Let’s Make a Hexcrawl Setting

Here are two entries inspired by free culture (Creative Commons Attribution or Attribution-ShareAlike) illustrations that could be included in the Shrouded Lands PDF:

David Revoy's Owl Princess and Brian Patterson's Captain Hook.

TO GO A-STRIGA THROUGH THE NIGHT (09.00)

‘I am a brother to dragons, and a companion to owls.’
— Job 30:29.

This hex contains a copse of white-barked elms where the strigoi gather once a year.

The strigoi are a pale-skinned people who ride giant owls through the Grey Mountains. Thy are both respected and feared by the villagers, and wage war with the nordenbjorn—a conflict that allegedly has continued for centuries, but has only come to blows recently.

The strigoi are considered bad omens, for it is said that their presence in a village presages a death. The strigoi claim that these are mere coincidences, but their private mythology suggests otherwise.

The strigoi claim that their ancestors were shades who escaped the land of the dead riding their owls, their chieftain carrying a folio of the Book of the Dead. In that book is written the names of epople doomed to die, and this folio listed the order of deaths for the people of the Grey Mountains. The strigoi consult the folio to decide where to travel, choosing places where someone will soon die. When they arrive they try to make the passing of that person as gentle and fulfilling as possible.

When one of their own number dies before his or her time, the strigoi ‘go a-striga’—they fly through the night screaming horribly in the hope that the scream will be heard in the land of the dead and the shade will be reminded to scheme to escape as the strigoi’s ancestors did.

Hooks
Why do the nordenbjorn loathe the strigoi?
Did they truly escape the land of the dead? Could anyone else escape? What is that land like?
Why were there giant owls in the land of the dead?
Do the strigoi have ulterior motives in being present at deaths?

THE ROGUE JANISSARY (The Cross)

The Moon’s Daughter—a pearl of tremendous pride to Jahur which grants its bearer control over the tides—is the greatest loss from the expulsion of the octoids. What is unknown to all who remain in that city is that the octoids did not take the Daughter. It was stolen by a reanimated Janissary who had grown bored by centuries of service.

With the pearl in one fist and a map in the other, the Janissary made its way across the Shrouded Lands until it came to the Cross. It fell in with pirates, and now serves as captain of its own ship.

Hooks
Just what trade passes through the Ocean of Bitter Regrets?
How does the Rogue Janissary disguise itself? Does it need to?
What name does the Rogue Janissary go by?
 

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THE TENDER HUNT
Once each year the husbands and wives of the Sanguine Lords gather at the Collector’s keep for the Tender Hunt. Dressed in full court regalia they ride forth on sheep, cows and the timidest of sows to catch as many animals as they can, without harming any of them. Their hounds are puppies and their hawks traded for parakeets.


The Tender Hunt has its origins in the Collector’s cunning attempts to capture the Unicorn for his collection. He thought if he gathered innocent lords and ladies he might be able to lure it from hiding. Now, the event is an excuse for the nobility to meet and the hunt for the Tarrasque to pause for a few weeks. No one takes the hunt itself very seriously, with some nobles arranging joke captures like their husband in chains or a topiary shrub sculpted like a dragon.


Hooks
What happened on the original Hunt?
What sort of political machinations occur during the Hunt?
Can an innocent soul really capture the Unicorn?
 

The Witch-Hounds (22.16)
Connected to (23.16), (25.14)

The Witch Queen (23.16) placed a curse on this fen to raise a pack of terrible hounds. The witch-hounds are shaped like great wolves, and their bodies consist of reeking globs of mud and straw. They are swift in any terrain, and can cover leagues in a single night. Knights who face them and survive are unnerved by the pitch black sockets where their eyes should be. Every night, the pack rises from the fen to do the Witch Queen's bidding. They have ended the quests of many knights hoping to slay their mistress.

Witch-hounds can be defeated, but not truly slain by mundane means. They crumble to pieces when damaged, but they rise again the next night as strong as before. The Foolish Sages, however, have discovered one weakness at the cost of Laughing Milo's horrible demise. The pack was created at midnight during a lunar eclipse, meaning the hounds will be utterly destroyed if exposed to sunlight. No one is sure how to do this, as pack rises from and return to the earth unerringly according to sunset and sunset.

Lately, witch-hounds have been seen skulking around Mazy Hollow (25.14). The Witch Queen cursed Gertja Traitor's-Daughter's last scion, Jota, to bear only sons so the sacred family that maintains peace between Alberon and Chimalia would be broken. The curse has been unexpectedly broken, and the Witch Queen plans to strike Mazy Hollow and end the line of succession forever.

