysterious customer. Only a few of the wealthiest Merchant houses are able to establish permanent mining colonies in Marak's environment. Marak is Home Moon to Humanoids composed of a liquid fire, whose primary diet consists of gems and minerals and can transmute lead into gold.

15. Colchi, the Aquamarine Moon: Due to an orbital quirk, Colchi is continuously eclipsed by the World Beneath, and left in a perpetual twilight. Colchi is a cold place covered in vast fields of ice. It is only beneath these icy plains that Colchi really shines. A vast subterranean ocean, heated by geothermal vents hosts a eerie aquatic world. The Moons natives, a species of tall hairy humanoid apemen, use their oily skin and strong lungs to dive into the underwater depths to collect bio-luminescent sea life. Aside from the exotic seafood trade, Colchi is also a producer of never-melting ice, used to keep food fresh on long Lunarskiff voyages.

16. Shadar, the Obsidian/Shadow Moon: The surface of Shadar is riddled with vast mountains of obsidian and great stratovolcano's that perpetually belch out ash clouds. These ash clouds form a thick barrier that perpetually blocks out the light from the World Star, bathing the surface in a eternal night. In reaction to this environment, all flora and fauna has developed an innate bioluminescence. The ash cloud makes travel to Shadar difficult, leaving it a relatively isolated moon, with Lunarskiffs having to wait for a weakening of the winds in the upper atmosphere. Shadar is Home Moon to a species of bioluminescent humanoids, whose emotional state affects the color they glow.

17. Narada, the Sapphire/Sorcerer's Moon: Narada is a semi-mythical place among the other Moondwellers. Home to the last Sorcerer’s and Wizards of the World beneath, Narada is rightfully feared as a dangerous place that only the foolish of desperate would journey to. Those that have returned speak of a chaotic place where the landscape shifts with the tide of magic, and scintillating Sapphire Tower-cities that are home to sights too wondrous and impossible to speak of. Narada is said to have been the Home moon to an extinct race of giants, whose Multi-Lunar ruins predate the cursing of the World Beneath.

18. The World Star: When the Wizards of the World Beneath breached the Void Wall, the star it orbited became an opening to realms beyond. The renamed World Star became the new source of light for the moons. Rarely, a great Merchant House will send a Lunarskiff fleet to trade with the strange places beyond it, though the risks are great.
I was playing Hoi4 and had an incredibly silly idea for a map based on Hammer Horror movies, 1984, and the League of Extraordinary Gentlemen.
This is what resulted.
I call it Hammer Britannia. Basically a 20,000 year old Lich has in one form or another been running England since 1066. Originally a Paleolithic Hunter-Gatherer from Doggerland, Merlin, as he would be known, caught a Fairy and was given The Book of Magic in exchange for becoming the guardian of the British Isles. Through out the ages he has manipulated events to ensure that the Islands of Great Britain are kept in a dominate place in the world, possessing people whenever his physical body starts to fail. Eventually he started possessing the reigning monarch of the United Kingdom, starting with George I.
WWI was supposed to be the culmination of a 200 year plan to take over the world, but his secret apprentices, Woodrow Wilson and V.I. Lenin, betrayed him during the peace conferences. Merlin then spent the interwar period plotting, first by killing his traitorous apprentices, and then by engineering a second world war. When George V died, Merlin possessed his latest vessel, Edward VIII, in a secret ceremony beneath the Tower of London. Using his marriage to Wallis Simpson (Who was possessed by the soul of Nefertiti released on accident by the British Museum), Merlin fabricated a constitutional crisis to remove parliament. With several allied occult groups, Merlin used WWII to take over the world and now reigns supreme over the whole planet.

The year is 1970 and the world is very different from the one we know.
Hammer Britainnia Map.png

With the Crowning of Edward VIII as Emperor, the British Isles were renamed Britannia. Using the strong arm of Oswald Mosely's British Union of Fascists, Edward VIII has turned the islands into a totalitarian nightmare. Despite all the resources pouring in from the colonies, life is difficult for the average citizen with the state constantly surveilling the complete movements of the populace.
Emperor Edward VIII himself has spent his post war years pitting his various occult allies against each other and fighting a shadow war with his wife Empress Wallis (Nefertiti). With his current body nearing it's end Edward has also been grooming his latest host, his niece Elizabeth, for the soul transfer ceremony.

The Dominions mostly run themselves, with very little interference from the Home Islands.

-The Dominion of North America was formed from the merger of Canada and the United States, and is ruled by under the iron fist of Empress Wallis I. The Dominion is a major industrial powerhouse for Britannia and also supplies a plethora of manpower for the Imperial Armies. American rebels are still a problem in the rural regions of the Dominion, particularly the Rocky Mountains and Louisiana.

-The Dominion of Central America is the result of Britain invading Mexico after they nationalized its oil resources. In the following years the borders have crept slowly south until it encompassed all of Central America save Panama which is kept as a special military colony to guard the Canal and the magical ley lines that run through it.

-The Dominion of Southern Africa was formed by the merger of South Africa with the Bechuanaland, Swaziland and Basutoland protectorates. Edward VIII's primary interest in this region is the procurement of special diamonds he uses to smooth out his soul transfer rituals. Equal rights were recently enforced by Britannia as payment of a debt Merlin acquired from a !Kung shaman he had met in his earlier days. This new ruling has gone over less than well with the local Afrikaans population.

-After the war the Dominion of Australia was merged with the Dominion of New Zealand at the behest of the local Fascist Parties to strengthen their position in the Empire. After the first Atomic bomb was tested in the mountains of New Guinea, various tribes have been giving the colonial administration trouble. This got so bad that the entire island was "gifted" to the Dominion of Australia so that the Central Government didn't have to bother hearing about it anymore. This has had the added benefit of distracting the local Fascist Party from their plans of overthrowing the Mosley Government.

Colonies are ruled much as they are in real life. Notable additions include the Katanga region of the Congo, Rwanda-Burundi, Coastal French West Africa, Southern China, Areas around Shanghai, the Shandong Peninsula, French Indochina, the Dutch East Indies, and Madagascar.

-Gibraltar was expanded to encompass large portions of Granada in southern Spain.

-The French Middle East protectorates were merged with Iraq and Palestine to form the Greater Middle East Colony. Merlin's Demon worshiping Gnostic allies have been building a large Ziggurat temple complex in preparation for a planned apocalypse.

-The Caribbean islands, Guiana's and Venezuela were merged into a general Caribbean colony ruled by a cabal of Voodoo Priests.

Protectorates is a catchall term for a variety of territories that have some form of limited self rule.

-The Protectorate of Hanover was created specifically to reverse its loss from the ascension of Queen Victoria. It was later expanded to cover more of Northwest Germany.

-The Kuban-Caucuses and Central Asian Protectorates were created solely to break up parts of Russia and manage the natural resource extraction operations. Corruption and clan feuding are rampant with in their borders, with occasional raids crossing into neighboring regions.

-The Protectorates of Armenia and Kurdistan are Edwards attempts at reversing the damage caused by the failure of the First World War's peace conference. Not even Merlin's inner circle knows how these regions factor into his plans, save that they keep Turkey in a weakened state.

-France was divided into 3 protectorates during the War, with her overseas possessions being divided between the victors. The Kingdoms of Normandy and Occitania are in personal unions with the Britannien Crown, while the House of Bourbon rules the Duchy of France.

