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Title: Designing Action-filled Hills for your DnD Game | Thematic Terrains
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If you want to give your adventuring
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party a landscape that feels expansive,
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exposed, and strategic, then hills and
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highlands are a great choice. A rolling,
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uneven terrain full of ridges, valleys,
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and rocky outcrops. Travel here can feel
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long and lonely with the wind in your
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ears, and the sky stretched wide
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overhead. In classical storytelling,
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hills and highlands often represent
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transition, vanish, and the space
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between civilization and wilderness.
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They are less daunting than mountains,
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but more rugged than plains. Sort of a
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middle ground full of possibility. Hi,
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welcome aboard the Earth Mote. I'm
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Randall. Welcome to my thematic terrain
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series where we'll explore different
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terrain types for our hex crawls and
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sandbox campaigns. We break down their
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unique themes, features, and kinds of
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monsters that call them home. So, let's
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go ahead and climb into the hills for
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this week's episode of Thematic Terrain.
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As with any of our terrain types, I
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think the best place is to start by
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looking at how hills and highlands have
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been framed in human culture and
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literature. Nature and landscape carry a
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symbolic weight, and the hills are no
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different. They've long stood for power,
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burial, isolation, and vision. By
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leaning into some of these ideas when
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designing our sandbox, we can make our
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hill hex's feel purposeful rather than
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just a space between forests and
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mountains. Number one, hills as vantage
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and watchfulness. Because hills rise
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high above their surroundings, they've
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always been tied to power and
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perspective. Hill forts, watchtowers,
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and beacons are some of the oldest
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fortifications in history. Symbolically,
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standing on high ground means awareness,
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vigilance, and often superiority. In
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literature, characters who climb hills
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often do so to gain insight,
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perspective, or foresight. A place where
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truths are revealed to them. Number two,
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hills as burial and memory. Across
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Celtic and Norse traditions, burial
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mounds and barrerows were raised in the
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hills. Folklore paints these as places
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of spirits, ghosts, or hidden doors to
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the other world. Hills hold the weight
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of history. They remind us of what came
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before, the ancestral dead. In many
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cultures, they were seen as thresholds
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between the living and the underworld.
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Number three, hills as wilderness and
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loneliness. Highlands often appear in
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storytelling as places of isolation,
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wandering, and hardship. The weather is
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harsher, the terrain is slower to travel
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through, and settlements are fewer and
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farther between. In romantic poetry, the
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lonely highlands were where solitary
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travelers faced themselves, both
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literally and symbolically. In a game,
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hills can emphasize the endurance of
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travel, long sight lines, and a sense of
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exposure. Number four, hills as sacred
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and transitional spaces. Because hills
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sit between the earth and sky, they're
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often considered sacred. Ancient peoples
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built shrines, stone circles, and
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canaires at top hills, marking them as
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ritualistic centers. Symbolically, hills
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can represent revelation, the divine, or
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limonality, the in between where the
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spiritual touches the physical. They're
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places of prophecy, ritual, conflict, or
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ancient mystery.
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So, with those themes in mind, let's
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talk about how we can functionally
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present hills and highlands within our
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campaigns. These functions help shape
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the narrative outcome of a hex or
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region. And of course, you can mix or
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match these different ideas together to
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help create some variety. But I'm just
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going to present them in isolation so
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you get a good understanding and then
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you can think a little bit further about
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how you would maybe match them up. So
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number one, we have the watchful
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heights. Our symbolic role in this case
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is going to be the high ground. you
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know, really offering that perspective
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and possibly control. Your narrative
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function here is really, you know, maybe
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it's a place of fortifications.
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It could be known for ambushes or
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possibly hidden watchers in the hill. Uh
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tools for really kind of designing this
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type of theme would be, you know, use
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runed hill forts, maybe weird signal
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fires or monsters that attack from
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above. I would use this if you want your
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players to feel kind of exposed and
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observed or maybe if you want to
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emphasize strategic control of the land,
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use this function as well. Number two,
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the haunted barrerow. So our symbolic
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role here is really memory, death, and
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ancestral weight. The narrative function
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of this type of hills is to really kind
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of present those haunted mounds, maybe
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cursed cannons or, you know, restless
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dead in your hills. Tools for designing
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these would definitely be focusing on
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those burial chambers, these barrerows.
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You could have, you know, supernatural
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things like fairy mounds, um, crypt
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entrances disguised as grassy hillsides.
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All these work really well to present
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this. So, you're using this if you want
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to have a theme of history resurfacing.
