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Let’s Make a Hexcrawl Setting
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<blockquote data-quote="Sanglorian" data-source="post: 6411877" data-attributes="member: 83822"><p>Two maps of the Shrouded Lands:</p><p>[ATTACH]64655[/ATTACH]</p><p>[ATTACH]64656[/ATTACH]</p><p></p><p>Also, I've further fleshed out an idea I had over a year ago for increasing participation in this project. I'm planning to post it on Story-Games. Let me know what you think:</p><p></p><p><strong>TELL ME ABOUT: WHERE THE PAMPAS MEET THE SEA</strong></p><p></p><p>WHAT’S ALL THIS ABOUT?</p><p></p><p>For almost three years, we’ve been developing a shared fantasy land about the size of the United Kingdom over on EN World. We’ve created hundreds of entries and described a rich world of ostrich-riding knights, Tarrasque-hunting vampirish lords, night-fearing elves and crayfish-worshipping humans. </p><p></p><p>However, we’ve found that we get very few contributions from new people. The sheer mass of detail has become intimidating, even though the original intent of the project was that people would only have to read one hex entry before making their own hex contribution! </p><p></p><p>I want to encourage hex entries from new people, to liven up the setting and help us fill some of the hundreds of still-empty hexes. I also hope once you get a taste for the setting, you go and explore some of the existing entries. </p><p></p><p>So what I’ve done is corral a 10-hex by 10-hex area of the map where most of the hexes are undescribed. This is Story-Games area! Do your worst. Don’t fret about continuity, or matching the rest of the setting. In fact, I’ve included all I expect you to know in this handy map:</p><p></p><p>[MAP] </p><p></p><p>HOW DO I CONTRIBUTE?</p><p></p><p>By detailing something that is found in a particular hex. This can be through a simple description, or a history, or a story, or an in-world artifact like a journal entry. </p><p></p><p>The distinct feature of the setting is that it’s a webwork hexcrawl:</p><p></p><ul> <li data-xf-list-type="ul">Webwork, because each hex has a relationship with at least one other hex</li> <li data-xf-list-type="ul">Hexcrawl, because most of the setting description and development is through entries describing what’s in a particular six-mile hex</li> </ul><p></p><p></p><p></p><p>(Also, all contributions are under a Creative Commons Attribution-ShareAlike 3.0 (Unported) licence.)</p><p></p><p>That’s it! So read one of these hexes, choose a hook that piques your curiosity, and write your own hex entry!</p><p></p><ul> <li data-xf-list-type="ul">24.20: The Wrannows are a Witch Clan, which means all their members can cast the same spell. Theirs was rope trick, but they’re long gone and all that remains are their extradimensional rooms.</li> <li data-xf-list-type="ul">26.20: The August City of Blind Midshotgatepool. Five towns with separate lords and administrations, pedantic and legalistic. In practice, the Thieves’ Guild runs the show - especially now the city is under the thumb of the City of Shuttered Windows and no unauthorised ships can leave the port.</li> <li data-xf-list-type="ul">28.21: Terise of Steadfast is a poor cursed mermaid who reluctantly eats human flesh to survive. </li> <li data-xf-list-type="ul">32.22: The Drowning Place: The stronghold of the Whispering Sisters, a cult who hate the God of the City of Shuttered Windows for spurning their deity, She Who Waits.</li> <li data-xf-list-type="ul">23. 23: Caves of the Dust Walkers: The morally-upright desert gnomes live here. They have a brew that makes illusions have real effects on the drinker.</li> <li data-xf-list-type="ul">24.23: The Sandalwood Grove: The desert gnomes use the sandalwood trees for many purposes, but particularly to fashion sandals out of. You see, illusionists always struggle getting toes just right.</li> <li data-xf-list-type="ul">27.23: A camp of Death’s Lovelies - having contracted a fatal disease, these mercenaries live large while they still can.</li> <li data-xf-list-type="ul">29.24: Sun-fearing deep dwarves appear to have travelled forward in time to this place, where they’ve built a fortress.</li> <li data-xf-list-type="ul">24.26: Southern dwarves, mostly cut off from their fusty northern cousins, have their city Azurnay here. They herd cattle.</li> <li data-xf-list-type="ul">27.27: A southern dwarf fortress, the main feature of which are the fierce pigdogs that are fed on a mysterious regenerating green block.</li> <li data-xf-list-type="ul">31.27: The site of the battle that stopped the gnolls from hassling the southern dwarves.</li> <li data-xf-list-type="ul">29.29: The dwelling place of the Wyvern, who features heavily in the myth and legend of the peoples here.</li> </ul><p></p><p>The remaining 88 hexes are left for you to detail! So get to it.</p><p></p><p>If contradictions emerge, that’s part of the fun. Some of our most interesting setting elements are attempts to reconcile two seemingly contradictory hexes.</p></blockquote><p></p>