-The British Raj was expanded after the war to encompass Nepal, Bhutan, Burma and Afghanistan. The Local Princedoms still serve as intermediaries in ruling over large portions of the subcontinent. Despite the continued expansion of the Quit India movment, the Empire has no intention of leaving anytime soon.

Merlin was not able to conquer the world on his own, he had several supernatural allies to assist in this endeavor. While some of these allies were content to leave governing of the world to Edward VIII, several required their own territories to rule over independent of Britannia.

-The Italian Empire is Britannia's chief ally in the world, and the only one not ruled by a supernatural group. Using Oswald Mosley's connections with Mussolini, Edward VIII was able to influence the nation into not allying with the Nazi's during the War. Since then the Italians have remained a loyal ally to the British, gaining many of Frances former colonies and eventually creating protectorates over Brazil, Uruguay, Arabia, and the Balkans. While the government claims that all is well within the Italian Empire crack are beginning to appear. The Anti-Facist resistance has begun to gain traction in recent years and the Vatican, greatly displeased with the current ruler of the world, has been coordinating a world wide anti-Britannia intelligence network. Time will tell if they succeed.

-The Iberian Empire is the result of Spain's merger with Portugal. While a Carlist King sits on the throne, Iberia is truly ruled by a cabal of Alchemists and Necromancers, who use their power to continue their studies into the dark arts and natural world. In the lead up to the First World War, this cabal provided Merlin with a creature reanimated from stitched together corpses. This creature would later on be known as Winston Churchill. Since the War the Iberian Empire has gone on to establish protectorates over most of South America and several of France's former African colonies. Additionally Edward VIII granted the Cabal rule over several Indonesian Islands where rare plants used in alchemical rituals are grown.

-After the disastrous conclusion of the First World War, Merlin spent a significant amount of political power to maintain the Anglo-Japanese Alliance. With a successful Coup by the Kodoha Faction in the Japanese military he was eventually successful. Japan is ruled by a group of Shinto-Buddhist Mystics, who seek the obliteration of the self by merging the souls of every living thing in the world. Their interference in the government is shockingly minor, leaving the military to run day to day operations of their empire while they attempt to achieve the knowledge required to bring about their vision of Nirvana. While the South-East Asian colonies were denied to Japan, Britannia gave them mainland China to govern as a conciliation prize. They rule their puppet governments with the same brutality one would expect from a Apocalypticly Nihilistic Military Government.

-The Commonwealth is the resurrection of the Polish-Lithuanian Commonwealth. Created by the machinations of Wallis Simpson (possessed by Nefertiti), The Commonwealth is ruled in secret by Nefertiti's mummified lover, the resurrected Casimir III the Great. A fairly benign nation, The Commonwealth rules gently over its protectorates in Eastern Europe, and has even started secretly working with the Vatican to build resistance to the Britannien Empire.

-The Kingdom of Hellas is a semi-theocratic state reigning over a Greece that fulfilled the Megali Idea. From a hidden monastery on Mount Athos, a Demon possessed Rasputin runs a mysticism obsessed Orthodox Cult that runs Greece. Rasputin's fits of demon inspired insanity are interpreted by special monks into laws and other pronouncements for the Kingdom and its protectorates of Bulgaria and a Rump Turkish state. The latest King of Greece has been secretly trying to build a resistance against the Priests of Rasputin. so far he has had little success save from a Junta of rebellious Turkish Officers within the Turkish conscript army.

-The Kingdom of Hungary is the creation of a family of Vampires that have ruled from the Carpathians since the Roman Empire. They are by far the oldest allies of Merlin, having met him in during his travels in the 900's. Their current rule is subtle, taking their blood needs from prisoners captured by the Secret Police. Outside of Hungary, the Vampires run a South German Duchy, the Kingdom of Bohemia and the Kingdom of Romania.

-The Kingdoms of Scandinavia and Finland were formed and gifted to the Fairies by Edward VIII, as a sort of thanks for giving him the Book of Magic. Nothing has really changed here except lots of socks go missing and children are slowly being replaced with changelings.

-The Kingdom of the Netherlands was merged with Belgium and Luxembourg. The whole kingdom was gifted to Edward VIII's favored paramour Queen Wilhelmina, who has used her new station to pursue her Pyromancy hobby. She has spent most of her time burning down large portions of the Congo in pursuit of finding the purest fire.

-The Russian Protectorate was formed solely to give one of Merlin's apprentice's a second chance. Originally the Russian Empire was ruled over by a Merlin's greatest apprentice, who would possess each successive Tsar in emulation of his master. Eventually the apprentice began to become a little too comfortable in his position as Tsar, and this led to him not seeing the traitorous plots of Lenin. When Lenin betrayed Merlin during the First World War he killed Tsar Nicholas in an attempt to overthrow his master. After Merlin killed Lenin and eventually destroyed his Soviet Union, he resurrected Tsar Nicholas and gave him a test to see if he was truly worthy of being his apprentice. The newly renamed John Nichols now rules as the uneasy Protector-General of Russia, always trying to prove his loyalty to his arcane master.

-The Confederation of North German Duchies is the balkanized remnants of Germany. Each Duchy is ruled by a member of the Illuminati, a secret society that holds more in common with its historical enlightenment group than the current conspiracy theories. Each year they meet to plot overthrowing the world order and implementing revolutionary republics around the world. Edward VIII has been using them to weaken his other allies, in particular Nefertiti.
I've found the Tomb of Horrors to be a disappointing dungeon. So as a new years resolution I'm going to make my own! I've laid out several zones for it, and the goal is to complete one zone a month (I was inspired by the Dungeon 23 that was mentioned a few days ago).
The first zone is the City of Tagaz, a surface location that acts more as a hub for the players while they explore the mega dungeon beneath it.
The City of Tagaz.png
For thousands of years three dried rivers led to a barren hill in the deep desert. Far from any sources of water, this hill was laid largely undisturbed, save the occasional eccentric traveler.
100 years ago this all changed. 3 powerful wizards, driven by some purpose, journeyed out to this barren reach and began excavating ruins of some forgotten capital beneath that lay buried beneath the hill.
In order to fund their excavations, the Wizards summoned water elemental, and flooded the dried rivers for a year trade caravans.
Enriched off of the shorter trade route the wizards camp developed into the wealthiest trade city in the world.

Population roughly 15,000 during the sandstorm season, upwards of 25,000-30,000 during the trading season.
Currency: Primarily Sea shells due to the vast influx of gold from the Golden Kingdoms.

Tagaz has very few laws outside of the general "No Murder, No Theft" laws to keep public order. The others pertain primarily to taxes on trade goods, The Cleric Ban and the Warlock Ban.

The Cleric Ban forbids any members of holy orders from entering the city, specific inns have been placed outside each gate to house any that are traveling with trade caravans. Clerics caught violating this ban are magically marked and escorted out the nearest gate. Clerics caught violating this ban a second time are escorted to the Bilge Swamp wall and tossed off. Clerics caught violating the third time are executed and turned into undead servitors.

The Warlock Ban forbids any unsanctioned warlocks not members of the Acolytes of the Serpent. This is a harshly enforced ban, any violators are executed on the spot. Their bodies are taken to the Ziggurat of the Serpent and never seen again.

