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<blockquote data-quote="Sanglorian" data-source="post: 5886423" data-attributes="member: 83822"><p>Good to see! I later added in an extra hook for the Haunt of the Witch Queen because I realised Cragsend already has a Witch Queen; it's missing from the compilation: What connection does this Witch Queen have with the Witch Queen of Cragsend?</p><p></p><p></p><p></p><p>The best places for it to go!</p><p></p><p><strong>One end of the Thorny Gulch (04.30)</strong></p><p><strong></strong></p><p> The Thorny Gulch begins in 04.30 and ends in 03.29.</p><p></p><p>The corn farmers throw their victims – naked and toothless – into the Thorny Gulch, a narrow valley overrun with thorns and briars. The gulch itself is a valley some hundred metres wide at its widest point, but there are many paths through the tangles. Some are dead ends, others turn back on themselves and some lead to caves in the sides of the gulch. Even though travellers can see the sky and the sides of the gulch, it is not unusual for them to get lost, turned around or trapped.</p><p></p><p> The gulch is also exposed to the sun with little shelter beyond the occasional cave in the side or a wattle that has grown to the height of a man. Water is also scarce, although seasonal flash floods will fill most of the gulch.</p><p></p><p> The farmers thrash their corn in circles around the gulch and their winnowing sends chaff falling on whatever lies beneath it. If they see travellers, they will sometimes throw stones or pieces of grain at them.</p><p></p><p> Wild maize grows throughout the gulch, some of it reaching 12 metres in height. Giant voles and mice are also plentiful, as are the giant crows and dire butcher birds that feed on them. </p><p></p><p> The shamans of the corn farmers venture into the gulch to consult with their mysterious god – the galeb duhr, whose circle of stones marks the only clear part of the gulch.</p><p></p><p> Any who have eaten wisdom-teeth tortillas instinctively know their way through the briar maze of Thorny Gulch. As such, it would not occur to a shaman that someone could leave the gulch by climbing up the galeb duhr itself. What the galeb duhr might think of that is a question of theology I am in no position to answer.</p><p></p><p><em>Hooks</em></p><p><em></em>What else lives in the gulch? Perhaps kenku, warded off by shamans dressed as scarecrows, or maize goblins driven from their plants.</p><p>Who else has been thrown down here? Are they still alive? Did they leave anything behind, if they managed to escape?</p><p>Does wisdom-teeth flour have any other effects?</p><p></p><p>And a possible explanation for why drovers would rather go under the Kingswood than to its north, and why Chimalia does not avenge the minotaurs of 18.02:</p><p></p><p><strong>Hoth Achaar, the Returned Fortress (26.01)</strong></p><p><strong></strong></p><p> One thousand years ago, when the race of dwarves was at its zenith, the dictators of the dwarves ordered five great fortresses to be built across the Grey Mountains, to keep the passes from being overrun by invaders. </p><p></p><p> Of the five, four were finished. Of the four, three were ever manned. Of the three, two survived their first siege. Of the two, one lasts to this day: Titan’s Skull.</p><p></p><p> Of the five cursed fortresses, the dwarves do not speak their names. The failure of each in turn caused deep schisms and reformations in the dwarven polity, such that the culture of Titan’s Skull today would be unrecognisable to the dictators who ordered the fortresses to be built.</p><p></p><p> After all, the fortresses were built to protect from invasion from the south, and they were built by the very orcs that now hold what they call Hoth Achaar and the dwarves call ‘First to be Returned’.</p><p></p><p> Hoth Achaar was built with the artifice of orc and dwarfkind, and it has been carefully maintained by the orcs during their occupation. Its walls are guarded by catapults and scorpions, and each of its six gates can open only when more people are inside the wall than outside it. This requirement has forced the majority of orcs to live in cramped villae in the centre of the fort, while the rich and powerful live in the seventh, outermost, least defended section.</p><p></p><p> Orc quartermasters must perform careful calculations when allocating the fort’s inhabitants to certain tasks. Fortunately – and most remarkably – the orc religion requires certain sections of the population to move to different temples around the city and these movements always seem to suit the plans of the Quartermasters.</p><p></p><p> <em>Hooks</em></p><p>What is the orc religion? Is it one of the faiths also held by other races?</p><p>How did the orcs take Hoth Achaar? What caused the failures of the other four fortresses?</p><p>Why did the orcs and dwarves build Hoth Achaar together?</p><p>Orc artificers and engineers - does that come naturally to this warlike race?</p><p>What were the dwarven reformations?</p><p>What southern invaders were the fortresses built to repulse?</p></blockquote><p></p>