[QUOTE="Sanglorian, post: 6411877, member: 83822"] Two maps of the Shrouded Lands: [ATTACH=CONFIG]64655._xfImport[/ATTACH] [ATTACH=CONFIG]64656._xfImport[/ATTACH] Also, I've further fleshed out an idea I had over a year ago for increasing participation in this project. I'm planning to post it on Story-Games. Let me know what you think: [B]TELL ME ABOUT: WHERE THE PAMPAS MEET THE SEA[/B] WHAT’S ALL THIS ABOUT? For almost three years, we’ve been developing a shared fantasy land about the size of the United Kingdom over on EN World. We’ve created hundreds of entries and described a rich world of ostrich-riding knights, Tarrasque-hunting vampirish lords, night-fearing elves and crayfish-worshipping humans. However, we’ve found that we get very few contributions from new people. The sheer mass of detail has become intimidating, even though the original intent of the project was that people would only have to read one hex entry before making their own hex contribution! I want to encourage hex entries from new people, to liven up the setting and help us fill some of the hundreds of still-empty hexes. I also hope once you get a taste for the setting, you go and explore some of the existing entries. So what I’ve done is corral a 10-hex by 10-hex area of the map where most of the hexes are undescribed. This is Story-Games area! Do your worst. Don’t fret about continuity, or matching the rest of the setting. In fact, I’ve included all I expect you to know in this handy map: [MAP] HOW DO I CONTRIBUTE? By detailing something that is found in a particular hex. This can be through a simple description, or a history, or a story, or an in-world artifact like a journal entry. The distinct feature of the setting is that it’s a webwork hexcrawl: [LIST] [*]Webwork, because each hex has a relationship with at least one other hex [*]Hexcrawl, because most of the setting description and development is through entries describing what’s in a particular six-mile hex [/LIST] (Also, all contributions are under a Creative Commons Attribution-ShareAlike 3.0 (Unported) licence.) That’s it! So read one of these hexes, choose a hook that piques your curiosity, and write your own hex entry! [LIST] [*]24.20: The Wrannows are a Witch Clan, which means all their members can cast the same spell. Theirs was rope trick, but they’re long gone and all that remains are their extradimensional rooms. [*]26.20: The August City of Blind Midshotgatepool. Five towns with separate lords and administrations, pedantic and legalistic. In practice, the Thieves’ Guild runs the show - especially now the city is under the thumb of the City of Shuttered Windows and no unauthorised ships can leave the port. [*]28.21: Terise of Steadfast is a poor cursed mermaid who reluctantly eats human flesh to survive. [*]32.22: The Drowning Place: The stronghold of the Whispering Sisters, a cult who hate the God of the City of Shuttered Windows for spurning their deity, She Who Waits. [*]23. 23: Caves of the Dust Walkers: The morally-upright desert gnomes live here. They have a brew that makes illusions have real effects on the drinker. [*]24.23: The Sandalwood Grove: The desert gnomes use the sandalwood trees for many purposes, but particularly to fashion sandals out of. You see, illusionists always struggle getting toes just right. [*]27.23: A camp of Death’s Lovelies - having contracted a fatal disease, these mercenaries live large while they still can. [*]29.24: Sun-fearing deep dwarves appear to have travelled forward in time to this place, where they’ve built a fortress. [*]24.26: Southern dwarves, mostly cut off from their fusty northern cousins, have their city Azurnay here. They herd cattle. [*]27.27: A southern dwarf fortress, the main feature of which are the fierce pigdogs that are fed on a mysterious regenerating green block. [*]31.27: The site of the battle that stopped the gnolls from hassling the southern dwarves. [*]29.29: The dwelling place of the Wyvern, who features heavily in the myth and legend of the peoples here. [/LIST] The remaining 88 hexes are left for you to detail! So get to it. If contradictions emerge, that’s part of the fun. Some of our most interesting setting elements are attempts to reconcile two seemingly contradictory hexes. [/QUOTE]
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