The Sidhe Lands
If tha party heads to the north and west of Ryn throught mountain passes they will be leaving the lands of the humans and entering the lands of the Sidhe (pronounced 'shee') They Sidhe are similar to elves.
The ancient ruined temple at (4,34) is occupied by the Tuatha de Danaan knight of legend, Peredur, who has been held entranced for a century as his temple was looted and destroyed by his enemies. If freed he will venture forth to be met much later in the lands of the Shadowgaunt. Hidden behind the mural at the back of the temple is a secret door leading to the crypt. Several deadly demons now live there.
The great forest north of here is inhabited by a fabled unicorn. He is being hunted by the Horned Hunter who possesses the Horn of the Wild Hunt which causes anyone hearing it to tear off through the forest following the Hunter and wildly attacking anything they come across until the next morning when the effect wears off. The only way to enter the forest is to wear Teague's Helm of Silence which is located among the treasure horde of the Earth Dragon who lives with the Laerg.
Some giant snakes live in the cave at (20,17).
The cave at (4,17) leads to a small cave network in which lives the Grey Death, a mighty spider.
The Fir'Bolg
The weathered stone at (9,5) is the portal to a Fir'bolg settlement on a Mystic Island. It is here where the Cauldron is located. The party will need the White Rose from the nearby Fir'bolg settlement to the east.
The Fir'bolg Queen and her people live in a mighty tree-house at (28,7). The party will have fought against both them and their enemy the gnolls at (22,5). The Fir'bolg are trapped between the Gnolls who live to the north and the Seven who live in the next valley to the east in an abandoned Tuatha de Danaan castle at (39,12). The Fir'bolg will ask the party to destroy the Seven and will reward them with the White Rose to be used on the weathered stone at (9,5). The party can attack the Fir'bolg instead and take the White Rose. The Fir'bolg are fierce and suspicious but are basically good aligned.
To get to the Castle of the Seven the party must storm the barricade at (37,4) with the aid of the Fir'bolg.
The Castle of the Seven is dangerous. Inhabited by hordes of orcs who were displaced by the Runics, and hired Nordman mercenaries from the frozen north. Each of the Seven is deadly but the most important thing to remember about the Seven is that there are in fact Eight. The Eighth is a high priest of the Grey God and only he is aware of the true purpose of the Seven.
Ground Level:
The courtyard is covered by a deadly field of fire by orc archers in the three surrounding towers. Enter the towers and eliminate the archers or face being sniped at constantly in the courtyard. Through the couryyard head west to the main orc barracks and their leadership: Mojril Redemon and Kevardhu.
Hidden under a barrel at (21,46) is the entrace to an ancient Tuatha de Danaan shrine which will aid the party depending upon what character classes are present. A bard will receive a mighty shield, otherwise an archer will receive a mighty bow, otherwise if no archers or bards are present the party will receive a useful ion stone.
The ladder at (8,51) leads up to a tower occupied by trolls and their leader Terksch. There are several traps about the place and a useful NPC, Gwydion, a Fir'bolg archer.
The stairs at (21,44) lead to the second level.
Second Level: the throne room at (36,50) contains Galanhir who possesses the key necessary to open to door (31,47) to the third level. He leads a pack of Nordman mercenaries and is in council with a represenative of the local Gnolls and both will attack the party. Guttur will lead more orcs against the party after this battle.
Third level:
The party will face a mighty demon (Nguthzg the Charred) and his minions and the Necromancer who summoned him. A priest will flee when the party is seen. he is Seiran Joykiller and is the true leader of the Seven, he is the Eighth. His instructions are to forge together a force and attack the Runics, the Sidhe and the Karnaks when the call to battle comes. Only he knows this. He is contact with his master, Greymr, in Skullkeep. With the death of the Joykiller, the Seven are neutralized.
(34,67) is where Seiran Joykiller's belongings are. He is guarding the Torc of Ossian and other useful items in this chest. The chest can only be opened by a key which the Joykiller keeps on his person. He awaits the party in his small shrine at (35,69).
(38,63) Darvik the Damned is a necromancer. He hides his treasure in a chest located through a tiny aperture in this wall. The party will need to use a potion of gaseous form to reach it. The Necromancher's library contains a book (35,59) which will summon powerful demons to attack whoever reads it.
The Joykiller's evil prevents him or his associates from entering the room at (28,69). It contains a magical loom which will spin the magical thread found in the Runic Merchants House into a powerful cloak. It also contains an ancient text which reveals much about the history of the Tuatha de Danaan and their enemies. It is a very useful read.
Another benefit of destroying the Seven is that the Runic guards at
the gate (47,7) will now allow entrance to the Runic City. The Smuggler's
pass is not required. Note that you can always take the smugglers pass
from the Runic lands to the Karnak lands. But to do the reverse requires
the secret knowledge that only the Smugglers of Ryn can give.