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Let’s Make a Hexcrawl Setting

Electric Wizard

First Post
Lochgate Lodge (13.10)
Connected to Hexes 16.16, 23.11 and 22.11

The Lochgates, a werebear clan, dwell in this sprawling hunting lodge when not roaming the forest as great bears. The lodge has been built, destroyed and rebuilt countless times through the centuries. Some wings of the house have rough timber walls and sod roofs, while others are sophisticated masonry and stained glass. Each wing reflects the builders' tastes and level of wealth. The lodge rises from the rocky banks of Loch Sable, a narrow but very deep lake with black waters. Fishermen draw up pale, eyeless fish and huge crayfish from its depths.

The Lochgates are a temperamental, quarrelsome lot. Damages done to the lodge are more often caused by spats between relatives than by raiders. The house's matriarch, the plump, long-toothed Marcila, does her best to send her feuding kin on errands to different necks of the forest until their tempers cool. Whether they are slaying some beast, retrieving honey from giant bees or hunting the white stag, the knights of Thring and forest folk find these questing werebears to a be a dangerous nuisance. Despite their tempers and crude manners, the Lochgates are decent folk who wish the best for their neighbors, even if they are loathe to become entangled in their alliances.

Lochgates claim that the founder of their house, Sweitbor the Roarer, was the legendary fifth Duke of Thring. Their version of the myth was that Deloc, the fourth duke, recruited a band of chivalrous werebears to battle Gore. Deloc named Sweitbor his heir after discovering that his son and daughter were plotting to take his throne and imprison him, and Sweitbor reluctantly accepted the mantle when Deloc died in a duel with Gore's Swordsage. The rest of Thring insists that Sweitbor was a brutal usurper who took the throne by force, and that his short reign was justly ended by Deloc's children.

Connections

-Seven Paces, the fabled weapon of Hardrald Longspear (23.11), rests above Marcila's mantle. It has been in the lodge since a Marcila's great-uncle returned from a quest to the Freeholds.
-Grondelgar serves as captain of rangers in Winds (23.11), and he vows to return with Seven Paces on his next visit to his grandmother. He is more interested in being hailed as a hero than he is in fulfilling any duty to the town.

Hooks
-Who are some other Lochgates?
-Who helps the werebears build and rebuild the lodge?
-What else lurks in Loch Sable?
-Do werebears get any unusual benefits from the honey of giant bees?
-What is the white stag? Why does everyone want to slay it?
-Was Sweitbor the Roarer, the fifth Duke of Thring, a hero or villain?
-When have the Lochgates become entangled in regional politics? Whom did they serve and how?
 

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Triskaideka

First Post
The Mirror Throne (16.16.XX)

Connected to (01.03), (13.10)

An ancient keep predates Castle Tarengael by many long centuries, built there on that rocky promontory by the long-dead ancestors of Duke Ulthar the Loved. When Ulthar tore it down to build his nine domed towers all that remained of the original keep were the foundations, and the Mirror Throne. The Mirror Throne, a throne of cunningly shaped silver crystals growing out of the living rock beneath the foundations, is nearly as ancient as the original castle.

The legend of how the throne came to be is well known. Hundreds of years ago, a haggard traveler in a ragged robe and a wide brimmed hat arrived at the keep’s doors. The gatekeeper refused him entry, though the man begged and pleaded. The lord of the keep came to see what the commotion was, and saw the stooped figure of the poor traveler. The lord of the keep was an old man and knew his stories and legends well- one does not turn mysterious travelers away from the door. The master of the castle invited the traveler in to enjoy the hospitality of his banquet and stay through the night.

As they entered the great hall to be seated for the banquet, the lord of the castle offered to take the traveler’s cloak. The traveler thanked him but refused, stepped back, and transformed, turning into a frighteningly tall man, his robes and hat becoming pristine and greyer than grey. The Lord of the Keep had acted wisely, for this was none-other than Vilenius Arkhaus (01.03), Arch-Mage of Everdark and magic-mason, and he was greatly pleased by the lord’s hospitality and humility. The mighty wizard inquired as to what the lord’s greatest desire was, for he would grant him one wish.

The lord was very old, and his only heir was his young grandson. He despaired that he would not live to train his grandson in the art of statesmanship. He asked then for his throne to be secure for his line for all time. The wizard nodded and summoned great and terrifying power that shook the earth itself. From beneath the stones of the foundation rose the Mirror Throne, glorious to behold. Wish granted, the magus exploded into shadows and was never seen again by the lord or his ancestors, all the way through the Dukes of Thring.

