Let’s Make a Hexcrawl Setting

That project sounds pretty cool. I've always dabbled in building science fiction settings, but it doesn't come as naturally to me as fantasy. I'd contribute whenever something comes together in my head!
 

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The Ring of Invisibility
Additional information about Hex 13.08

One of the treasures that can be found in Severard's web-shrouded tower is the ring of invisibility once worn by Gilad the Unavoidable. It is a bronze ring studded with dull gems and inscribed with strange runes that grants the wearer complete invisibility in all circumstances. However, unlike other magical rings, it must be threaded through an ear piercing for it to have any effect, which may prove difficult as it is easily six feet in diameter.

Connection: the gem that is mounted on the Diadem of the Third Eye (26.20) was long ago pried out from this invisibility ring and given a new setting and a new purpose.

Hooks:
-How can anyone use an invisibility earring that big? What are you going to do, make your pet elephant invisible and play pranks on people?
-Who was (is?) Gilad the unavoidable?
-Would the effects of the earring change if the lost gem were remounted in it?

I like powerful but impractical magical items, the setting needs some more :)
 

Skibart Holding
Hex 20.03

Right at the edge of orcish territory once lay the famous fields of the Skibart halflings, were the pipeweed that most every gnomish illusionist smokes was grown. The Skibarts paid their tribute to the orcs of Hoth Achaar (26.01) and lived in relative peace. But with the recent troubles among the orcs, this has broken down and the Skibarts have had to learn to fend for themselves.

They have done this by relocating their growing operations to winding tunnels beneath their hills that they keep lit with thousands of Light-enchanted stones. The fields around their hollow hills are kept as ostrich pasture and the halflings make sure that their herds are locked away safe below ground whenever orcs approach. And these orcs have found these halflings a tough nut to crack for they have bought a good deal of gnomish magic and their dense network of tunnels mean that they can pop up behind any orcish war party without warning.

But the halflings still fear the orcs of the north and pay off the most fearsome raiders. The Skibarts have also tunneled down to the Sunless Sea (18.10.01) and have docked enough boats at its shores to carry them away south if the worst comes.

But at the moment orcs are not the only thing that the halflings have to deal with, they also have Heleg Koldranson on their hands. He has taken to lounging around their pubs smoking a truly enormous amount of pipeweed and making a nuisance of himself. The halflings fear to send him away because of the reputation of his father, Koldran the Mighty, Holder of the Immovable Rod of Penultimate Thule (also known as the North Pole, see 14.02).

They do right to fear. Some of the gems that are set into Heleg's magical axe and enchanted helm are delayed blast fireballs that have been set to explode if they are removed or if the right command word is not said at each and every dawn. Koldran dislikes those who steal from his children but if they die, what of it? He has a hundred more.

Hooks:
-Pipeweed isn't tobacco, is it?
-Why do gnomish illusionists value pipeweed so highly?
-What are the troubles that have broken out among the orcs?
-Where did the halflings get that many stones with Light cast on them?
-What magic have the Skibarts bought from the gnomes?
-What relations do the Skibarts have with the Furfeet (17.06) and Bolgers (11.08) halflings farther south?
-Who is Koldran the Mighty? Where is his north pole? Is it off the map or the north or somewhere else?
-Why/how does Koldran have so many children? Are any of the rest of his children about in these lands?

For Koldran and Heleg my thinking is that Koldran is engaging in the D&D version of twinking (a MMORPG term for giving your new character really good magical items so that they can breeze through the lower levels) by giving his low level kids good equipment and sending them out adventuring. He's smart enough to not want to make them theft magnets and callus enough to not care if his more careless kids get blown up.
 

New PDF compilation here. More art, 21 new entries and tweaked organization. The main difference is that every hex with subhexes has a listing of what subhexes it contains so that it's easier to navigate stuff (especially the monster entry for 29.14):

https://docs.google.com/file/d/0B6z-iUIH4P8aTFRMWTAtOUpFc00/edit

For the next version I'll add more hexes more art and expand the entries for each region with more info and a listing of what hexes each contain to make the whole thing user friendly.

New map and new hex entry up later today.
 

Great job on compiling the PDF. It's great to be able to easily access all the Shuttered City stuff.