As a result of the lax laws on trade, Tagaz has gained a reputation as a city where anything can be found for sale. Notable goods include: Undead Servitors, Exotic beasts, Poisons, Bound demons and Slaves.
These less savory goods are required to be sold during the Night market to refrain from offending the more mundane traders.

The Wizard Lords of Tagaz:
Scalamandros of Milu: A Sorcerer-Prince from a minor noble house of the northern Empire, and the weakest of the 3 wizards. He spent his inherited fortune to raise an army of Mercenaries that now acts as part of the cities peace-keeping force. Scalamandros is the most visibly active Wizard Lord of Tagaz, involving himself in the day to day running of the city quite regularly.

Ptah-Amon: An exiled priest from the eastern Kingdom of Djefur (now a client of the Northern Empire). Ptah-Amon is head of the Acolytes of the Serpent, a cabal of Warlocks who enforce the cities Cleric ban. The Acolytes are the only sanctioned group of warlocks in the city and will ruthlessly hunt down and kill any unsanctioned warlocks. Ptah-Amon is almost never seen outside of his Azure Palanquin, splitting his time between the excavation site, Ziggurat of the Serpent and his tower.

Mansa Mbeke: A bit of an oddity, Mansa Mbeke is the reigning king of the Golden Kingdoms in the distant south. The most powerful wizard-lord, Mbeke routinely fly's from his tower in the city to deal with running his realm far to the south. Mansa Mbeke has brought a contingent of his elite White Lion Guard to enforce his will in the city.

Notable Locations:

The West Caravanserai Quarter: The main entrance to the city for travelers coming on the North-South Trade routes, largely dedicated to resupplying caravans from the Northern Empire. Many inns serve expensive wines grown in vineyards along the Armonian Coast, and Backgammon is the gamblers choice.

The East Caravanserai Quarter: The main entrance to the city for travelers coming along the East-West Trade routes. Largely dedicated to resupplying and tending to caravans coming from the kingdoms around Lake Tkal. The Inns mostly serve cactus wine and bone dice is the gamblers choice.

The Great Bazaar: The beating commercial heart of the city, the great Bazaar is a vast maze of market stalls, sand sledges, and trade tents. During the day, almost anything can be found here, and anything that isn't is found during the Night Market. One could spend literal days just wandering the market.

Oasis Plaza: The plaza in front of Scalamandros Tower is host to a market that's smaller than the famous Great Bazaar, here Mercenaries, porters and Camel herders offer their services to the many caravans that travel to the city.

Serpent Plaza: A mid-sized plaza in front of Ptah-Amon's tower, the serpent plaza is host to a variety of entertainers, musicians and artists, each looking for a patron. Notably, snake charmers are found in abundance here, hoping to gain favor with the Acolytes of the Serpent.

Kings Plaza: A mid-sized plaza in front of Mansa Mbeke's tower, King's Plaza is host to a variety of metal-smiths. Goldsmiths form the Golden Kingdom are the most abundant.

The Excavation Quarter: A restricted section of the city, the excavation quarter houses the various workers and materials used in the excavation site.

The Excavation Site: The highly guarded center of the city where the Wizards continue their excavation of the ruins of a thousand year old capital. Not much is known about what goes on in the deeper tunnels, though the Wizard lords occasionally hire mercenaries and laborers to join the existing work crews.

The Night Quarter: Not to be confused with the infamous Night Market, the Night Quarter is home to various Inns, Taverns, Hookah Lounges, Brothels and Gambling Dens. Merchants and Mercenaries come here to unwind after a long journey on the caravan routes.

The Ziggurat of the Serpent: The Headquarters of the Acolytes of the Serpents, this Ziggurat is kept under lock and key to those who are not members. novices of the Acolytes are often seen tending to the hanging gardens within, and Patrols enforcing the Clerics and Warlocks Ban are often seen entering and exiting the compound.

The Academy of Tagaz: Patronized by Scalamandros, the Academy is one of the greatest centers of learning in the world. Famous in particular for its vast collection of scrolls and writings by various scholars, including the only known copy of the Book of the Dead.

The Flour Quarter: Tagaz's Slums, a winding collection of mud brick hovels built in a haphazard mess of petty crime. The quarter is home to the cities poor and servants, several high profile bakeries and the main waste cistern.

The Bilge Swamp: The cities sewers collect into the main waste cistern in the Flour District where the sewer is dumped into the desert. Once the most recent dump has dried it is collected and turned into fuel for the city. Here the cities outcasts and undesirables live, eking out their existence by collecting dung.

The Great Stables: The largest stables in the city. They serve the wealthiest trade caravan's that come to the city.

The Workmen's Quarter: A large residential quarter and home to a collection of labor and porter guilds.

Madrossi Bank: The largest and wealthiest bank in the city, run by the Madrossi family from the Northern Empire. The Madrossi are a major noble house in the Empire and chaff at the thought of having to do business in a city run by a minor houses prince.

The Merchants Quarter: Home to a large variety of shops, money changers and warehouses, as well as several expensive Inns.

The Kings Quarter: A major quarter home to expatriates from the Golden Kingdoms, here too are 2 large metal-smith foundries.

The Craftsmen Quarter: Home to wealthy craftsmen and several moderately priced inns for those looking for accommodations quieter than the Night Quarter.

The Inn of the Golden Cat: The most famous inn in the whole city, all sorts can be found here from penny-magicians to a musical troupe of Skeletons. The proprietor, Merta Vizini, prides herself in running the best inn in the city, if not the world.

The Fortress of the White Lion Guard: The headquarters of Mansa Mbeke's contingent of Royal Guards, here they train all day and send out peace keeping patrols into the Great Bazaar.

The Mercenaries Quarter: Home to the large contingent of Mercenaries that Scalamandros has hired. A rowdy quarter that is best not visited at night.

Cleric Inns: dingy cheap inns at each of the cities gates, built to house Clerics traveling with trade caravans. Water here is expensive as it has to be imported from the city.

Next I'll write up a random encounter list for the city before working on the map for the excavation of the ruined city, the first dungeon part of the mega-dungeon!
My plan for Tagaz is that it acts as both a hub for the party and a side adventure location. I wanted a random encounter table to roll on for whenever the party is traveling through the city.
I took a 100 random city encounters table form the internet and adjusted it to be a bit more fitting to the city. I also added a bunch of patrol encounters with the various law enforcement groups in the city, mostly so that if there's a Warlock or Cleric in the party they'll have to hide or fight Patrols of Acolytes enforceing the Cleric and Warlock Ban. I'm planning on adjusting some 5E goblin stats to make a "Sniffer Dog" that looks like the Hounds of Tindalos. These will sniff out any clerics/warlocks.

