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Let’s Make a Hexcrawl Setting
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<blockquote data-quote="Daztur" data-source="post: 5864607" data-attributes="member: 55680"><p>The map has been updated as has the compilation. It now stands at 47,754 words, somewhat longer than Fahrenheit 451. Wow. By the end of the week we should his Slaughterhouse-Five's word count.</p><p></p><p>The bit about the windows has some interesting parallels with the elven paths that we've hinted about. One of the ideas that always stuck with me the strongest about the Wheel of Time series even after it had outlived its welcome was the Ways, methods of getting from one place to another much quicker but at the cost of great danger, which is a great excuse for a dungeon crawl and has good precedent in myth (all kinds of stories of strange shortcuts that can get you where you want, at a cost...) something to develop more when I can beat my ideas out of my brain.</p><p></p><p><strong>Armand of the Axe</strong></p><p>Additional Information about Hex 29.13</p><p></p><p>Armand of the Axe was a warrior priest of the King in Splendor and came from the south to the City of Shuttered Windows to win glory for himself and his god at the Wedding Band. He soon rose to fame and earned the enmity of Bogarus Bolger for running down and hacking one of his prized blink dogs to pieces even after it had fled across the Wedding Band and had thus forfeited the match.</p><p></p><p>In the next match, Bogarus released a great pack of spider monkeys drugged with the juice of the heart fruit against Armand and they clung to his body biting and worrying him as he cleaved them off one by one. Finally Armand emerged victorious but at great cost, one of the monkeys had been infected with a strange affliction and had passed it on to Armand.</p><p></p><p>That night Armand had a terrible dream in which his powerful limbs wasted away to gaunt sticks upon which he swung barking across the rooftops of Shuttered. The next day he learned that it had been no dream and that he was now a were-spider monkey. In shame and horror he fled to the White Road where he lives with his axe and his few other possessions in an old tomb.</p><p></p><p>Each night Armand fights off the coming of sleep, chanting prayers to the god who neither listens nor grants him spells, for he knows that when sleep comes his other self will wake. When in spider monkey form, Armand coats himself in bone dust and climbs amidst the forest of tombs that line the White Road barking madly and harassing any people he finds. His mad bark functions causes supernatural terror to come over the weak minded and he enjoys pretending to be a ghost and causing mayhem and attempting to terrorize people into giving him offerings.</p><p></p><p>The next day, Armand awakens later remembering all that he did in the night and until night comes again either tries to make reparations for what he did or lies sobbing in the tomb where he now lives. His attempts to return to Shuttered have met in failure for the priests turn him away at the gate.</p><p></p><p>Hooks:</p><p>-What is heart fruit?</p><p>-How did Bogarus Bolger get the infected monkey?</p><p>-Will Armand ever be able to cast clerical spells again?</p><p>-Why does he crave offerings in spider monkey form? What does he do with them? What else is the spider monkey up to?</p><p>-Is there any way to cure Armand?</p><p></p><p><strong>The Farthest Hermitage</strong></p><p>Hex 15.00</p><p></p><p>Note: this one builds off an idea from rolang.com but the text is mine.</p><p></p><p>In a mountain that lies above the cave of the winterjarl lies that cave that houses the Farthest Hermitage, the most distant outpost of the God of the City of Shuttered Windows. Some priests of the Temple Indivisible use this to claim that all land between here and the Keening Sea is the rightful territory of the City but the hermits care little about such matters.</p><p></p><p>For a hermitage, the cave is strangely bustling and at its heart lies a radiant ball of light that stands immobile in the air. The hermits gather around it in meditation and as all worries flow from their minds their bodily functions slow and gradually stop until they die in ecstasy.</p><p></p><p>When one of the hermits die, their body is dragged out and one of the acolytes take their place. Some older priests of Alberon come here, some weary of the politics of the City and some exiled here due to those politics, along with others who come seeking peace.</p><p></p><p>Being so close to the wave of the winterjarl, the Farthest Hermitage is relatively secure, which is a good thing as few of the acolytes are warriors. In return, the acolytes various various unpleasant tasks for the bears such as mucking out their sleeping quarters.</p><p></p><p>Hooks:</p><p>-Who has been exiled here?</p><p>-What is the glowing ball anyway? What do people think it is?</p><p></p><p><strong>The Lady and her works</strong></p><p>Hex 37.07 and additional information about Hex 40.06</p><p></p><p>The Broken Spear (40.06) has had many masters over the centuries. Before the current gnoll chieftain took over the lower floors of the tower, it was ruled by a sorceress known as the Lady. She arrived from far lands and drove the former inhabitants of the Broken Spear into the darkest corners of the pile. There she drew on the power of her own arts and the strange energies of the mysterious metal that the building is composed of to conduct research on the molding of living flesh.