Hooks
-Why does the Witch Queen want war been Alberon and Chimalia?
-How did Laughing Milo discover the hounds' secret? How did he die?
-What defenses do locals have against the hounds?
-How could a witch-hound be exposed to sunlight? Does it have to be true sunlight, or can an adventurer "cheat"?
 

I've been browsing the latest D&D playtest packet, and it seems like the Isle of Dread could easily be inserted to the north-east of the Shrouded Lands, beyond the End of the World, if you wanted to use the playtest material in the Shrouded Lands.
 

Back from the dead here as well. What happened was that my face to face campaign died (hard one great game, missed a whole month then had one so-so game, hard to keep the momentum going when you have two games in three months I guess) and that killed my motivation to continue with this project for a while.

In penance for my long absence I'm going to focus on getting the compilation updated. I hope I can keep with it this time and not get distracted again. If I really get cracking I should be able to have the whole text written up by the end of the month. We'll see...
 


Update: old compilation was about 90K words, I'm up to 106K now since I've been trucking through the backlog pretty fast. Still a couple pages left of random stuff and all of the Shuttered City stuff but I've cut a big chunk through the backlog. I have some ideas for hexes but I think I owe it to you guys to get a complete and usable compilation done before I go off to self-indulgent ramblings :)
 

Update: old compilation was about 90K words, I'm up to 106K now since I've been trucking through the backlog pretty fast. Still a couple pages left of random stuff and all of the Shuttered City stuff but I've cut a big chunk through the backlog. I have some ideas for hexes but I think I owe it to you guys to get a complete and usable compilation done before I go off to self-indulgent ramblings :)

I can't wait Daztur—very exciting!
 

Hey, did someone say self-indulgent rambling?

Cradle of Fire Centipedes (17.30)
Connected to (19.31)

The eastern Tantalus Mountains are dotted with abandoned gem mines from Jahur's centuries of mining operations. One such mine has been converted into a secret prison guarded by Janissaries and wizards. They guard a swarming brood of fire centipedes - foot-long vermin that become white-hot when agitated.

A swarm of fire centipedes were catapulted into Jahur during the War of the Six-Fingered Hand. They ran amok in the streets, burning neighborhoods and spreading panic until the city's sorcerers defeated them. An opportunistic alchemist manged to capture mating pair, however, and bred them in secret. The Viceroys of Jahur paid handsomely for the centipedes, and the city occasionally unleashes them to clear mountain tunnels of hostile creatures.

Hooks
-Jabbun the Orange, an unhinged wizard, is smuggling specimens out of the hold and selling them to dangerous parties.
-Dwarves of the Tantalus Mountains loathe the creatures because they often become victims of collateral damage during Jahur's tunnel clearing operations.
-Who else has fire centipedes? Who else wants them?
-What measures do the guards use to contain the centipedes?
 
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Village of Shotwick (14.14)

Shotwick is known through Thring as a village with unusually reliable harvests and hearty peasants. The folk of Shotwick seem so healthy that they are even spared from the ravages of plague. Many believe these peasants are of a naturally stronger stock, a belief that the villagers take great pride in adopting.

The truth is that the village and its farms are completely without rats - the vermin responsible for devouring grain and spreading disease in the rest of the duchy. A semi-intelligent living idol in the basement of Shotwick Manor keeps them at bay. Its visage is a great snarling rat clutching a crooked staff. It is crudely chiseled from stone and, judging by its weathered features, ancient. A coven of wererats including the steward, the innkeeper, the miller and the local prior satisfies its needs. Every month, the idol demands the blood of a human sacrifice. It has lived this way for nearly century, and a missed feeding sends it into fits of idiotic rage. The villagers hear these occasional outbursts, but merely believe that the manor is haunted.

Appeasing the idol used to involve dangerous undertakings such as kidnapping or dealing with bugbears. But last year, the coven has found a "supplier" based on the sketchy west bank of Castle Terangrael (16.16).

Hooks
-The village's new sheriff, an outsider, investigated disappearances in the farmland last year and came up empty. He believes the steward is involved in a cover-up, but can't find any evidence.
-Who is the coven's supplier? Where does he or she get the sacrifices?
-Where did the living idol come from?
-Tell me about a rival village, Archet, and the residents who have long been suspicious of Shotwick's good fortune.
 
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