Tagaz's Random street encounters table:
1. The PC's Encounter a Acolyte Patrol.
2. A beggar claims to know of a secret market in the sewers, and will show the party for a small fee.
3. A severed head rolls down the center street. It spouts Warnings of the evils of the Wizard Lords and their foul practices.
4. A naked wizard suddenly appears in front of the party, he says”Opps!” then turns back invisible.
5. A child asks the PCs to help him find his pet dog. But this simple task leads them somewhere where they don’t belong.
6. A bounty hunter is chasing his target past the party.
7. The party hears a scream, and then sees a wizard plummeting towards the ground from the sky!
8. A giant Manticore lumbers down the street. It is ridden by a gnome.
9. Two White Lion Guards hold a wanted poster. They carefully study the party as they pass by.
10. A smiling merchant roasts rats, frogs, and squirrels on sticks. He offers a bite to the PCs.
11. A chatty bard walks alongside the party. He won't leave them alone.
12. A group of mutant Kobolds walk out of an alchemy shop cursing at the proprietor. They seem unhappy with the services he offered.
13. An attractive maiden flirts with you. Her very large husband notices.
14. A naked bard asks for directions to the nearest inn where he left his clothes and money.
15. While walking down the street the PCs notice people vanish for a few heartbeats then reappear. Nobody finds it strange.
16. It is the Annual Wyvern Race. The PCs are recruited as substitute racers for a down-on-their luck faction after a mysterious “accident” disabled the previous team.
17. A wizard is hanging from a sign outside a shop, the body still smoking.
18. Three mischievous children work on tipping over an occupied outhouse.
19. An overweight mercenary, panting heavily, chases someone who nears the PCs.
20. The PCs feel like they are being followed as they stroll through the streets.
21. Something goes wrong during a magical street performance. A simple trick summons a beast from another dimension and it attacks the audience and PCs. Is the gnome responsible or are more sinister forces at play?
22. A back alley hides a sinkhole that chutes the party on a slalom slide down into an unexplored section of the ancient ruins.
23. A goblin statue just burst from the ground in front of the party!
24. An old man named Wulf walks up and gives the party advice on a quest. All his intel is impeccable, but when they mention his name to anyone, they’re told he died years ago.
25. A shopping list for poisons lies on the street.
26. Two chariots come racing around the corner and wizz past the party! They were empty of any apparent drivers!
27. The PCs are hired to transport a large crate of meal-worms to a local Merchant-Lord. She likes to eat them apparently.
28. The Party encounters a mercenary patrol.
29. An arrow strikes the shop sign just above you, a message wrapped around the shaft.
30. A noble is offended by a PC’s behavior (How dare you!?!) and challenges the PC to a duel at dawn.
31. A loaded wagon travels past the party along Main Street, but it has no apparent means of propulsion.
32. Ruffians attempt to shake the PCs down in an alley. A PC recognizes a friend of theirs is among the robbers.
33. There is a mysterious flicker from an alleyway, and one member of your party suddenly stops, paralyzed.
34. An owlbear makes its nest in the great stables. It’s only trying to protect its eggs.
35. A fireball erupts from a home, blowing up a water barrel, generating a cloud of mist. It appears the PCs are in the middle of a domestic dispute between partners, one a wizard and one a sorcerer.
36. The Party encounters a group of drunken mercenaries harassing a Merchant.
37. The Party encounters a Mercenary Patrol.
38. A set of broken shackles lies outside a broken wall in the Zigguraut of the Serpent, a trail of blood leading into a nearby alley.
39. A worn out shop owner presses the deed into their hand and says, “I’m over it. It’s yours!”
40. Two groups of goblins are seen marching towards each other from opposite directions, one wearing red sashes, the other blue.
41. The tower of Ptah-Amon is glowing orange.
42. The Party Encounters a White Lion Guard Patrol.
43. A storyteller tells a tale about a fantastical creature. The creature suddenly appears from around the corner!
44. Upon returning to your room at the inn, you discover a body on the floor with a dagger just adjacent. You hear guards storming up the stairs.
45. An enormous dragon lands in the street in front of the group. It asks for directions to a good bar. It gives the party a generous tip, then flies off. Later the bar is found burned to the ground.
46. As the party wanders, a surly fellow approaches: “We don’t like yer kind here!”
47. A tavern owner is advertising troll wrestling. He doesn't mention that it's the patrons that have to wrestle the troll.
48. A dozen people are fleeing in terror from a seemingly mundane women.
49. Two other adventuring groups are arguing just outside the tavern.
50. The Group encounters an Acolyte Patrol.
51. A prominent merchant, well-known as honest and good-natured, disappears. The PCs stumble across his body, tattooed with symbols of an evil deity. Was he a cult’s victim or a member?
52. The city’s renowned chocolateer has gone missing! The rewards for his safe return are substantial. If only there was a trail to follow…
53. A plague of rats has befallen the best bakery in town, some have even been seen walking on 2 legs.
54. Gnomes are holding a sidewalk sale! They have any number of strange and fascinating contraptions.
55. A little kid falls in front of a charging stagecoach.
56. The party encounters a Mercenaries Patrol.
57. A rare cockatrice egg has gotten mixed into a market shipment and sold to an innkeeper. Anyone who eats it is liable to turn into stone! Trouble is, it could have gone to any one of 13 taverns in the city.
58. The party encounters a Acolyte Patrol.
59. A intimidating man walks up to you and punches you right in the face. He is very angry and yells at you. He thinks that you are the guy that slept with his wife. Apparently you look exactly like him.
60. A young woman approaches the PCs, insisting one of the party is her husband who went missing two years ago. The onlookers agree, despite the PC not knowing her.
61. Some hapless citizen is harassed by a ruffian.
62. The characters recognize the Mansa Mbeke's Daughter climbing out of a disreputable two-story building.
63. Reports come in about a ghost haunting a dark alley in a city, and anyone investigating the ghost ends up dead.
64. A famous adventurer was hurriedly approaching the PCs, yet he dropped dead mid-stride. Why was he coming toward you?
65. A circus is set up just outside of town. A barker cajoles you to “come inside and see what wonders it holds.”
66. A group of young, rude nobles are racing horses through the streets and nearly ride down the characters. How the party handles this situation will determine how well they are received by the various factions in that city.
67. A PC sees a beautiful woman sunbathing on a nearby rooftop. He’s spotted and waved over.
68. Rumor has it there is an underground fight club in the warehouse district. They’ve been tasked with finding it and shutting it down. But will they want to join instead?
69. The tavern owner’s daughter is missing and he’s offered you all the whiskey you can drink if you can bring her home safely. Turns out, she’s the ringleader of a gang.
70. Townsfolk have been reporting sightings of strange creatures around town. But when questioned about it the next day, it’s like they didn’t see anything.
71. It’s impossible to start a fire within the walls of a tavern. The most powerful mages, flame elemental's, and candlemakers have tried until they’re blue in the face; it just won’t catch.
72. The Party encounters a Mercenary Patrol.
73. A new healer has come to town, the most grievous wounds are healed good as new.
74. A man rushes up to a group member and splashes a cup of multi-colored liquid in their face before running off shouting “I'm Free! I'm Free!”
75. The group encounters an Acolyte Patrol.
76. You see a man-sized shadow just around the block waving its arms at you. “Over here, quickly, I’ve caught one!”
77. A traveling minstrel challenges the wisest looking member of the party to a storytelling contest.
78. Snow falls in the city, despite it being in the middle of the Desert.
79. A new song is gaining popularity in the taverns and music halls of the city, far from being a listening experience only, listeners also experience hallucinations. Every time they hear the song the visions get more vivid until they become so real the listener is whisked to a different plane entirely.
80. A legendary paladin renowned for victory in battle and training many acolytes has gone missing, seemingly having turned their back on the order. Can they be found again in a time of need?
81. A Prince makes a extravagant entrance into the city, wishing to court the Daughter of Mansa Mbeke. But no one has heard of the land he claims to rule.
82. A malformed beggar tells the PCs to repent of their sins. He knows very specific details.
83. The Party encounters a White Lion Guard Patrol.
84. The Party Encounters a Mercenary Patrol.
85. When a wagon carrying a gigantic cage rolls up into town, the people are struck with curiosity. But when the tarpaulin is removed, there is only a small Rabbit. “Thing’s vicious. Don’t let those enticing eyes fool ya. And don’t look at it too long.”
86. The candles at the Academy WON’T GO OUT. Every bit of flame becomes perpetual and any fires need to be completely quenched or else they will reignite. This is becoming a serious problem
87. One of Mansa Mbeke's tax collectors has been kidnapped. Curiously enough, all of his gold was left behind; whoever took him wanted the man, not the money…
88. When the armor and weapons at the blacksmith’s forge suddenly become animated, the surrounding area evacuates. A particularly large suit of armor shouts, “I shall defend my birthplace!”
89. Shiny objects have been disappearing all over town. There seem to be an awful lot of crows hanging around lately, but it couldn’t possibly be them. Could it?
90. When the three capstones begin to glow brightly, the Order of the Scarab becomes nervous. The stones haven’t lit up in centuries, and they had assumed the danger had passed…
91. One of the city wells has gone foul.
92. A distraught mother begs the group to help her find her son. The trail soon leads to a hidden tunnel into the Excavation site.
93. The group hears that the Inn they spent last night at has been found deserted of all customers and proprietors.
94. In a near by alleyway, the group finds a body. A fortune of coins and seashells is found in a bag labeled “Cursed!”
95. A group of exotic animal merchants are handling a caged Manticore, oops it broke loose!
96. There’s a new face in town. Or at least…a new figure. You haven’t been able to see their face. In fact, nobody has. Their lavender cloak is pulled tight to conceal their features while they whisper, “The Firestorm is nigh.”
97. A Gnome is watching you from the alley. The next time you glance over, you see a Large Crab run away.
98. The local baker has begun selling an incredibly delicious Date cake. Nobody can stop eating once they start.
99. You find a note in your pocket. It reads, “Good luck tomorrow. You’re going to need it.”
100. An ecstatic shop owner presses a cigar into your hands and proclaims, “Congratulations! It’s a girl!”
Here's the Upper section of the ruined city beneath Tagaz. Ilam, city of the Pillars.
Ilam, City of the Pillars Upper City Map.png

