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Let’s Make a Hexcrawl Setting
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<blockquote data-quote="Daztur" data-source="post: 5875391" data-attributes="member: 55680"><p>It's good to see that we have some lurkers who are enjoying this project, wonderful to have someone else on board <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>The map looks good, one thing that has been bothering me about hexographer is that a lot of the icons are just too big so if I put in all of the features with icons the map ends up looking very very busy (so I haven't included icons for a lot of smaller features). With illustrator it might be possible to shrink them down for small features like Stargazer Keep (a wooden two-story keep) so that they don't overwhelm the map. Would that be possible?</p><p></p><p>However, one thing to keep in mind is that I'm going to be chopping up the map into regions soon (when I finish up translating over old posts from rpg.net, only a few left) so if you want to take up map-making for this setting you'd have to maintain not only the big map but a series of sub-maps as well.</p><p></p><p>If you want to take that work off my hands (as well as hyperlinking the different entries to the maps) that would be wonderful, otherwise I'm going to spring for the pay version of hexographer and muck about with different icons and terrain stuff.</p><p></p><p>And upping the Fairy Tale quotient of this setting a bit, let's hit two more hexes:</p><p></p><p><strong>Castle Dinivar</strong></p><p>Hex 17.11</p><p>Note: some inspiration from <a href="http://gaslight.mtroyal.ca/whtpeopl.htm" target="_blank">The white people (1899, 1922 ed) by Arthur Machen</a> here as well.</p><p> </p><p>In the north of Thring (16.16) is the great crumbling pile of Castle Dinivar, once one of the most splendid of the Duchy. But although it has seen better days the young heiress, Lady Naideen, loves every stone and has been taught the names of many of them by her old great-aunt and much besides. Thanks to her aunt she was knew enough to talk to the caged firebird (04.05) that her father bought for her and knew enough to soak peas in a dish of her blood by moonlight so she could feed them to her firebird and have it grow large enough to carry her out her window before returning to its true size at dawn.</p><p></p><p>On the back of her firebird she has travelled far and wishes to travel father, but her father’s mind is set on finding a husband for her, as her mother is sickly and soon a new Matron of Dinivar will be needed. So at night she went into the woods and sang an old song that called the snakes from their holes and they came to her, whispered in her ears and writhed about her so that only her head could be seen. When she sent them back to their holes they left behind a stone with the shape of a snake’s egg but instead of white it was covered in orange scales that shone like gems. She then set it in the breast of a manikin that she had shaped from the wax of the giant bees (10.10) and poured wine in its mouth so that it might move.</p><p></p><p>And Lady Naideen smiled knowing that no matter how many men her father sent for, she would have to marry none of them.</p><p></p><p>Hooks:</p><p>-What wants to marry Lady Naideen and become the next Lord of Dinivar?</p><p>-Why is Lady Naideen so confident that creating a giant beeswax golem will keep them from marrying her?</p><p>-What abilities/features do giant beeswax golems have? I imagine that they look human enough to fool anyone who doesn't look closely.</p><p>-What’s up with the snakes in the forest? Which forest?</p><p>-What is the significance of orange gems (or scales that look like them)? This is the third place they’ve appeared now (the dragon of the Boiling Seas, the gems of the dwarven monastery and here).</p><p>-Why would someone want to learn the names of the stones of a castle?</p><p></p><p>One more from the old thread from chutup (almost done with these now...)</p><p></p><p><strong>The Door at Dun's End</strong></p><p>Hex 22.04</p><p></p><p>Some way east of Stargazer Keep, (19.04) on the borders of the Kingswood, lies a small gully called Dun's End. At the end of the gully there is an old oak door set into the rock. The door is not locked, but no man who has passed through it has ever returned to speak of what lies on the other side. The following story is told of the door's origin:</p><p></p><p>Some hundred years ago, an orcish reaver named Vartan Montra-Brey roamed the foothills of the Grey Mountains near here. Though he preyed upon trader and freeholders, his chiefest delight was in hunting and robbing the elves of the Kingswood. This proclivity has been passed down to his rather more respectable grandson, Brigadier Kalas Montra-Brey (30.12). One summer, Vartan began consulting with the sages of the Grey Mountains, and through this hatched a plan to make a daring and unprecedented strike against the elves. Choosing Dun's End as a good site for an ambush, Vartan employed certain obscure rituals (involving a virgin girl and a basket of delicious apples) to lure the unicorn of the Kingswood out into the gully. While the virgin girl stroked the unicorn and Vartan's band of orcs lay in wait, the clock struck noon.</p><p></p><p>As was bound in the bargain by that fey prince of old, a door to the Holt was forced to open where the unicorn was grazing (see 29.07). Expecting this, Vartan had set up a wooden door without a frame and propped it against the rock wall. At the moment of noon, the door fused to the stone and became as it is today - a portal into one of the fey paths. Vartan's bandits leapt up from their hiding-spots and rushed through the door. Their goal was nothing less than a surprise attack on the Holt itself.</p><p></p><p>Unfortunately for Vartan, their coming had been expected. See, the virgin girl involved in the ritual had recently become smitten with a young elvish hunter (some tales say a huntress) and had told her lover the secret of Vartan's plan. In response, the pathfinder-mages of the Holt decided to unbind this particular path, redirecting it from the Holt into somewhere... else. None can say where the door leads now, but none of Vartan's group ever returned.</p><p></p><p>As for the girl who had betrayed him - rumor has it that she was blessed by the Bloodied King for aiding his people, and granted eternal youth so long as she remained within the Holt. But whether she lives there still - and whether she retains the heart of her fey lover - is a mystery.</p><p></p><p>Hooks:</p><p>- What's on the other side of the door?</p><p>- Who are the sages of the Grey Mountains?</p><p>- What exactly is a pathfinder-mage?</p><p>- What happened to the girl and her lover?</p></blockquote><p></p>