I also noticed there are two characters in the setting named Isane - Isane the Beauty and Isane, the sorceress on Sladder who is also conjoined twin. There's less references to the sorceress, so it'll be easier to change her name. I'm thinking the freaky sorceress could be named Imacculota. I've been wanting to use that name for awhile. :)
 

Flea of the Daggerfeet (20.10)
Connected to 20.03, 43.22

When Felix Koldranson turned fifteen, his father sent him into the world with a ring that granted the ability to jump incredible distances. Like dozens before him, he joined an adventuring party with three older siblings, Jota, Zigmund and Hansa. During an expedition into to the Burning Land, he watched a daggerfeet pack maul a hippo. He asked Hrunwun, their gnoll guide, why the gnolls were not taming and using the creatures against their enemies. Hrunwun did not know the secret of Felix's ring, so he had no qualms telling him that daggerfeet only respect those who can jump higher than they do. On returning from the expedition, he took a detour back to the daggerfeets' breeding ground and began training a small pack.

This is when Felix became Flea, just another fallen child of Koldran. Unlike Jota, Zigmund and Hansa, who became heroes for their deeds in Blind Midshotgatepool, Flea became a common bandit. He makes a den in the woods near a road that he shares with his loyal daggerfeet pack. He lost his last scruples long ago, and simply unleashes his pack of daggerfeet against caravans marked for robbery. He lets his pets do most of the work, preferring to kneel by the sidelines and pick off survivors with a powerful crossbow. His well-paid contacts in Newhill and Winds have helped him score big and elude justice. Flea is planning to get a few more jobs and "retire" as a petty baron somewhere in the Freeholds.

Hooks

-How did Jota, Zigmund and Hansa become heroes?
-Who has fallen victim to Flea?
-Who are Flea's contacts? How do they communicate?
-What interesting treasures is Flea hoarding?
-Money aside, how exactly does Flea plan to become a baron? How does anyone gain a title in the Freeholds?
 

It's interesting that one of the most undeveloped corners of the Shrouded Lands is the strip of land with the World's Edge to the east, the Kingswoods to the north, the Keening Sea to the south and Shuttered to the west. We don't have much but the whole area gives me a damp, gloomy Lovecraftian New England kind of feeling. Obviously a lot of it is villages under the rule of Shuttered (city's gotta eat) but it peters out well before you hit the World's Edge so there should be some interesting stuff out there. Will think on it...

The Grandmother of the Ford
Hex 41.09

Inspired by a cartoon that my son was watching.

Here, where the Witchwater exits the Kingswood, lies a ford where a traveler can cross the fey river by jumping from stone to stone and barely get their feet wet. Travelers planning to do so are often met by a wizened crone who asks them to carry her across the ford on their back.

If they agree, they will find that the woman get heavier and heaver as they continue until her weight causes them to pitch into the river water. The woman then reverts to her true form, a giant frog, and attempts to swallow the traveler whole.

If, on the other hand, the crone's request is refused she will wade into the river and disappear and begin planning an ambush. She will be assisted in such efforts by a great red-eyed black dog with a wholly black coat (05.05).

Hooks:
-Is there a connection between this creature and other frogs in the area (39.08 and 40.09)?
-Elsewhere it has been established that it is unwise for humans and other mortals to swim in the Witchwater. Why?
-Why does the frog woman have a big dog? Did she get it from the glass rapids (05.05)?
-Who has come through this way before?
 

The Drinker's Stein
Additional information about Hex 05.06

Inspired very indirectly from Ulan Dhor by Jack Vance (the magic item getting divided causing a civil war is Vance all of the details are me).

The desperate cannibalistic derro that now huddle in the Trench of the Battle Hills (05.06) are the descendants of an ancient dwarven clan, the Ishin Kaimanu (usually translated as "dead man's hair" or "battle beard"). After coming here in exile out of the east, carrying the blessed Stein of the Drinker (the Drinker of Iron is a popular dwarven deity, see 03.04) they set about raising fortifications. Before the construction was completed, however, the Lord of Clan Battle Beard died.

On his-her death bed, the Lord divided the Stein between his-her two offspring, saying that he could not decide between them. When the Lord's body was barely cold, the two heirs lead their followers against each other, both attempting to reform the Stein and claim leadership of the whole clan. Neither was able to prevail and Clan Battle Beard slowly degenerated into vicious packs of degenerate wretches.