Ilam, City of Pillars was the capital of a vast bronze age Empire around 2000 years ago. The Empire was ruled by Ur-Sarek, the most powerful and genius Wizard's in history. Ur-Sarek eventually tried to achieve godhood but drew the ire of the True Gods, who sent a massive sandstorm to bury him and his city.

Ur-Sarek had made a back up plan in the event that the True Gods tried to destroy him, and retreated into a palace he built at the very edge of the Negative Energy Plane.

The 3 Wizard Lords of Tagaz have been excavating the ruins of Ilam for about 100 years, with each wizard having a different reason for supporting the excavation and is also susceptible to the corrupting influence of Ur-Sarek that can have an effect on Tagaz as the campaign goes on:

Scalamandros simply wants to amass enough power and wealth to overthrow the Emperor of the Northern Empire and crown himself as its ruler; If he's not careful Ur-Sarek may corrupt him with greed and envy of the other wizard lords magical prowess.

Ptah-Amon is seeking the ruins of one of the greatest libraries lost to history, he wants to expand his magical knowledge. Ptah-Amon is highly susceptible to falling under the sway of Ur-Sarek with the promise of becoming his apprentice.

Mansa Mbeke has a very specific desire to destroy the Lich Ur-Sarek, who wronged Mansa Mbeke's ancestors thousands of years ago. Mansa Mbeke is susceptible to becoming blood-thirsty and rage filled in his quest to destroy Ur-Sarek.

Killing Ur-Sarek is the end goal of this dungeon, with each section being more difficult and deadlier than the last. Tagaz being fairly easy, Upper Ilam being more difficult, Lower Ilam being hard, the Tomb being very deadly and the Palace being the penultimate boss battle. My goal is to draw the players into the ruins of Ilam, and eventually the Tomb of Ur-Sarek in multiple expeditions, returning to Tagaz to rest and resupply as well as have side adventures. Eventually when the party reaches the end of the Tomb they will reach the point of no return and enter Ur-Sarek's exo-planer palace, where they will have to kill Ur-Sarek before escaping.

The initial draw to the excavation site for the players occurs a couple weeks after they arrive to Tagaz. A massive Earthquake rocks the city and the players are hired as mercenaries to help with security in the excavation site.

The Earthquake was caused by the explosion of an ancient alchemy lab that had been recently unearthed. The lab was being carefully cataloged as it had many volatile chemicals and reagents. Out of seemingly nowhere, an incursion of Drow breaks through from the underdark and scout around the excavation. Eventually they get caught in the alchemy lab and in the chaos of combat a chemical chain reaction causes a massive explosion, spawning a caustic slime that has since been spreading uncontrollably. The surviving Drow retreated to their exit to the underdark, activating the enchanted foundry in the process, only to find their way out blocked by a cave-in.

The players are initially hired to help with the slime infestation and Drow.

The Map is not fully to scale, but more of a general layout that can be used for creating random encounter exploration sections in the various areas, with several zones being more detailed:

Surface Excavation Site: The Suraface Excavation site is a large pit at the center of Tagaz. security here is extremely tight with a tall stone wall and watch towers ringing it. Gameplay wise there's not much of major interest here other than the entrance to the city ruins proper.
Entrance Camp: Work gangs in the excavation use this camp primarily to check on and off their shifts. Ever since the earthquake the Wizard lords have had workers in the site 24/7 to stabilize the tunnels and clear the collapsed areas.
Tool Storage: Where most excavation tools are kept when not being used.
Shift Manager's Office: The on duty manager of the work gangs coordinates the various excavation assignments here.
Guard Post: This guard post is the central headquarters of the excavation sites security. They've been very busy since the explosion, first dealing with the Drow incursion and then the growing slime infestation.
Excavation Tunnels: The map doesn't fully show it, but these are supposed to be the initial excavation tunnels before the city ruins were discovered. Lots of dead end probing tunnels. The direct route to the Upper City Work Camp is labeled with signs. I might use these as encounter locations for either sneaking into the excavation site or some kind of artifact smuggling ring.

Destroyed Market: The first section of the city discovered in the excavation. It's also the central processing location for anything of interest discovered in the ruins.
Archaeologist Quarters: The archaeologists and historians hired by the Wizard Lords have set up in a relatively intact shop. They store detailed records of the excavation site and high value artifacts here.
Upper City Work Camp: The major work camp for this part of the city, here workers clean and catalog artifacts before they are sent to the surface.
Guard Post: Originally this was a major guard post that guarded a crossroads to the various parts of the city. After the earthquake collapsed most of the passages this post has mostly been for securing the upper work camp.
Collapsed Passages: 2 passages connecting to the rest of the city have collapsed. The North passage is a short cut to the Fountain Square, while the West Passage connects directly to the Temple District in the Lower City. As the players continue exploring the city these will be cleared to create shortcuts.