Many a peasant will tell you that the moral of the story is, that one should word wishes to wizards very, very carefully, else they are want to interpret them quite literally. This might be true, but the rest of the story, almost completely forgot by everyone, is this:

The Archmage Arkhaus explained, before he left, that the throne was a soul-stone of tremendous size. Through a ritual, the lord could bind his soul to the Throne so that when he died, his spirit would inhabit it, and be able to pass advice and knowledge to his heir. His heir would also bind his spirit to the stone as part of a secret rite of coronation, so that when he finally passed, his soul would displace that of his predecessor, allowing the first lord to go on to the afterlife while the second advised the third with all that he had been taught, plus his own experience, each lord growing more experienced and wise with the tutelage of their ancestors.

For many generations the throne served nobly, each lord passing knowledge unto the next, a more trusted advisor than could be ever hoped for. Sadly, it happened that one lord’s son, having not yet been educated in the secret rites of the Throne by his then reigning father, used the Mirror Throne as a foci for sorcerous dabblings that had become popular in Thring at that time. In a profane ritual, a dark spirit from the Hells was summoned up, and seizing the opportunity, took hold of the Throne and evicted the then resident soul, though not before tearing his secrets from him.

The shadowy spirit in the Throne whispered to the son lies that his father planned to pass him over in favor of another relative. Incised, the son murdered his father, and with this assassination the secret rites were lost. Since then the Hell-born spirit has whispered darkly into the minds of all who have sat upon it. It cannot directly control, but it knows the fears, weaknesses and insecurities of those who sit upon it, and masks its telepathic voice as that of the lord who sits upon the Throne, and so leads them to believe its lies and dark suggestions are their own thoughts.

Lords of strong character, such as Duke Ulthar, easily resisted its insidious influence. Some with weaker minds, or simply deeper, more profound fears, such as Duke Theloc, were not so lucky. The fourth Duke was lead erroneously to believe that his children conspired against him. In his fear he entrusted the succession to Sweitbor the Roarer (13.10), leading to much war and bloodshed upon his death.

To this day the spirit in the Mirror Throne uses its position to slowly twist the Duchy of Thring whenever possible, in hopes that one day a Duke of dark mind and soul will sit upon the Throne to work its evil devices across the land.

Hooks
- Could the lost rites be rediscovered?
- Can the dark spirit that now possesses the Throne be exorcised?
- Who and what is the Hell-Born Spirit?
- What are its ultimate plans?
- What were the dark sorceries that brought it here in the first place?
- Who ruled from the Mirror Throne before Duke Ulthar?
 
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Sanglorian

Adventurer
Phew! You've added almost 100 hexes since I last updated the appendices. They should be current now, however.

Daztur, would you mind uploading the Word document that you base the PDF upon up online somewhere? I'd like to fiddle around with it a bit in the future.

I was also wondering if you've kept all the maps somewhere. It would be interesting to make a GIF of them all, and see how the map has changed over the past year or so.

by clerical error Simone the Foul’s name on the list was replaced with that of his daughter’s pet rooster, Simone the Fowl

Welcome to the team, Triskaideka. From this entry, I can see that you've picked up the tone of the Shrouded Lands perfectly.
 

Triskaideka

First Post
Thanks! So far as I can tell, the Shrouded Lands are a little dark and a little silly, a little strange and a little sad. I try to keep faerie tales and children's stories in mind when I do an entry.
 

Daztur

Adventurer
Word doc:
https://docs.google.com/file/d/0B6z-iUIH4P8aa3dWWEF6d3ZBRG8/edit

