The South

Land covered in magical darkness—The Gloom
Ruled by Xaroth the Undying
Looks like Upside Down

Mechanics
For every 24 hours, Fort Save DC 15 or Corruption (1d20: 1-14: minor, 15-18: major, 19-20: greater)
Magic works differently
Arcane Magic:
• Corruption/misfire/etc. on natural 1-3
• Roll 1d6: 1-3 (minus 1-3), 4-6 (+ 1-3)
Divine Magic: -1 step down on die chain for Lawful & Neutral clerics

2d6 Wandering Monsters: The Gloom
2 Great Beast (giant-re: ST2)
3 Wyverns 1d3
4 Wyvern Riders-wraiths 1d3
5 Skeleton slavers-riding axe beaks
6 Ghoul hunting party
7 Corrupted peasants (harmless unless interacted with, attack like rage zombies)
8 Mindless Ones (re: Dormaammu)
9 Vampiric mist (intelligent)
10 Troll hounds (2d4)
11 Corrupted thing
12 Wraith Lord (Death Knight) with Wraith 2d3 wraiths

The South

DCCZ: Defenders of the Red Keep doddwaco