Crumbling Suburbs: This was the major excavated section of the city, the ruins of various houses, shops, ect. After the Earthquake large sections were buried under cave ins or collapsed. This section is more of a random encounter travel section than any proper location.
Guard Encampment: With the Enchanted Foundry reactivated it's sending animated weapons and armor out into the rest of the excavation site. The Guard encampment was set up to prevent this from happening, but has been foiled by a lack of manpower. Eventually they want to clear the Foundry and clear out the remainder of the Drow incursion.

Foundry District: Originally Ilam's main craftsmen district, the Foundry was a important section of the excavation site. Dominating the entire district was a massive enchanted foundry a major goal for the players.
Ransacked Armory: Once a major storehouse for the arms and armaments produced by the Foundry, the Armory was mostly emptied of its enchanted weaponry when the district was excavated. The Earthquake may have uncovered a few hidden cache's though.
Dusty Warehouses: Warehouses that once stored a variety of goods, they are mostly intact save the damage caused by the earthquake.
Shattered Workshops: The ruins of a multitude of workshops, guild halls and workhouses. The excavation was in the process of cataloging finds here when the earthquake hit.
Enchanted Foundry: The center piece of the entire district, the enchanted foundry is a masterpiece of Magical Engineering. Capable of churning out thousands of magical weapons and armors a day, the Foundry equipped up to 50% of Ur-Sarek's undead legions at the height of his empire. Before the Earthquake the excavation team was heavily studying the foundry to learn the secrets of it's early mass production. When the Drow incursion team was retreating after the chaos of the earthquake, one of them accidentally reactivated some of the production processes. The Foundry is now swarming with animated weapons, armors and gauntlets wielding molten hammers, each defending the foundry with extreme prejudiced. Additionally, a magma Mephit has escaped from its bonds in one of the 10 furnaces and is trying to free its brethren before escaping the material plane.
Drow Encampment:Trapped by a cave-in on one side and a foundry full of animated weapons on the other the Drow have set up a hasty camp here. Their rations are beginning to run low and they are getting desperate to escape from this increasingly dire situation, but lack the tools to clear the cave-in. If the players help them they will warn them not to follow into the under dark.
Cave In: This cavein blocks the Drow's escape into the underdark and needs proper work tools to clear.

Wrecked Avenue: Once part of a bustling commercial district, this avenue was heavily damaged during the earthquake. Oozes and slimes from the melted quarter have begun to wander into the area, leading to a higher than average guard presence.
Desolate Plaza: Another heavily damaged area, the plaza once held the entrance to the Academy
Guard Posts: These two guard posts are heavily manned in order to keep the Slime infestation from cutting off the lower city from the rest of the excavation site.
Haunted Bank: Once a minor bank in Ilam, this building has remained relatively untouched by the excavation crews, due in no small part to it being heavily haunted by ghosts. The building has remained unpurified due to its small size, perceived lack of value and the lack of any clerics in the city.
Sealed Vault: Within the bank lies a vault that has been untouched in thousands of years, the wealth in coinage alone is a sizable amount for any party.
Fountain Square: Once a main gathering place for daily news in Ilam, this square remains in a remarkable condition. Despite being buried thousands of years under a sandstorm and suffering from the earthquake the fountain at the center of the square remains functional. The water seems to be drawn from the subterranean lake in the lower city, but is changed before it flows into the square, radiating a seemingly harmless magical energy.
Collapsed Passages: There are 2 collapsed passages in this area, one that is a shortcut to the Destroyed market, and another that reveals the abandoned academy.
Entrance to the Lower City: Two massive Shedu statues flank an imposing bronze gate that leads into the lower city excavation site. Currently the head archaeologist has had the gate locked while the excavation crews deal with the aftermath of the explosion.

Melted Quarter: This area of the excavation site was once the main focus of the excavation crews, as it was the location of several academies and libraries. Ever since the explosion of the Alchemical lab it has been a massive breeding ground for a variety of corrosive slimes and oozes.
Giant Gelatinous Cube: A seemingly intact square room turns out to be a giant gelatinous cube, formed when 8 merged together.
Corroded Tunnels: A maze of acidic tunnels carved by oozes is all that's left of a majority of this district.
Exploded Alchemy Lab: This is the epicenter of the explosion that caused the earthquake and is a major source of the slimes and oozes that are plaguing this section of the expedition site. Volatile reagents were knocked into a vat of spoiled concoctions during a skirmish between the Drow incursion team and excavation guards. The following reaction created the explosion, a perpetually flowing font of acidic chemicals and a “Mother Ooze”. A potential goal for the players is to escort a alchemist to this location so that he may concoct a nullifying agent for the acidic font.
Collapsed Passage: The only collapsed passage connects the Alchemical lab to the remainder of a largely unspoiled magical academy.
Enchanted Door: A strangely untouched door sits in the middle of a heavily corroded area. It's a locked portal to Sigil, but the key is lost. I want to use this as a seed for future adventures.
Spawning Pits: A bubbling hive that is the center of ooze activity in the melted quarter. Oozes congregate here and perform a multitude of tasks including storing royal jelly and caring for larval slime in pits of acid.
Melting Drome: A large cavern carved out by the acidic might of the Mother Ooze, it is here that it makes it's lair and spawns more slimes and oozes to send forth further into the excavation site. It is also the source of the alchemically unique Royal Jelly. The Wizard Lords would pay a high price for the capture of this creature.

Dissolute Tunnels: The Oozes of the Melted Quarter have started digging upwards, and have breached into the sewers of Tagaz. These tunnels are beginning to show signs of wear due to the corrosive intrusion of the Oozes.
Slimy Cistern: A large cistern for Tagaz's sewer network, it has become damaged by a group of slimes that are nesting here.
Tagaz Sewers: The proper sewers of Tagaz are home to a variety of eccentric individuals including the workers of the Sewer Guild who are charged with upkeeping the cities waste disposal and prevention of vermin outbreaks.
Bilge Tavern: A mid-sized cistern converted into a tavern for members of the Sewer Workers Guild.
Sewer Workers Guild: A trades guild for all workers charged with upkeeping Tagaz's sewer system. They have been struggling with repairing damage caused by the earthquake and would pay to have the recent slime intrusions dealt with.

Abandoned Academy: Once one of the greatest centers of magical learning in the world, this Academy has been largely untouched due to its recent discovery by the excavation team. The archaeologists were in the process of exploring this building before the earthquake gave them more pressing matters to deal with.
Wrecked Auditorium: Once an auditorium for dispensing lessons, this room was heavily damaged during the earthquake. It is of particular target for the excavation crews as it is in need of shoring up to prevent further collapses of the building.
Enchanting Lab: A laboratory dedicated to the art of imbuing an object with magical properties. This was where the enchanted foundry was designed and as such is the most desired room in the upper excavation site.
Preserved Library: A treasure trove of manuscripts, treaties and codex's, this library had not yet been opened by the excavation crew before the earthquake occurred. Miraculously it has remained intact, though a mimic based security system has been activated.
Psionicum: A laboratory dedicated to the study of Psionics, this room was also unexplored before the earthuake. A swarm of cranium rats (former test subjects) has built a thriving micro civilization here complete with fungus based agriculture and cockroach ranching. They will struggle to cope with the upturning of their world that opening the door to the rest of the excavation site will bring. A secret door leads to the parade grounds of the Snakemen fortress.

