Everything the GM creates in an attempt to capture the players' interest is a hook. Rumour of treasure in the mountains. Strange tracks leading off the trail. An out-of-place old wizard in a rowdy sailors' tavern. A place on the map called "Bebekki Ruins". All hooks, just on different scales.
Jumping off this to answer your previous direct question as well, this seems to be a misunderstanding of the sort of actions a game like Stonetop wants me to do as the GM. I am required to keep my Agenda in mind for everything I say that's not just bookkeeping. The Agenda is to:
- Portray a rich, mysterious world
- Punctuate the PCs’ lives with adventure
- Play to find out what happens
There are plenty of games out there that do low-stakes back and forth without significant scene framing until you're suddenly at a moment of high stakes. Stonetop is not one of them. I'm not trying to "capture interest," I am punctuating their lives with adventure and being a fan of their characters (by giving them explicit moments that a) let them demonstrate their own agenda and b) interrogate their instincts/relationships/hit the other XP triggers). I am directly imposing the premise of the game and the things they've indicated they want to explore during play (via the choices on their character sheets, Wishes at end of Session, or explicit goals of the session). Hinting at the presence of a danger portrays a rich and mysterious world, and punctuates their lives with adventure.
What they do next, we play to find out.