All the maps:
http://img12.imageshack.us/img12/4964/scan008c.jpg
http://img190.imageshack.us/img190/1503/numberbigmap.png
http://img31.imageshack.us/img31/6171/newhex.png
http://img254.imageshack.us/img254/5853/newhex2.png
http://img813.imageshack.us/img813/4306/newhex3.png
http://img32.imageshack.us/img32/9317/newestmap.png
http://img7.imageshack.us/img7/6750/newesthex.png
http://img853.imageshack.us/img853/6750/newesthex.png
http://img651.imageshack.us/img651/7425/0223map.png
http://img269.imageshack.us/img269/4353/shroudedlands.png
http://img856.imageshack.us/img856/9876/shourdedlands2.png
http://img860.imageshack.us/img860/1014/march1map.png
http://img96.imageshack.us/img96/4457/shroudedlands3.png
http://img109.imageshack.us/img109/6043/shroudedlandsmarch7.png
http://img521.imageshack.us/img521/2943/shroudedlandsmarch9.png
http://img856.imageshack.us/img856/3231/shroudedlandsmarch9v2.png
http://img694.imageshack.us/img694/3281/shroudedlandsmarch10.png
http://img217.imageshack.us/img217/5500/shroudedrevised.png
http://img17.imageshack.us/img17/4663/shroudedlandsmarch15.png
http://img441.imageshack.us/img441/1442/shroudedlandsmarch16.png
http://img43.imageshack.us/img43/8061/shroudedlandsmarch20.png
http://img443.imageshack.us/img443/2707/shroudedlandsmarch21.png
http://img3.imageshack.us/img3/9828/shroudedlandsmarch23.png
http://img171.imageshack.us/img171/6251/shroudedlandsmarch26.png
http://img17.imageshack.us/img17/3753/shroudedlandsmarch28.png
http://img4.imageshack.us/img4/9316/shroudedlandsmarch29.png
http://img62.imageshack.us/img62/1496/shroudedlandsmarch30.png
http://img15.imageshack.us/img15/5193/shroudedlandsmarch31.png
http://img690.imageshack.us/img690/187/shroudedlandsapril02.png
http://img337.imageshack.us/img337/9104/shroudedlandsapril03.png
http://img138.imageshack.us/img138/9707/shroudedlandsapril06.png
http://img17.imageshack.us/img17/4696/shroudedlandsapril08.png
http://img862.imageshack.us/img862/9333/shroudedlandsapril11.png
http://img138.imageshack.us/img138/6750/shroudedlandsapril12.png
http://img205.imageshack.us/img205/8769/shroudedlandsapril13.png
http://img205.imageshack.us/img205/1844/shroudedlandsapril16.png
http://img809.imageshack.us/img809/6692/shroudedlandsapril20.png
http://img140.imageshack.us/img140/6143/shroudedlandsapril22.png
http://img21.imageshack.us/img21/7607/shroudedlandsapril23.png
http://img717.imageshack.us/img717/3047/shroudedlandsmay04.png
http://img831.imageshack.us/img831/3535/shroudedlandsmay13.png
http://img820.imageshack.us/img820/1176/shroudedlandsmay25.png
http://img13.imageshack.us/img13/5091/june4shrouded.png
http://img205.imageshack.us/img205/3671/shroudedlandsjune14.png
http://img692.imageshack.us/img692/471/nov12map.png
http://img819.imageshack.us/img819/9136/nov25map.png
http://img12.imageshack.us/img12/3381/dec8map.png
http://img39.imageshack.us/img39/3990/dec13map.png
http://img706.imageshack.us/img706/1594/dec27map.png
http://img442.imageshack.us/img442/705/jan19map.png
http://img805.imageshack.us/img805/3021/feb16map.png
http://img829.imageshack.us/img829/4141/march3map.png
 

Daztur

Adventurer
Non-standard fonts employed in the word doc: "Trinigan FG" for chapter headings and "Post Antiqua BE" for hex titles.
http://www.fontspace.com/fontgrube/trinigan-fg
http://www.abstractfonts.com/search/post antiqua (I think, there's a bunch of Post Antiqua fonts, I forget which ones exactly medium I think? Don't have it installed on this computer)

As for the overall setting feel the term I've been using is "Shiny Dark" to contrast it with "Grim Dark" since while the setting is dark it is very very very much not a Warhammer kind of dark. But "a little dark and a little silly, a little strange and a little sad" probably nails it better with perhaps "a little beautiful" as well. I imagine the setting having an incredible amount of natural beauty a lot of the pictures here: http://thefairest.info/top.html would fit right in.

It's interesting how consistent the tone is without anyone ever planning it to be this way. Personally I've drawn the most on OSR blog posts, forum ramblings, the weirder bits of Sword & Sorcery, weird bits from history, Arthuriana and fairy tales. But the single book that probably is the most similar to this setting in overall tone would have to be http://en.wikipedia.org/wiki/The_13_Clocks It's quite short an beautifully written, it's well worth checking out if you haven't. Maybe Lyonesse by Vance is also similar? I have it on my shelf but haven't read it yet.

It's also interesting what bits of fantasy we haven't drawn on nearly at all, Electric Wizard made a comment earlier about Frazetta and it's interesting how little of that kind of feel is in the setting (except for maybe his Mars illustrations which come a lot closer than his normal stuff). I love me some Conan, but none of our human cultures are even vaguely a place of mighty thewed barbarians. I could see Elric and 70's psychedelia art fitting in kind of, but not quite.