As to the whereabouts of the halves of the Stein, some claims that the derro still have them, others points to Father Dorek (03.07) or his enemies (03.04). To further muddle things, Lord Karandur has been seen drinking out of a great stein that is half ancient mithril and half fresh-carved wood that may be half of the Stein (13.17).

Maybe one day the Stein will be welded together again by the lava of the Drinker's Mouth (04.02) and molten mithril (or perhaps truly excellent wheat bear) will flow out of it again as in ancient days.

Hooks:
-Some legends say that the Stein is a decanter of endless beer. Other legends say that those drinking from the stein will feel molten mithril flow down their throats, when can be recovered if their bodies are cut open (and that this is the only way to get mithril from the Stein). Which is true? Both? Neither?
-Why was Clan Battle Beard exiled?
-Who has the two halves of the Stein these days?
-What role does the Stein play in dwarven religion?
 

Birds of Paradise (50.11)
Connected to Hex 29.14 and 48.18

Creatures of extraordinary beauty known as birds of paradise flit through this stretch of jungle's canopy. Their plumage can be so bright and elaborate that it puts royal clothiers to shame. During mating season, birdwatchers can view their mating rituals from the World's Edge. The rituals are sophisticated, and sometimes compared to Shuttered's Shadow Ballet and the Two-Faced Dancers of Jahur in terms of artistry.

Hunters who chase these birds discover that they are cursed. Anyone who brings death to one, directly or indirectly, quickly suffers an agonizing loss. Elves of the Kingswood believe they are the sacred animal of a forgotten wind deity named Asrigh, who still avenges their deaths. The elves enjoy painting them on their walls and in their folios, and imitate their struts and spins during many festivals. Humans aren't satisfied with mere imitation. Some reckless adventurers attempt to capture the cursed creatures despite the terrible risk. Lords in Shuttered who can present a caged bird of paradise in their halls are prestigious indeed. Sosarian cattle barons utilize them more pragmatically. They capture small specimens and visibly integrate their cages into their clothing to deter assassins. Pasquale Lourd wears an orange long-tailed bird in a bulbous cage-hat. Cessine the Fair's elaborate outerwear includes tiny golden cages.

Hooks
-Why are the birds cursed? If it's because of Asrigh, the obscure wind deity, does he still have worshipers?
-Tell me about the Shadow Ballet and the Two-Faced Dancers.
-How do hunters catch these birds without harming them?
-Who has fallen victim to a bird of paradise's curse?
-How do Sosarian assassins avoid bringing harm to their marks' birds of paradise?
 
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Here's another real-world animal that could be a potential Shrouded Lands transplant:

Haunt of the Mud Dragons (16.23)

Connected to Hex 17.18, 16.20

The knights of the Forked Castle (17.18) are famous for taming enormous lizards and riding them into battle. The mounts' wild cousins are known as mud dragons, and they wallow in a festering valley among the Devil's Fingers. Scales, forked tongues and lashing tails aside, mud dragons are far from the mighty, awe-inspiring creatures with which they share a name. Their hides are wrinkled and dull, if it can even be seen at all beneath all the layers of mud and excrement. Diseased saliva drips from their jaws, and their claws are filthy hooks. Even by reptilian standards, they are cruel and lazy. When mud dragons find potential prey, they charge in a pack and attempt to deliver a bite. The creatures withdraw after the first bite. They trust the diseases in their bites will kill their prey. When their victims succumb, they track down the carcasses with their keen noses and gorge themselves.

Mud dragons are native to lands far to the south of the Shrouded Lands. But centuries ago, a small lizard man caravan carrying a breeding pair of these foul lizards was destroyed in a battle with the halflings of Jar Town (16.20). The beasts escaped the melee early and returned in the aftermath to feast on their fallen masters. Generations of their inbred offspring have flourished in the valley.

The halflings, who were avenging the cannibalization of an innkeeper and his wife, slaughtered every lizard men and looted anything deemed valuable from the caravan. However, they did not understand the value of their snake books. The descendants slither through the valleys, waiting to be claimed by daring adventurers.

Hooks
-How do the mud dragons hold their own against the local lions?
-Do the domesticated mounts also inflict plague with their bites? That doesn't seem very chivalrous.
-Are all halflings as vengeful as those inhabiting Jar Town?
-The Foolish Sages (20.18) have reason to believe that the lauded lizard man historian Kashikik was killed in the battle, and that his lost works can be caught among the rocks and scrub.
 
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