This thread is fantastic! I hope to become a regular contributor, but the creativity and quality that you regulars deliver sets a tall bar to clear.
Would be great to have you contribute a few hexes. I can't speak for the other contributors who have provided some incredible content, but I don't think I'm very creative personally I just steal from a wide variety of sources
Khannah’s Leap
Hex 31.27
Following the Gnawbone Wars (51.29) in which the gnolls drove the men of the City of Shuttered Windows (29.14) from the Burning Lands, those dwarves who had come south to prospect for minerals and loot the ruins of Bergolast found themselves cut off from their brethren in the Grey Mountains (33.00).
As the gnollish hordes gathered, the dwarves gathered together for a bloody last stand. Far in front of the rest of the dwarves stood a small group of their stoutest fighters who chanted insults as the gnolls engulfed them. One by one the dwarves fell until only Khannah remained, an island of steel in a gnollish sea. Before the gnolls could bring him-her down, he-she lit the great cache of mining powder that the dwarves had buried beneath the battlefield the night before, blowing a bloody hole in the heart of the gnollish host. As for Khannah his-herself, the dwarves swear that they saw him-her launched high into the air by the blast before falling upon the gnollish commander, crushing him instantly.
As the gnollish army reeled, the dwarves charged and dealt the gnolls a brutal defeat. On that fall day the southern dwarven nation was forged and each year they remember Khannah’s leap in a great festival on the site of the battlefield in which they roast great skewers of meat (“khorasko”), drink gourds of spirits mixed with the blood and milk of their cattle, engage in the only known dwarven high jumping competition and judge prospective lawspeakers who attempt to chant the entire corpus of dwarven law without a single pause.
Following the festivities, the dwarves return to the sod halls of their scattered septs which are adorned with little of the wealth that their northern brethren hoard. That is not the only way in which the dwarves of the Burning Lands differ. They are not as insular as their northern cousins and treat those they view as sufficiently tough as near-equals. Centuries that have passed in this hot country have burned their skin dark and they have found few minerals worth mining aside from a bit of copper. With so few materials to work with, the dwarves of the Burning Lands have lost much of their ancestors’ metalcraft, but they have not lost the bravery of Khannah and his-her fellows who died to save their fellows from the gnolls.
Even today their phalanxes are famous throughout the Shrouded Lands and only once have they thrown down their cowhide spears and ran. As the gnolls have learned, it is not easy to break them and even magic is of little help, for the great chants that the lawspeakers lead protect them from all but the most potent magic.
However, the gnolls say that the only reason that the southern dwarves have not been exterminated is that they are so poor that it would not be worth the bother of killing them. This has some truth for the dwarves have little of value besides their small herds of cattle. Perhaps this is why the dwarves of the Titan’s Skull (33.00) seem to pay them little heed, forgetting that if there is any dwarf child in the world whose parents have never touched iron (39.00) he-she must surely have been born in the iron-poor Burning Lands, perhaps the reincarnation of the Speaker to Bronze is taking his-her first breath in a southern sod hall even now.
Hooks:
-Has the Speaker to Bronze really been reborn in the Burning Lands?
-What dwarven holdings are there in the western Burning Lands? Who rules these dwarves?
-What do the dwarves do with outsiders who seem to be soft?
-What was the one time that these dwarves threw down their shields and ran?
-Tell me more about the lawspeakers!
And here's a mash-up of a post by drek and one by chutup. That's it for the rpg.net thread. All of it has been posted here now

That means tomorrow I can start on revising and reorganizing the (now rather bloated) compilation.
The Pirate Kings
Hex 00.02
On the shores of the Ocean of Bitter Regrets (00.06) are five staggeringly tall mountain peaks, perpetually shrouded by a thick red mist. Each mountain is the domain of a different cloud giant clan -- collectively known in human lands as the Pirate Kings.
Periodically, floating cloud fortresses break from the mist of the mountains and head southward. The sight of one of these crimson Thunderheads elicit panic from any seagoing vessel. The cloud fortresses sink down and simply scoop up entire frigates. The ships are then dismantled by ogres, valuables and slave-worthy men captured, and everything not taken is rained back down.
It's uncommon for a Pirate Thunderhead to raid a coastal village or even an overland caravan, but it does happen from time to time. The Pirate Kings are a persistent, albeit rarely encountered, nuisance for the shipping lanes of the Twelve Nations (and the distant lands of the western continent). The Thunderheads can't move too far inland, sparing vast swaths of the Twelve from cloud giant raids. The Freeholders, the Court at Kingswood, and the City of Shuttered Windows, and the Burning Lands are all too far inland to be subjected to a raid. The coastal areas of the Westmarches are not, but their people are too scattered and poor to be worth raiding, with the exception of the Cross (02.11).
The treasure hordes of the five Pirate Kingdoms are known to be vast beyond belief, and there are always would-be treasure seekers plotting to steal their share. These plots rarely go past the stage of wistful dreaming, because really...? Who's crazy enough to anger an entire clan of giants?
In the distant past, trade and diplomatic missions have been attempted, but the giants simply take what they want and crush the envoys. To the Pirate Kings, men are insects, not worth talking to and barely worth enslaving. They do make trade with the civilization of dragons that roost far beyond World's Edge, as well as elemental envoys, and even gods -- but such things are practically unknown in the mortal world.
Skullreach
Of all the Pirate Thunderheads that rove the ocean, the most dreaded fortress is surely Skullreach, throne of the giant king Udenyr. Wherever it goes, this floating castle is overshadowed by a localized storm, with black clouds boiling above its black walls. Lightning crackles from the clouds to the rods at the top of the keep, powering the electric sorcery of Udenyr's captive wizards.
The fortress takes its name from a strange formation of stone around the castle's base - jagged rocks which to some eyes resemble teeth. Legend has it that the foundations of the fortress are in fact an enormous dragon skull, with its jaw unhinged and bent back to form a ring of teeth. It is from the crystallized bones of this skull that Skullreach draws its thunderous energies. Certain rumor-mongers go so far as to suggest that this is all that remains of the blue head of Tiamat, torn from her body in that bloody battle with the God of the Shuttered City. On this subject, Udenyr has so far been silent.
While most Thunderhead fortresses reside in the mountains when they are not hunting, Skullreach spends almost all of its time in the air. Apparently, the other giants dislike Udenyr's presence in their halls, and not just due to the incessant rainstorms that he brings with him. For his part, Udenyr often seems careless of the other giants, and on occasion has been sighted travelling further inland than any other Thunderhead in recent history. Four years ago, Skullreach travelled all the way to the edge of the Freeholds region after stealing an entire tower from the dwarven monastery (03.04), prompting a mass panic in the Shuttered City and beyond, but as quickly as he arrived, Udenyr turned around and went back to the coast.
Hooks:
- If Skullreach is really made out of a dragon skull, where did it come from?
- Why does Udenyr keep wizards captive in his keep, and what kind of magic do they do?
- Why don't the other giants like Udenyr?
- Why can't the Thunderheads travel inland, and why is Skullreach the exception to this rule?
- Why did Udenyr come to the Freeholds, and why did he leave?