[QUOTE="Sanglorian, post: 5886423, member: 83822"] Good to see! I later added in an extra hook for the Haunt of the Witch Queen because I realised Cragsend already has a Witch Queen; it's missing from the compilation: What connection does this Witch Queen have with the Witch Queen of Cragsend? The best places for it to go! [B]One end of the Thorny Gulch (04.30) [/B] The Thorny Gulch begins in 04.30 and ends in 03.29. The corn farmers throw their victims – naked and toothless – into the Thorny Gulch, a narrow valley overrun with thorns and briars. The gulch itself is a valley some hundred metres wide at its widest point, but there are many paths through the tangles. Some are dead ends, others turn back on themselves and some lead to caves in the sides of the gulch. Even though travellers can see the sky and the sides of the gulch, it is not unusual for them to get lost, turned around or trapped. The gulch is also exposed to the sun with little shelter beyond the occasional cave in the side or a wattle that has grown to the height of a man. Water is also scarce, although seasonal flash floods will fill most of the gulch. The farmers thrash their corn in circles around the gulch and their winnowing sends chaff falling on whatever lies beneath it. If they see travellers, they will sometimes throw stones or pieces of grain at them. Wild maize grows throughout the gulch, some of it reaching 12 metres in height. Giant voles and mice are also plentiful, as are the giant crows and dire butcher birds that feed on them. The shamans of the corn farmers venture into the gulch to consult with their mysterious god – the galeb duhr, whose circle of stones marks the only clear part of the gulch. Any who have eaten wisdom-teeth tortillas instinctively know their way through the briar maze of Thorny Gulch. As such, it would not occur to a shaman that someone could leave the gulch by climbing up the galeb duhr itself. What the galeb duhr might think of that is a question of theology I am in no position to answer. [I]Hooks [/I]What else lives in the gulch? Perhaps kenku, warded off by shamans dressed as scarecrows, or maize goblins driven from their plants. Who else has been thrown down here? Are they still alive? Did they leave anything behind, if they managed to escape? Does wisdom-teeth flour have any other effects? And a possible explanation for why drovers would rather go under the Kingswood than to its north, and why Chimalia does not avenge the minotaurs of 18.02: [B]Hoth Achaar, the Returned Fortress (26.01) [/B] One thousand years ago, when the race of dwarves was at its zenith, the dictators of the dwarves ordered five great fortresses to be built across the Grey Mountains, to keep the passes from being overrun by invaders. Of the five, four were finished. Of the four, three were ever manned. Of the three, two survived their first siege. Of the two, one lasts to this day: Titan’s Skull. Of the five cursed fortresses, the dwarves do not speak their names. The failure of each in turn caused deep schisms and reformations in the dwarven polity, such that the culture of Titan’s Skull today would be unrecognisable to the dictators who ordered the fortresses to be built. After all, the fortresses were built to protect from invasion from the south, and they were built by the very orcs that now hold what they call Hoth Achaar and the dwarves call ‘First to be Returned’. Hoth Achaar was built with the artifice of orc and dwarfkind, and it has been carefully maintained by the orcs during their occupation. Its walls are guarded by catapults and scorpions, and each of its six gates can open only when more people are inside the wall than outside it. This requirement has forced the majority of orcs to live in cramped villae in the centre of the fort, while the rich and powerful live in the seventh, outermost, least defended section. Orc quartermasters must perform careful calculations when allocating the fort’s inhabitants to certain tasks. Fortunately – and most remarkably – the orc religion requires certain sections of the population to move to different temples around the city and these movements always seem to suit the plans of the Quartermasters. [I]Hooks[/I] What is the orc religion? Is it one of the faiths also held by other races? How did the orcs take Hoth Achaar? What caused the failures of the other four fortresses? Why did the orcs and dwarves build Hoth Achaar together? Orc artificers and engineers - does that come naturally to this warlike race? What were the dwarven reformations? What southern invaders were the fortresses built to repulse? [/QUOTE]
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