</p><p></p><p>The Lady acquired the services of several kobolds and a small band of exiled male gnolls, who gathered what she needed and ensured that she was not disturbed in her researches. The kobolds were promised certain trinkets and the gnolls mates. Agents hired by the Lady abducted female gnolls from the matriarchies of the southern plains (51.29) and brought them north in cages along the Welt Road (see 27.04 et. al.).</p><p></p><p>Things both fair and foul were given life by the Lady and, when suitable subjects were unavailable, she dabbled in alterations of her gnoll servitors. But one day a wyrm erupted from the depths of the earth, twisting through the halls and stairs of the Broken Spear. The Lady did battle with it but was finally killed. However, in her final moments, she spoke a word that sent her spirit from her body and into the metal of the tower. Since then the tower has been animated by the Lady’s soul, or at least some portion of it, and none know what she is now capable of or what she now plots. It is said that the gnolls have found her hidden study and have taken up the study of her arts, in a most clumsy fashion...</p><p></p><p>One of the Lady’s creations was a creature named Zor. At first she was quite pleased with it, especially as all of its organs were located within its skin, but a flaw in its brain caused her great annoyance and she drove it from the Broken Spear. These days Zor lives along the banks of the Witchwater in the eastern reaches of the Kingswood, (37.07) strangely unmolested by the elves even though it often mutilates songbirds, shreds wildflowers, etc. It appears to be a fantastically attractive young human male of uncommon strength and grace dressed in skins. However, to Zor everything in the world appears hideously ugly. Especially “ugly” creatures (especially human females) drive Zor into rages of disgust and the slightest provocation lead it to attacking in order to remove such horrible ugliness from the world. However anyone who could engage Zor in a conversation without getting on the wrong end of its crude spear would be able to learn a great deal about the Lady and her activities.</p><p></p><p>Hooks:</p><p>-Just what can the spirit of a dead wizard trapped inside a twisted tower of alien metal DO? What does it want? How much control does she still have over the gnolls? How much has her present condition changed the Lady...</p><p>-What other creatures did the Lady create? Why?</p><p>-What does Zor know?</p><p>-What are the gnolls now capable of?</p><p>-Is it true that the Lady can be returned to life if the correct body is found for her?</p></blockquote><p></p>
[QUOTE="Daztur, post: 5864607, member: 55680"] The map has been updated as has the compilation. It now stands at 47,754 words, somewhat longer than Fahrenheit 451. Wow. By the end of the week we should his Slaughterhouse-Five's word count. The bit about the windows has some interesting parallels with the elven paths that we've hinted about. One of the ideas that always stuck with me the strongest about the Wheel of Time series even after it had outlived its welcome was the Ways, methods of getting from one place to another much quicker but at the cost of great danger, which is a great excuse for a dungeon crawl and has good precedent in myth (all kinds of stories of strange shortcuts that can get you where you want, at a cost...) something to develop more when I can beat my ideas out of my brain. [b]Armand of the Axe[/b] Additional Information about Hex 29.13 Armand of the Axe was a warrior priest of the King in Splendor and came from the south to the City of Shuttered Windows to win glory for himself and his god at the Wedding Band. He soon rose to fame and earned the enmity of Bogarus Bolger for running down and hacking one of his prized blink dogs to pieces even after it had fled across the Wedding Band and had thus forfeited the match. In the next match, Bogarus released a great pack of spider monkeys drugged with the juice of the heart fruit against Armand and they clung to his body biting and worrying him as he cleaved them off one by one. Finally Armand emerged victorious but at great cost, one of the monkeys had been infected with a strange affliction and had passed it on to Armand. That night Armand had a terrible dream in which his powerful limbs wasted away to gaunt sticks upon which he swung barking across the rooftops of Shuttered. The next day he learned that it had been no dream and that he was now a were-spider monkey. In shame and horror he fled to the White Road where he lives with his axe and his few other possessions in an old tomb. Each night Armand fights off the coming of sleep, chanting prayers to the god who neither listens nor grants him spells, for he knows that when sleep comes his other self will wake. When in spider monkey form, Armand coats himself in bone dust and climbs amidst the forest of tombs that line the White Road barking madly and harassing any people he finds. His mad bark functions causes supernatural