Snakemen Fortress: Ur-Sarek had many allies when he reigned supreme and serpentmen were one of them. In preparation for the potential apocalypse that he was about to invoke from the gods his Serpentmen allies built a mostly self-sufficient fortress in a section of the academy. It is here that they have laid waiting for the day when Ur-Sarek calls upon them once more.
Parade Ground: The central training area for the soldiers of the fortress. All the snakemen train in month long shifts to keep their combat experience up.
Armory: The main weapon and armor storage for the fortress, the snakemens bronze arms have not fared well over the thousands of years they have sat here and have been steadily been replaced by bone rended from their own dead.
Barracks: All members of the fortress serve a regular one month training routine, and when they do so they stay here instead of their own quarters.
Nursery: Here the snakemen's young are hatched and cared for. After 2 centuries the population began to suffer from ill effects due to inbreeding, and the sorcerer heading the fortress began to merge the population with snakes proper to combat the genetic deficiencies.
School: Here the snakemen young are educated. The education regime is harsh and those who fail are consumed by the successful. The merging of snakes to combat inbreeding was only partially successful, it produced healthy offspring but their features became more animalistic as their intellect became stunted. The school has suffered as a result and most of the education revolves around early combat training rather than the magical arts.
Mushroom Farm: To keep the fortress fed the snakemen carved out a large cavern to grow a hardy fungus. The fungal spores will dull the mind of those who breath them without a form of protection.
Rat Ranch: The snakemen's primary diet these thousands of years has been a hardy stock of large fungus eating rats. These rats have remarkably thrived in the subterranean conditions.
Kitchen: The snakemen process a combination of rat meat, fungus and the flesh of their own dead here for their meals.
Dining Hall: Each day in the fortress is marked by an enchanted clock centrally located here, and will sound to call every member of the fortress here for meals.
Living Quarters: When the serpentmen aren't maintaining the fortress or training they spend their time in a deep hibernation state in these repurposed dorm rooms. Opening a door to one of these will reveal a massed pile of snakemen coiled around each other in a state of deep slumber that can last for months before needing to awaken.
Throne Room/Temple: The head of the fortress, a powerful psionicist, converted this auditorium into a temple dedicated to the worship of Ur-Sarek with himself as the high priest.
Histachi Lab: A majority of the labor done in the Mushroom farm and Rat ranch is carried out by twisted abominations dubbed Histachi. Once, the Psionicist used humans, dwarves and elves as candidates for the alchemical transformation, but after the destruction of the city he had to resort to using malformed snakemen and vipers. The Psionicist keeps a vast store of preserved alchemical reagents and chemicals here to facilitate the process.
Histachi Chattel House: When the Histachi are not laboring they are sleeping in a small warren.
Mind Whispers Quarters: This is where the head of the fortress dwells. A powerful Psionicist, the Mind Whisperer has lived in the fortress ever since the destruction of Ilam. Keeping himself alive with a rare concoction of potions stored in his laboratory and decades of psionically induced hibernation, the Mind Whisper has patiently waited for the return of Ur-Sarek.
Anathema Pit: A deep pit filled with vipers, serpents and other ophidian nightmares this writhing mass has over the centuries merged into a proto-hivemind. The Mind Whisper has been experimenting on this abomination to try and develop a way of converting snakes into fully psionic serpentmen, but has so far only managed to produce stunted intellects and fodder for the rats.

Next in this project will be mapping out the Lower City.
I've been taking an extended break from the Mega-Dungeon as my D&D group is busy faffing about in the city right now, so here's another alternate WWII map:
Greater Italy Map.png
Basic premise is that the historical positions of Italy and Germany in the war is flipped, with Germany being a military blunderer and Italy having great success.
Italy, with the rest of the traditional Allies, guarantees Austrian independence in 1938 and Hitler orders an invasion, which leads to an Italian backed military coup and brief civil war between the more monarchist officers of the Werhmacht and the die hard Nazi's. Hitler and much of the upper echelons of the Nazi government die when the Hindenburg is shot down by Italian Fighter Planes while it's trying to flee Berlin to Konigsburg as the Monarchist forces encircle Berlin. The Civil war ends soon after with the crowning of Kaiser Wilhelm III and the placement of a pro-Italian government.
Meanwhile Japan invades China and has some modest successes in it's border skirmishes with the Soviet Union.

Europe is calm for remainder of 1939-1940, much to the relief of France and Great Britain, who are soon deploying fleets and troops to east Asia to deal with the growing Japanese aggression. Unknown to them the Italians convene a secret meeting with delegates from Austria, Bulgaria, Germany, Hungary and the Soviet Union at Monte Cassino. The negotiating parties foment an anti-democratic alliance and lay out a plan to divide up Central and Eastern Europe. The Soviets are all too happy to sign, as they are busy shipping troops to the Manchurian Border to deal with the devolving situation of the Japanese provocations.

1941 roles around with an even more overconfident Japan striking the Philippines, Malaysia the Dutch East Indies and rapidly occupies French Indochina with the assistance of Thailand in July. A planned attack on the US Fleet is suspended due to inclement weather. Simultaneously, delusional officers in the Kwantung Army, without orders from the high command, launch a full fledged attack on Soviet positions in the Russian far east, managing to even occupy Vladivostok in a single day.
This seals Japans fate.
The USA, France, the UK and The Netherlands join the China theater via the Burma Road and occupy various Pacific Islands, with their combined fleets tearing through the Japanese navy. Meanwhile the Kwantung Army fortifies their gains in the Russian far east while the Red Army ships more and more divisions of conscripts to Irkutsk.
All the while the Italians watch in the shadows.

1942 arrives with Russian and Mongolians struggling against Japanese positions in the far east and a multi-nation coalition making gains in assisting the Kuomintang in driving both the Japanese and Mao's Communist guerillas out of central China. In April, the Philippines is witness to a massive naval battle that sees a significant portion of the Japanese fleet sent to the bottom of the Manila bay. American, Dutch and British Troops are engaged in a grueling battle on the island of Sumatra. The Japan and Thailand invade Burma and a large anti-war strike brings numerous French and British cities to a screeching halt.
April roles around and the Italian alliance has finished their preparations for the reorganization of Europe, which begins with the occupation of Albania. In June the Italian Alliance demands the total submission of Yugoslavia and Romania, who heartily refuse and call upon existing defensive pacts with Poland and Turkey to assist in defending against the ensuing invasions. Austria and several Italian divisions launch a full fledged assault against the Yugoslavians before they even have a chance to mobilize. Hungary is engaged on all fronts, but most heavily against the Romanians in Transylvania, and the Germans attempt to blitz into Poland, only to be bogged down on the Vistula. An overambitious Bulgarian General, meanwhile, launches an invasion of Greece well ahead of the original plan.
The Italians soon have to put out multiple fires, sending several divisions to stabilize the Germans outside of Warsaw and rushing some divisions to Albania in order to assist the Bulgarians folly in Greece. Fortunately, by late July the Yugoslavian military has completely collapsed and the Soviet Union holds up their part of the alliance by invading Armenia and Moldova. The Soviets struggle in Armenia, due to most of the Red Armies quality divisions being busy engaging Japan, but fare stupendously in Moldova.
In December the Italians land in Antalya and effectively force the Czechoslovakian government into submission without conflict. The Greece front has stabilized, while Italian Tankettes push the Polish army out of Warsaw.

