Let’s Make a Hexcrawl Setting

Hmmmmm, thinking it over another reason for keeping the hexes small is that unless the hexes are quite small the logistics of humans travelling into the Kingswood becomes almost impossible…

The one thing that doesn't quite ring true is the shift in climate from the Grey Mountains and Kingswood in the North to the various deserts in the South. But we explain that with Bergolast's fall, don't we?

Now that’s a challenge. I was about to write a post about how the Grey Mountains function as a rain shadow when I got to thinking.

I searched the compilation for “rain” and the only mentions of it were talk about erosion, big jars to collect rainwater or talk about how rarely it rains in some place. Big jars to catch rainwater, how rarely it rains…

With Morning Comes Mistfall
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In the Shrouded Lands it rains but once a year.

In the spring the black rainclouds known as the Drow’s Tears come boiling out of the south, quenching the fires of the Burning Lands for a time, awakening the frogs and giving rise to enough flowers to blanket that harsh land.

From there they blow north, often missing the thirsty sands of the Singing Wastes that ring Jahur entirely. Their rain pounds into the Keening Sea, flooding the Gardens of the Sea (29.15) and only the work of the dead who man the Waterworks keep the City of Shuttered Windows from sinking into the mire. From there, the Drow’s Tears water the lands of the Westmarches, Thring, the Freeholds and the Kingswood before being torn to pieces on the teeth of the Grey Mountains.

I travelled north to the Hermit of the Crag (09.01), gathering wyrmroot (10.01) as I walked, to ask him why it rains but once a year. After bedding down next the grizzled cow I had heard so much about, he called me to him to watch the morning mistfall from the crag.

It was a sight I shall never forget. The whole world was bathed in white from horizon to horizon. Only the peaks of the great mountains that ring the Giant’s Lake (07.01) rising above the mist reminded me that the world lay shrouded beneath me and that I and the hermit had not been cast into an astral sea. Slowly, slowly, the morning sun drove back the mists from the valleys that it had conquered during the night, the white pouring down the peaks in a hundred silky torrents leaving behind nothing but wet leaves and dewy grass.

After I asked him my question he turned to me with a senile grin and told me the story about how the Queen Sinister, who once had ruled at the left hand of the Bloodied King (29.07), cried as she bid farewell to her husband as she prepared to leave with the rest of the unseelie elves into the south after the sundering of the elven court, while only a single tear fell from the king’s eyes.

Such a torrent of tears fell from the eyes of the elf queen that her king jerked away from her, lest his robes be stained by her tears. Then her sadness was replaced with wrath and she strode out of the elven Holt, cursing the whole land that even as the Bloodied King had shed but a single tear, so should all of the Shrouded Lands feel rain but once a year.

It was the same story that I’d been told a thousand times before and I knew every word from the description of the queen’s dark beauty to how her gaze fell on the Rockery (31.07) and the rage in her heart was stilled so that the Pirate Kings were exempted from her curse so that even today rain falls freely from the clouds that bear the castles of the storm giants.

Having learned nothing, I set off to the south, my feet crunching on the bone meal that paves the White Road (26.13). I sought an audience with the Matriarch herself, the very bride of Alberon, to ask her why it rains but once a year. She granted it and told me that it was a miracle of Alberon to remind his children of the bounty of the fresh waters of the Keening Sea and to punish those who obeyed him not by leaving their lands in the hand of eternal drought.

Perhaps the Matriarch should have told that to a thousand glacier-fed streams that flow from the north or to the elves whose land is well-watered by the great geyser that bursts from the ground beside their Holt and waters the entire Kingswood with its spray or to the men of Thring who farm the lands along the River of Crystal Waters or to dwarves and orcs of the Grey Mountains whose lands are so thick with clouds that the trees extend their roots waving up the air so that they may drink from them.

I had no use for pious nonsense, so I set off into the east to the Weeper’s Tower (43.08), skirting so close to the World’s Edge that I could make out winged monkeys wheeling in the thick lowland air. I asked the wife elf why it rains but once a year but I spoke too much and when the words “Drow’s Tears” crossed my lips his wet eyes flashed with anger and he bit off the words, “Is there nothing you children have not forgotten of the doom that freed the tarrasque from Bergolast (38.28)?”

In an instant, I found myself transported by the elf’s magic to the waters of the Sunless Sea and my laughter echoed through its measureless caverns for the Weeper had shown me the answer that I had sought.