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The past is literally rising from the
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ground to meet your adventures.
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Number three, the lonely highlands. Your
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symbolic role here is going to be
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focused on isolation, hardship, andor
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endurance. The narrative function we're
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trying to present is really sort of this
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attrition through maybe exposure,
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distance, or weather. Tools for
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designing these types of hills would be
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maybe sparse water or fog that obscures
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their vision. Um, you could have hidden
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predators or maybe nomadic hill folk
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that to really highlight the idea that
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this is isolated away from civilization.
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Use these types of hills if you want to
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test that survival and resource
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management aspect, emphasizing the
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journey as a trial for your party.
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Number four, the sacred hills. The
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symbolic role here is really one of
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revelation, ritual, and divine
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limonality. In this case, our narrative
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function is using the hills as a place
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of holy shrines, maybe druidic groves or
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contested temples between faction.
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Things to kind of build this up. I would
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use things like stone circles, maybe
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kairens or a holy site disputed by these
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different factions. So use this if you
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really want your land to feel kind of
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mystical and possibly contested. You
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know, you can tie it to higher powers or
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ancient magic. And lastly, we have the
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borderland hills. So the symbolic role
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here is to really act as a threshold, a
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frontier or some sort of contested edge
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between powers. The narrative function
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in this case would be a landscape of
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skirmishes. Maybe you have bandits
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involved or it's some other greater
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factional clash. Tools for designing
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these types of hills. I would focus on
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watchtowers, you know, runed castles or
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active fortifications, you know,
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shifting patrol lines, things like that
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that would make it feel like a hostile
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environment. I would use this type of
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theme if I want my hills to feel like a
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tension zone between powers. sort of
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this geographical border of conflict.
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Let's go ahead and connect some monsters
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to these functions to help emphasize and
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support the different themes. So, for
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the watchful heights, I would definitely
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look to include some sky predators,
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things like griffins and hippogris that
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have that aerial advantage and can see
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for miles around. maybe include harpies
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that sing from ridges and lure hless
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victims to their demise, things like
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that. You could definitely use hill
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giants, sort of staking their dominance
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in the area. I would also consider any
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sort of controlling humanoids that maybe
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occupy the established fortifications.
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These would work really well here, too.
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For the haunted barrerow theme, I would
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definitely focus on undead. So, your
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whites, your revenants, skeletal
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warriors acting as these guardians. And
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you could use things like ghosts or
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banshees that kind of tie into this
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lost, forgotten burial place. For the
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lonely highlands, you could also use
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aerial predators, maybe things like
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wyverns or manticores that hunt these
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travelers that are far away from
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civilization. You could use hill trolls
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that maybe lurk in ravines looking for
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their next meals. You could use things
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like Bassilis that turn careless
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wanderers to stone so they'll be lost in
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the wilderness for all of time. These
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would all work really well for this type
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of theme. For the sacred hills, I would
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focus on things like druids, dryads that
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really kind of defend those sacred
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sites. You can have pilgrims that are
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making journeys to these holy locations.
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You can include things like elementals
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of earth and air. Maybe they're tied to
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some sort of holy rituals or other
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elemental spirits. That might make sense
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here as well. And I would include things
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like celestial or fa beings appearing at
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these sacred sites. You could also
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include devils or demons that might be
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trying to desecrate these places.
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Lastly, for the borderland hills, you
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know, humanoid warb bands, um, humans,
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hobgoblins, orcs, etc. All these would
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make a lot of sense. Maybe they're
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camping on ridges. Maybe they have some
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sort of established fortification
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they're at. You get the idea. You could
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include things like null packs. Maybe
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they're roaming the valleys looking for
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their next victims. You could use larger
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monstrosities, things like ogres, etins,
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chimera, or even dragons as sort of
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these roaming threats within these
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contested borderlands. So hopefully that
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gives you some ideas on how hills and
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highlands can be represented
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symbolically and thematically and how
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they can make great locations for our
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sandbox games. They're not just filler
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terrain. They can offer vantage points,
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haunted barrerows, lonely trials, sacred
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spaces, or contested borders. Of course,
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mix and match these ideas to make your
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own hills feel rich and purposeful
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within your sandbox environment. Let me
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know in the comments below how you've
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used Highlands in your campaigns before
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and if there are any other archetypes
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you'd like me to cover in the future. If
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you enjoyed the video, don't forget to
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like and subscribe. It really helps out
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a lot. Check out Enchanted Nimbus, my
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monthly newsletter. Thanks for hopping
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aboard the Earth Moat. I'll see you in
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the next one.