1943 sees the Soviets dislodge the Japanese from Vladivostok and launch an invasion of Manchuria and Inner Mongolia. The USA Coalition repels the Japanese from Burma and begins to invade Thailand, while also liberating the Philippines in late August and occupying Taiwan in October. Plans begin to be drawn up for the invasion of the Home Islands.
In Europe the Italians finally mop up the remainder of Polish and Greek resistance in March, freeing several divisions for the Turkish front, which soon collapses from the 2 pronged attack by the Soviets and Italians. The Italians end the "Eastern European War" with the treaty of Heraklion. Dismembering Yugoslavia between a Italian run Croatian and Serbian Kingdoms, Italy, Austria, Hungary and Bulgaria. Poland is divided by the Soviets and Germans. Greece, by the Italians and Bulgarians. Romania cedes land to the Soviets, Hungarians and Bulgarians before later falling to a Communist Coup in 1944 and becoming a Soviet Puppet state.
Czechoslovakia losses Slovakia to the Hungarians and the rump Czech state becomes a German protectorate.
Turkey cedes much of its Mediterranean coast to Italian colonization, Thrace to Bulgaria and portions of Trabzon to the Soviet Union. The Bosporus remains open and free for Soviet naval passage, and the Kurds rise up and align themselves with the Italians effectively becoming a protectorate.
With their gains solidified in Eastern Europe, Italy turns its attention to Africa and the Middle East in 1944.
By 1944 the USA allies had taken Taiwan and island hopped to Okinawa. By June the Allies had committed considerable resources to the preparation of the invasion of Japan. On June 6 multiple landing attempts occurred, with the British landing on Shikoku, the Americans landing south of Tokyo and a combined force of French, Indian and Dutch troops landing in Kyushu. Casualties were great with the Shikoku landings, while succeeding in establishing a beachhead, resulting in 60% loss of force for the British and the Kyushu landings resulting in a total failure. The American landings south of Tokyo fair a little better with only 30% casualties. News of the heavy cost of the landings and the intense fighting on the Japanese home islands increase the unpopularity of the war back home. France suffers more crippling strikes demanding a compromise with Japan and withdrawal from the war. The Soviets fair a little better at this time, managing to push the Japanese entirely out of Manchuria and push into Korea and Northern China. In April Soviet diplomats formalize a economic and defensive treaty with Sheng Shicai in Xinjiang, in October Tannu Tuva is annexed fully into the Union.
Meanwhile in Europe the Italians are finalizing their preparations for their colonial expansions in Africa and the Middle East. I March an Italian backed coup in Switzerland succeeds in opening the Alps to Italian/German military build up on the French border, with a number of divisions being stationed in the Italian Anatolian colony, Libya and East Africa. June sees Francoist Spain joining the Italian alliance with the secret promise of the return of Gibraltar and Morocco in exchange for their military assistance and the colony of Equatorial Guinea. July sees the King of Egypt make a secret deal with Italian diplomats to launch an uprising and cut the Suez Canal when the Italians invade Egypt.
Not oblivious to the build up, the French and British governments scramble to make diplomatic overtures to the Italians, but are left with hollow platitudes. In private the British and French seek assurances from the Americans that they will aid them in the event of an Italian invasion, but the President is pressured by cabinent members to say no due to the growing anti-war movement in the States.
September 1st sees the code word "Duce" sent out over Italian military radio and a multi-pronged strike against mainland France and Britain colonial possessions. On September 4th the Spanish Government seizes Gibraltar in a daring night raid. September 6th sees a uprising in Egypt attempt to seize the Suez Canal, but get beaten back by local British forces. A misunderstanding in Italian Air Command later results in the blockage of the Suez Canal when the HMS Hood, returning from the Pacific, is sunk at an angle mid-way through the Canal.
The Italo-German forces push hard into France and by late September take Paris. Already wracked by political turmoil, the French Government is overthrown by Phillip Petain, who signs a peace treaty with the Italian Alliance October 8th. France cedes Savoy, Corsica, Tunisia, French Somliland, French Equatorial Africa and the Syrian protectorates to Italy. Germany receives Alsace Lorraine again, and as promised, Spain gains Morocco.
By mid-December, facing an ever growing anti-war movement, astounding causalities in the Pacific, limited access to the Mediterranean and the loss of their ally France, the British sign a treaty with the Italians ending the Mediterranean War. Britain cedes their Mediterranean islands, Palestine/Jordan, British Somliland, disputed border areas in Kenya, the Aden Protectorate and Egypt including the Sudan condominium. Italy later purchases Qatar, Kuwait, Bahrain and the Trucial States.
Japan is finally defeated by the allies in August 1945, with the Soviet Union being given southern Sakhalin and the Americans occupying their various pacific islands well into the 70's. Thailand is occupied by American forces for their part in Japan's war.
China is left divided between the Northeastern Peoples Liberation Government and the Southern Republic of China. The Soviet Union keeps North China on a short leash, and has ceded Inner Mongolia to Mongolia.
South China is still struggling with various Warlord factions and Japanese holdouts in the mountains of Shaanxi.
On the night of April 12th 1946, Stalin hosted Choibalsan, Mao Zedong and Sheng Shicai at his Dacha outside of Moscow. Having been heavily drinking the entire day, Stalin launched into an insane, paranoid rant about how everyone was a traitor while hosting his guests in the living room. As he raved about an elaborate conspiracy against himself, Stalin pulled a gun and began wildly shooting at his guests. Stalin managed to kill Mao and Choibalsan and wounded Nikita Khrushchev who managed to beat Stalin to death with a hot fire poker before dying of his wounds. The ensuring year of backroom power struggles lead to Lavrentiy Beria becoming leader of the Soviet Union, ushering in a violent era of terror. Rumors of Italian intelligence lacing Stalins vodka with Psycotics remain unsubstantiated.

1946 saw the Italians annex Iraq, with Saudi Arabia, Yeman and Oman following in 1947.

Britain is fairing poorly, with a large anti-colonial movement in Africa and India taking root and an unpopular government in power at home. In the late 40's Britain consolidated their various colonies forming the Federation of Rhodisia, The Federation of East Africa and giving Bechuanaland, Swaziland and Lesotho over to South Africa.
India is on the verge of independence, with Pakistan, Bangladesh, Hyderabad, Mysore, Jammu-Kashmir, Nepal, Bhutan and Sikkim all looking to become independent from the Raj.

France remains in the thrall of a rabidly nationalistic government who is bent on taking revenge against both their former Allies and the Italians. They hold onto their remaining colonial holdings with an iron fist.

Japan remains Occupied by the Americans, who have taken over total administration of Okinawa, Jeju Island and several northern Islands in the Kuril archipelago. Numerous terror attacks are carried out each week by Imperial Army remnants and the future of the Imperial family is currently up in the air.

Troubled by the Soviet coup in Romania, Italy has begun to turn away from their Communist ally. In 1948 the Americans detonated the first atomic bomb in the Nevada desert, the Italians tested their first bomb in the Sahara in 1949.
The year is 1950 and a new triple cold war has begun.
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