Hooks:
-What affects does this strange climate have on the land?
-What is the answer? Why does it rain but once a year? The narrator seems dismissive of the old story about the Queen Sinister and seems to have another answer in mind.
-The rain awakens the frogs of the Burning Lands? What frogs?
-What exactly was (is?) a Queen Sinister?
-Flying monkeys? Of course there are flying monkeys! Tell me about them.
-Who is the narrator of this piece?
 

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Breath of the Earth (12.28)

While ghouls and gnolls compete for the Singing Waste's rocks and sand, the Nekh rule the skies. The Nekh are a matriarchal race of large vultures blessed with intelligence and an extra set of talons, which they use to craft tools and wield sophisticated bone javelins. Eroded effigies of Nekh dot the Singing Waste, giving some credit to their claim that they ruled the land before the Queen Sinister banished the rains. Most outsiders are loathe to believe this. Their songs - swelling choruses of croaks, clicks and squawks that shake all but the gnolls and ghouls, are a crucial part of Singing Waste's cacophony.

The most powerful Nekh tribe builds its rookies in the center of the Singing Waste, atop the sand-blasted spires near the Breath of the Earth. The Breath of the Earth is the Shrouded Lands' only charted leyline of air. Gnome geomancers assert that it begins deep beneath Thring and winds south until it surfaces in the massive sinkhole that gives it its name. The Breath of the Earth blows a constant, warm wind that the Nekh use to soar high above the desert. The sinkhole is at least a mile deep - even on the brightest days, it is rarely possible to see the bottom. The wind carries a modicum of moisture that allows cacti and scrub to survive.

The Nekh, despite their hideous appearance and appalling hygiene, are not cruel or arbitrary like elves or gnolls. They simply demand tribute from anyone who enters their territory. In their minds, they are scions of an empire that includes everything from the Sea of Typhoons to the Devil's Fingers and the Tantalus Mountains to the Cornfields. Tribute could include elephants, night cattle or magic items. Those who fail to pay are harried to death, then eaten.

Hooks
-A wizened Nekh sorceress, Shnutu, dwells atop the desert's highest spiral. Rumors says she was a mentor to both Severard of the Seven Circles and Yaegha Six-Kidneys. She knows the languages of every flying thing, and the many winds. Those who survive the climb to her rookery may learn her secrets.
-As proud as they are, the Nekh fear the things lurking in the Breath's shadows. Clawed, armored beasts scour the rocks at night, mutilating any creature they can overwhelm. Many ghosts, benign and terrible, escape the underworld through the cave mouth.
-What relationship do the Nekh have with the Singing Waste's ghouls and gnolls?
 

Canyon of the Cactogre (18.28)
Connected to 17.21, 15.28

Thanks to its position beneath favorable mountain slopes, this corner of the Singing Waste is always blessed by the Shrouded Lands' annual rainfall. The cacti, which are stubby and thin in the rest of the desert, grow as tall and fat as hardwood trees here. The desert animals congregate here in all seasons to compete for the abundance. Gnoll hunters, however, are careful not to follow prey too far into the canyon for fear of provoking the wrath of Grandfather Cactus.

Known in human tales as the Cactogre, Grandfather Cactus was old even when the rains were banished. When the rains stopped, he was one of the many petitioners to travel into the Kingswood to plead for a return of the rains. The Bloodied King was moved by his account of the dying land and he granted a reparation. Grandfather Cactus was provided a nymph to accompany him for the rest of his days. The lovely creature placated him, and he was able to accept the invading desolation.

Last year, after an age of companionship, the nymph has left him for Huw, an exiled Thringish knight. After failing to best a lion in the trail to become a Brother of the Lion, Huw was condemned to a life among the lion prides of the Devil's Fingers. In the pride's migration, he discovered the Cactogre's Canyon and the nymph. He romanced the nymph, and within a week, they eloped.

Grandfather Cactus now roams the canyon in fits of jealous rage, flinging stones and breaking anything in his path with his dozen great arms. His anger has been so great that he has begun pursuing gnolls deep into the wastes, bellowing and impaling those who fall behind on his great body. He was asleep during his nymph's courtship, and is convinced that a gnoll kidnapped her. In his rampages, arrows, spears, axes and even fire do not seem to slow him. Many gnolls of Abbalah-doon fear that he will crash into their village one day and massacre them.

Hooks
-Do any other great cacti still exist?
-What other reparations has the Bloodied King granted?
-Where are Huw and the runaway nymph now?
-Will Grandfather Cactus settle for anything less than the return of his beloved?
 
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OOC: this stuff is based on a setting building project that I did with my friend who later took the religion (but not the rest) and built his own setting out of that. I'm taking that back with some tweaks for this setting since the main deity in that religion reminded me strongly of the Jahuri two-faced.