terror to come over the weak minded and he enjoys pretending to be a ghost and causing mayhem and attempting to terrorize people into giving him offerings. The next day, Armand awakens later remembering all that he did in the night and until night comes again either tries to make reparations for what he did or lies sobbing in the tomb where he now lives. His attempts to return to Shuttered have met in failure for the priests turn him away at the gate. Hooks: -What is heart fruit? -How did Bogarus Bolger get the infected monkey? -Will Armand ever be able to cast clerical spells again? -Why does he crave offerings in spider monkey form? What does he do with them? What else is the spider monkey up to? -Is there any way to cure Armand? [b]The Farthest Hermitage[/b] Hex 15.00 Note: this one builds off an idea from rolang.com but the text is mine. In a mountain that lies above the cave of the winterjarl lies that cave that houses the Farthest Hermitage, the most distant outpost of the God of the City of Shuttered Windows. Some priests of the Temple Indivisible use this to claim that all land between here and the Keening Sea is the rightful territory of the City but the hermits care little about such matters. For a hermitage, the cave is strangely bustling and at its heart lies a radiant ball of light that stands immobile in the air. The hermits gather around it in meditation and as all worries flow from their minds their bodily functions slow and gradually stop until they die in ecstasy. When one of the hermits die, their body is dragged out and one of the acolytes take their place. Some older priests of Alberon come here, some weary of the politics of the City and some exiled here due to those politics, along with others who come seeking peace. Being so close to the wave of the winterjarl, the Farthest Hermitage is relatively secure, which is a good thing as few of the acolytes are warriors. In return, the acolytes various various unpleasant tasks for the bears such as mucking out their sleeping quarters. Hooks: -Who has been exiled here? -What is the glowing ball anyway? What do people think it is? [b]The Lady and her works[/b] Hex 37.07 and additional information about Hex 40.06 The Broken Spear (40.06) has had many masters over the centuries. Before the current gnoll chieftain took over the lower floors of the tower, it was ruled by a sorceress known as the Lady. She arrived from far lands and drove the former inhabitants of the Broken Spear into the darkest corners of the pile. There she drew on the power of her own arts and the strange energies of the mysterious metal that the building is composed of to conduct research on the molding of living flesh. The Lady acquired the services of several kobolds and a small band of exiled male gnolls, who gathered what she needed and ensured that she was not disturbed in her researches. The kobolds were promised certain trinkets and the gnolls mates. Agents hired by the Lady abducted female gnolls from the matriarchies of the southern plains (51.29) and brought them north in cages along the Welt Road (see 27.04 et. al.). Things both fair and foul were given life by the Lady and, when suitable subjects were unavailable, she dabbled in alterations of her gnoll servitors. But one day a wyrm erupted from the depths of the earth, twisting through the halls and stairs of the Broken Spear. The Lady did battle with it but was finally killed. However, in her final moments, she spoke a word that sent her spirit from her body and into the metal of the tower. Since then the tower has been animated by the Lady’s soul, or at least some portion of it, and none know what she is now capable of or what she now plots. It is said that the gnolls have found her hidden study and have taken up the study of her arts, in a most clumsy fashion... One of the Lady’s creations was a creature named Zor. At first she was quite pleased with it, especially as all of its organs were located within its skin, but a flaw in its brain caused her great annoyance and she drove it from the Broken Spear. These days Zor lives along the banks of the Witchwater in the eastern reaches of the Kingswood, (37.07) strangely unmolested by the elves even though it often mutilates songbirds, shreds wildflowers, etc. It appears to be a fantastically attractive young human male of uncommon strength and grace dressed in skins. However, to Zor everything in the world appears hideously ugly. Especially “ugly” creatures (especially human females) drive Zor into rages of disgust and the slightest provocation lead it to attacking in order to remove such horrible ugliness from the world. However anyone who could engage Zor in a conversation without getting on the wrong end of its crude spear would be able to learn a great deal about the Lady and her activities. Hooks: -Just what can the spirit of a dead wizard trapped inside a twisted tower of alien metal DO? What does it want? How much control does she still have over the gnolls? How much has her present condition changed the Lady... -What other creatures did the Lady create? Why? -What does Zor know? -What are the gnolls now capable of? -Is it true that the Lady can be returned to life if the correct body is found for her? [/QUOTE]
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