[QUOTE="Daztur, post: 5875391, member: 55680"] It's good to see that we have some lurkers who are enjoying this project, wonderful to have someone else on board :) The map looks good, one thing that has been bothering me about hexographer is that a lot of the icons are just too big so if I put in all of the features with icons the map ends up looking very very busy (so I haven't included icons for a lot of smaller features). With illustrator it might be possible to shrink them down for small features like Stargazer Keep (a wooden two-story keep) so that they don't overwhelm the map. Would that be possible? However, one thing to keep in mind is that I'm going to be chopping up the map into regions soon (when I finish up translating over old posts from rpg.net, only a few left) so if you want to take up map-making for this setting you'd have to maintain not only the big map but a series of sub-maps as well. If you want to take that work off my hands (as well as hyperlinking the different entries to the maps) that would be wonderful, otherwise I'm going to spring for the pay version of hexographer and muck about with different icons and terrain stuff. And upping the Fairy Tale quotient of this setting a bit, let's hit two more hexes: [b]Castle Dinivar[/b] Hex 17.11 Note: some inspiration from [url=http://gaslight.mtroyal.ca/whtpeopl.htm]The white people (1899, 1922 ed) by Arthur Machen[/url] here as well. In the north of Thring (16.16) is the great crumbling pile of Castle Dinivar, once one of the most splendid of the Duchy. But although it has seen better days the young heiress, Lady Naideen, loves every stone and has been taught the names of many of them by her old great-aunt and much besides. Thanks to her aunt she was knew enough to talk to the caged firebird (04.05) that her father bought for her and knew enough to soak peas in a dish of her blood by moonlight so she could feed them to her firebird and have it grow large enough to carry her out her window before returning to its true size at dawn. On the back of her firebird she has travelled far and wishes to travel father, but her father’s mind is set on finding a husband for her, as her mother is sickly and soon a new Matron of Dinivar will be needed. So at night she went into the woods and sang an old song that called the snakes from their holes and they came to her, whispered in her ears and writhed about her so that only her head could be seen. When she sent them back to their holes they left behind a stone with the shape of a snake’s egg but instead of white it was covered in orange scales that shone like gems. She then set it in the breast of a manikin that she had shaped from the wax of the giant bees (10.10) and poured wine in its mouth so that it might move. And Lady Naideen smiled knowing that no matter how many men her father sent for, she would have to marry none of them. Hooks: -What wants to marry Lady Naideen and become the next Lord of Dinivar? -Why is Lady Naideen so confident that creating a giant beeswax golem will keep them from marrying her? -What abilities/features do giant beeswax golems have? I imagine that they look human enough to fool anyone who doesn't look closely. -What’s up with the snakes in the forest? Which forest? -What is the significance of orange gems (or scales that look like them)? This is the third place they’ve appeared now (the dragon of the Boiling Seas, the gems of the dwarven monastery and here). -Why would someone want to learn the names of the stones of a castle? One more from the old thread from chutup (almost done with these now...) [b]The Door at Dun's End[/b] Hex 22.04 Some way east of Stargazer Keep, (19.04) on the borders of the Kingswood, lies a small gully called Dun's End. At the end of the gully there is an old oak door set into the rock. The door is not locked, but no man who has passed through it has ever returned to speak of what lies on the other side. The following story is told of the door's origin: Some hundred years ago, an orcish reaver named Vartan Montra-Brey roamed the foothills of the Grey Mountains near here. Though he preyed upon trader and freeholders, his chiefest delight was in hunting and robbing the elves of the Kingswood. This proclivity has been passed down to his rather more respectable grandson, Brigadier Kalas Montra-Brey (30.12). One summer, Vartan began consulting with the sages of the Grey Mountains, and through this hatched a plan to make a daring and unprecedented strike against the elves. Choosing Dun's End as a good site for an ambush, Vartan employed certain obscure rituals (involving a virgin girl and a basket of delicious apples) to lure the unicorn of the Kingswood out into the gully. While the virgin girl stroked the unicorn and Vartan's band of orcs lay in wait, the clock struck noon. As was bound in the bargain by that fey prince of old, a door to the Holt was forced to open where the unicorn was grazing (see 29.07). Expecting this, Vartan had set up a wooden door without a frame and propped it against the rock wall. At the moment of noon, the door fused to the stone and became as it is today - a portal into one of the fey paths. Vartan's bandits leapt up from their hiding-spots and rushed through the door. Their goal was nothing less than a surprise attack on the Holt itself. Unfortunately for Vartan, their coming had been expected. See, the virgin girl involved in the ritual had recently become smitten with a young elvish hunter (some tales say a huntress) and had told her lover the secret of Vartan's plan. In response, the pathfinder-mages of the Holt decided to unbind this particular path, redirecting it from the Holt into somewhere... else. None can say where the door leads now, but none of Vartan's group ever returned. As for the girl who had betrayed him - rumor has it that she was blessed by the Bloodied King for aiding his people, and granted eternal youth so long as she remained within the Holt. But whether she lives there still - and whether she retains the heart of her fey lover - is a mystery. Hooks: - What's on the other side of the door? - Who are the sages of the Grey Mountains? - What exactly is a pathfinder-mage? - What happened to the girl and her lover? [/QUOTE]
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