The Undying Cycles of Creation

Long ago the gilded fleet of the Imperium Undying set out from the utter west to colonize these Shrouded Lands. Little remains of it now but rumors of the Prince of Men (29.07.03) sleeping beneath the Waters of Mirror Lake (37.01) and the pact that the elves of the Kingswood entered into the Prince that they honor yet though all men have forgotten its terms.

However the calendar that is still in use across much of these lands has been handed down since the days of the Prince of Men and the Jahuri two-faced god seems to be the same deity as the Fools that were worshiped by the ancients and the old gods are still paid homage to in every gambling pit in Shuttered where the grim face of the Father still glares at gamers as the King of Winter along with all of the rest of the Dreamers.

The Fools
The creators of everything in existence and in dream, and progeny of their own creation. The Fools think only with their hearts. They are two, yet one; fourteen, yet none. They are associated with the inexplicable, the unavoidable, the undesirable, and the unspeakable. They are generally portrayed as a single two-faced god or a pair of youths of uncertain gender, one dressed in red the other in black.

The Messenger
The bringer of tidings, both good and ill. He is associated with falling stars and the color yellow. Horses and birds are sacred to him, and winds are said to follow wherever he goes. On his Day he brings news of the great King's death, and his time is midnight on any day before a battle. He holds domain over the wind, roads, and knowledge.

The Maiden
The virgin, innocent and bold. She is associated with the moon. Her colors are white and pink. Butterflies and hummingbirds are sacred to her, and flowers are said to bloom in her footsteps. Daybreak of any holy day is her time on on her Day the Fools visits her at dawn and deliver to her the Youth as her betrothed while the Bard begins wooing her at nightfall on her Day. She holds domain over the dawn, temples, and acts of pure joy. She also holds sway over the victims of betrayal.

The Youth
The boy, brave yet naive. His colors are blue and red. Dogs are sacred to him, particularly strays. On his Day he is wedded to the Maiden, a time of new beginnings and trials of bonding. Offerings made unto him on his Day also have worth, but worshipers should be prepared to make solemn vows. He holds domain over the spring, childhood, and thievery.

The Bard
The trickster. A minstrel and a storyteller, a student and a teacher, the Bard brings joy and knowledge to the world, but cannot be trusted. He is associated with back alleys, crossroads, and the color red. Coyotes are his sacred animal, and he is said to often take their form. On his Day he begins to sing the song that will eventually win over the Maiden's heart. He holds domain over hills, trade, education, poetry, and music. He also holds sway over acts of betrayal, and self-serving crimes of all kinds.

The Lover
The essence of beauty and desire, a seductress and a confidante. Her colors pink and red. Doves are sacred to her, and a dove's egg properly sacrificed to her is said to bring fertility and bliss. On her Day the Maiden finally succumbs to the Bard's charms. Her time is any post-coital, but only when the act was done in bliss, and was the very first time the lovers had thus embraced.

The Hero
The champion, strong and daring. He is associated with Mount Scorshia (02.03) and the colors blue and gold. He holds sway ever battle and on his Day, a day of silence, he strikes down the Bard in a jealous rage.

The Hunter
The searcher, finder, and slayer. He is associated with all forests and stars, but particularly those with no names, and also with the colors green and brown. On his Day he fells a stag of such size that the Pilgrim can fill his pack with jerky and set out on his journey. His time is the dawn of any day that is sacred to none.

The Mother
The nurturer, possessed of intuition into all souls. She is associated with the home and hearth, but particularly that of the Four Sisters in the sky, and also with the colors red and green. On her Day day her belly swells full with the spirit of the Fools. Her time is any the moment a child is born, but particularly when the child is of noble or accursed blood.

The Father
The provider, and punisher. He is associated with the field and fences, with the great Grey Mountains, and with the colors silver and black. His Day is the day of the Great Harvest, and all should take pains to sacrifice a grand meal to him by nightfall.

The Pilgrim
The introspective wanderer, questing for salvation. He is associated with roads, particularly those leading south or beneath gallows, and the colors black and white. On his Day he passes Death's Door on his journey, where he meets the ghostly Fools themselves, already full and pregnant with the Youth and the Maiden of their own accord. His time is early morning, while all others are still asleep, particularly when one of the sleepers will not wake come sunrise.

The Queen
She is associated with castles, eclipses, and the colors silver and gold. On her Day her husband the King is said to have left her for battle. Her time is dusk, particularly on nights when silver stags ride the sky, or when all ravens cease to crow at once.

