I have been working on the tables for the travel procedure that I showed you last week in this post.
As I told you, the travel procedure uses tables for peculiarities (landmarks) —things that players could actively find in their travels— and encounters —events that could surprise the PCs when they were sleeping or resting.
So today we will start with the peculiarities/landmarks of one of the regions of Isla Grande, the “War lands”
War lands
Land under an eternal conflict. Fire, blood, and screams are a common visage on these wastelands. The flags of conquistadors adorn the cities where blood is eternally shed and gallows swing under the weight of your people. The cold mist of these wastes is tinged with blood. The sun that glows through it is a red orb of doom.
Skirmishes and large-scale battles are another accident of this landscape. Commons as rivers, forests, and mountains, they sweep Isla Grande under the multiple colourful banners of the Conquistadors' armies.
On a pilgrimage of death, the faces of conquistadors and inquisitors are lost under the shadows of their flags. As one, their march is the crawling of a thick, oily creature of metal teeth and shiny spines.
Only a few of your people’s towns survive on these lands, hidden under the shadows of rocks and the charcoal of burnt black trees.
But there is one exception, one city of your people that rises pretentious on war-land, an offspring of the violence brought by conquistadors, a town of unknowing servants, San-cor.

Roll for it (people/spirits):
For spirits of the land. (I have been working on some more spirits that I may share in the next post)
Rolf for it (places)
For “Dead Wheeled Holy Towns” (prepare one beforehand).
Rolf for it (items)