The King
The ruler, with dominance over all. He is associated with battlefields, particularly those with bloody and tragic histories, and his colors are purple and gold. On his Day the King is slain by the fools, as was witnessed by the Pilgrim at the end of his journey. His time is moments before death, or when great judgement is being passed.

Hooks:
-Are any of these days still celebrated in these lands?
-Are the whole pantheon still worshiped in Jahur?
-Is there any other presence of these ancient gods in these lands?
-The four suits correspond to the seasons with the various Dreamers being represented in the face cards while the jokers are the Fools. What card games are played in Shuttered with these cards?

I'm going to post a full calendar later, it's a lunar calendar so each year has either 12 or 13 months to make the number of days line up right. It'll have cycles within cycles, think a cross between the Islamic and the Mayan calendars. I'm saying right now that Jahur still uses this calendar but if it's used in other areas is up to other people. Perhaps this old calendar is used for divination and knowing when the stars will be right while a more practical solar calendar is used for day to day stuff.
 
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In each cycle there are fourteen years: the Year of the Messenger, the Year of the Maiden, the Year of the Youth, the Year of the Bard, the Year of the Lover, the Year of the Hero, the Red Year, the Year of the Hunter, the Year of the Mother, the Year of the Father, the Year of the Pilgrim, the Year of the Queen, the Year of the King and the Black Year. The Red and Black Years are holy to the two-faced god while the others are of the twelve Dreamers.

Each year begins with the first day of the Month of the Messenger, which begins on the day after the first new moon after the end of the Long Night. Most years have twelve months (one for each of the Twelve Dreamers) but Red and Black Years have a thirteenth month to honor the two aspects of the two-faced god.

Each month is 29 days long. The final day of the month is on the last day and is considered unlucky. The rest of the month is divided into two fourteen-day weeks. The first week is Rising Week during which the moon waxes to full while the second is Falling Week during which the moon wanes. The days follow the same order as the cycle of years. So, for example, the first day of every month is the Day of the Rising Messenger, the sixth day of the month is the Day of the Rising Hero and the 28th day is the Day of Falling Black. There are also six feast days that do not fall in any month.

Depending on the year, there are often a few days left at the end of the year after the last month is over and before the new moon announces the arrival of the next year. These are fallow days not part of any month or year in which people fast and avoid the start of any major projects.

In order to distinguish one year from the next, many are given nicknames such as the Year of the Flayed Hero or the Year of the Drunken Pilgrim but many astrologers organize the fourteen year cycles into 196-year eras and 2,744-year eons.

Astrologers take careful note of the movements of the stars and the day of a child’s birth to discern the future. In ancient days, the Priests in Red would tattoo a child’s guiding sign across his or her forehead at birth so that all could know the child’s true nature. Many wizards also use to calendar to select the day of important rituals. For example if it is the Day of Rising Black during the Black Month of a Black Year, necromantic rituals are said to be especially potent.

OOC: basically trying to make up a suitably funky ritual calendar for use in in-game fortune telling and so that villains can cackle about how the appointed day has arrived and that the STARS ARE NOW RIGHT! 24-hour days would also fit in this, one AM and one PM hour for each of the 12 Dreamers. Lunar eclipses would be a Black Hour while solar eclipses would be a Red Hour.

Sorry for letting my pedantic side out a bit there, maybe this needs more spicing up with some bizarre stuff…
 

The Necromantic Office
Additional Information about Hex 29.14

Most sorcerers in these lands learn their art by apprenticing themselves to an established wizard. There are stories from far lands of great wizarding academies but the City of Shuttered Windows has none, unless you count the Necromantic Office…

In the dark rooms of this sunken tower young children (almost always boys, as it is difficult to castrate a girl) (26.13) are gathered but there are no classrooms, no texts and no examinations. Instead they listen to the voices in the walls that come from the entombed bodied and encysted spirits of their predecessors. Often the frightened children spend months at a time listening to the ghosts of long-dead necromancers chat pleasantly with each other in their heads.

Eventually the youths pick up enough necromancy through osmosis and are allowed to join the Necromantic Office. Before that point, however, they are encouraged to monitor each other and report any novices whose sanity seems to fall beyond accepted parameters.

The Office’s educational methods ensure that knowledge is passed down from one generation to the next. However, this often results in students who know where every curry shop in the city was five centuries ago but don’t know how to dispel hostile magic. And every so often one of the ancient and quietest of the spirits of the walls will whisper the formula of a spell that even the elves have forgotten into a young mind.

Adult members of the Necromantic Office play an important role in the City of Shuttered Windows. They keep the White Road (29.13) quiet, ensure that the dead do not walk without permission, regulate proper corpse disposal, animate the corpses of prisoners to prevent criminals from avoiding serving out their full terms, stitch together the flesh golems that escort noble exiles from the city and prosecute those who disturb the dead without the proper licenses.

In return for their valuable services they receive everything that people have on them when they die and are granted full immunity from all convictions in the courts of the City unless the charge is heresy.

The Office itself is very secure. If any intruders enter, one of the thousands of ghosts will certainly sound the alarm and the ghosts themselves can easily enter the minds of those nearby and wreck all sorts of havoc.

Hooks:
-Why are all members of the Necromantic Office eunuchs?
-What secrets do the ghosts know? Any nifty signature spells?
-Are there any duties have the Office has been shirking?
-What happens to novices who are driven crazy by the ghosts?
-What sorts of crimes have members of the Office gotten away with? Don’t they police their own?
-Who would be crazy to try to raid a necromancer guildhall?


The basic idea I’m going with for the Necromantic Office is that it has a lot of the trappings of an evil band of cackling necromancers but for the kids it’s more like the Graveyard Book crossed with Hogwarts and the adults are more the IRS than the Hellfire Club, although that might make them more terrifying rather than less…

The Colossal Wreck
Hex 14.23

Among the lone and level sands of this stretch of the Singing Wastes lie the ruins of a great hot air balloon. It set out from Shuttered some time ago carrying three noble exiles (see the write-up on the Necromantic Office above) and their flesh golem minders from the City.

The three flesh golems patrol the downed craft even now, carrying great mechanical crossbows that they shoot at any intruder (as some hungry local ghouls have learned to their cost). Two of the prisoners are still securely bound but the third was fed to the other two after food supplies ran out.

If approached the two prisoners will offer anything they can think of in return for rescue.

Hooks:
-What is the role of these flesh golem minders supposed to be? Why doesn’t the City use normal guards?
-What crime did these noble prisoners commit?
-How long until one of the two gets fed to the other?
-Is there any way to negotiate with the flesh golems or are they mindlessly hostile?
-Who are some nobles (aside from the father of Giles Chosard, see Hex 09.06) that have been exiled in the past. Where did they end up? Those hot air balloons could end up just about anywhere.
 

The Hunting Huts (10.14)

A host of bizarre creatures dwell in the hilly frontier between Gore and Thring. Knights who must quest through these lands pray for the sight of a farmstead or cottage over the next hill. Some of these weary knights become prey to the hunting huts.

The hunting huts are three very large mimics that have moved above ground to find bigger prey. They lurk in the center of an abandoned farmstead and adopt the appearance of a stone barn, a cottage and an outhouse, all meticulously rustic and weather-beaten. When travelers approach any of them, they spring to life. The doors and windows erupt with slobbering mouths and tendrils. The hunting huts are hungry but far from mindless. If they are being bested by their prey, they will offer some treasure from their gullets or information about the region in exchange for their lives.

The mimic that poses as the cottage is the chattiest and most erudite of the trio. It prefers highly intelligent victims because it enjoys debating and bantering with them as they are slowly digested in its inner gullet. It finds its more vulgar companions tedious, creating a tension that may someday drive them apart.

Hooks
-Who are the huts digesting right now?
-What kind of treasure have they accumulated over their career?
-What happened to the real farmstead?
-Where did these mimics come from?
-What insight can the huts give about the frontier?

Nasili's Arch (2.18)
Connected to The Cross

This idyllic natural arch along a remote stretch of the Bitter Coast is the former home of Nasili, a stunning nereid. She spent her days frolicking in the waves accompanied by sea otters. She wore only a shimmering white shawl, which gave her total freedom in the mortal world. Over the years, many lustful men sought her, but all had failed. If held in the arms of an amorous man, she simply turned to water and slithered away. Those who managed to kiss her found her lips poisonous. Those who pursued her in the water found that she could turn the waves against them.

Ironsides, the notorious Janissary pirate captain operating out of The Cross, finally caught her. Even during his previous life, Ironsides disdained women. In his metal form, he was impervious to her charms. He saw Nasili's non-erotic potential. He sought her ability to control sea creatures and create drowning waves. He chased her among the rocks and stole her white shawl, giving him control over her. Nasili now follows the wake of his ship, sobbing and begging for the return of her shawl. Ironsides is unlikely to give in because she is proving to be a deadly weapon against enemy ships.

Hooks
-Who or what now dwells by Nasili's Arch?
-Have any big-hearted pirates under Ironsides tried to free her?
-Why did Nasili come to the Shrouded Lands? Does she have any sisters here?
-Tell me about Ironsides' other exploits.
-What is Jahur doing about their dastardly rogue Janissary?
 
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