OK, I've got an idea for a hex but have to go to bed soon so no time to write it up but for the setting write up I'd like to just enjoy writing stuff this month and get cracking on some re-organization to make it more user-friendly next month. Now that Sanglorian's back let's discuss how to resort stuff to make it easier to get into. To throw some ideas at the wall:
-Take my compilation and Sanglorian's appendixes and yank a bunch of text out of my compilation and dump it in the appendix. Basically take any text that is discussing big overarching stuff and send it to the appendixes. For example put all of the religious information about the King in the Splendor in one place and any time the lion priests get mentioned just have a little notation like (A1) (A being religion, 1 being the first entry under religion, just as a hypothetical) sort of like all of the hex notations we already have. That'd make finding general information easier and slim down a lot of hexes but would still make it hard to use the doc as an in-game reference.
-Boil down the text a lot and write up a more traditional hexcrawl write up using something like: http://1.bp.blogspot.com/-ddSGAUgU9gU/UNDffAEznxI/AAAAAAAAI9Q/4I72uB3lyws/s1600/carcosa_format.tiff or http://matt-landofnod.blogspot.kr/p/free-downloads.html (the Land of Nod free download). This'd have to be more utilitarian with less asides about hundred year old history and more stuff like encounter information and population numbers (use the Land of Nod quasi-edition neutral stat lines as a guide?). The problem here is that most hexes are still blank and that it'd require boiling off a lot of what makes the settling unique.
-Write things out in a more traditional settling source book style instead of being completely wed to a hex-based format? Write one small book for each region while merging in the smaller regions?
-Keep the current set-up in all of its bloated glory and make some smaller spin-offs. For example a "Monsters of the Shrouded Lands" book heavy on monster ecology?

Ideas? The amount of information we have is pretty overwhelming but the sheer amount of detail isn't something I want to lose...
 
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Triskaideka

First Post
I think the more traditional setting source book style will be more helpful to players. My suggestion is, organize the general information that would be available to the common man into the Player's Guide, then have a second DM's Guide that is the same thing, but each entry includes secrets and spoilers that were left out of the Player's Guide. The DM's guide then also includes hex annotation and a hex guide in the back, which solely includes information relevant to setting up encounters, dungeons, treasure, etc. For instance, in the Mirror Throne entry, the players would know (or get to know through gather information, know local, or bardic know checks) about the popular legend of the Throne, but Everything from 'Many a peasant' onward would be in the DM guide.

Beyond that, that page from blogspot reminds me that we haven't actually describe a lot of treasure. I know DM's can add that themselves with random treasure generators or simple dice rolls depending on encounter CR, but its hard to beat hand-placed and lavishly described treasure in terms of getting the players involved with the game. I think from now on we should attempt to pepper the map with treasure, perhaps even going back to hexes we've already done and adding a fitting piece of loot or two or a hoard, where appropriate.
 

Electric Wizard

First Post
I just looked through the appendix and realized there's no werewolves in the Shrouded Lands! How did that happen?

Traxa Wood (36.11)
Connected to Hexes 29.14 and 34.10

The large Traxa family, once prominent nobles of Shuttered, eke out rustic lives in this forest. Some time ago, a Traxa became a werewolf during a crack-finding expedition in the Undercity. Werewolves suffer from the worst type of lychanthropy. While other were-creatures maintain some control of their actions when they change forms, werewolves become berserk monsters during full moons. They kept their secret for several generations, keeping afflicted family members in soundproof dungeons during their transformations. But rivals became intrigued as to why so many Traxas were never seen during full moons, and their secret was revealed.

Every Traxa, afflicted or not, was exiled from Shuttered under orders of the Doge. They survive by hunting, raising pigs and raiding cattle. The peasants are quick to blame them for any misfortune. Mobs armed with pitchforks and torches often march through the forest, searching for the Traxa who killed a cow or seduced someone's daughter.

While most Traxas are resigned to their fate, the elders who remember Shuttered are collaborating with cattle rustlers and rogue necromancers to plot a vengeful homecoming. They want to return to their ancestral towers and put those who backed the Doge's exile to justice. But they also demand the return of the Crescendo, an electrum fiddle that has been in the Traxa family for ages. A skilled player can use Crescendo to animate and control objects great and small.

Connections
-The nine sisters hanging beneath the shadow of the Kingswood (34.10) are Traxas accused of seducing farm boys. The surviving brother plans to use the tragedy to become a suitor to the Duke of Thring's daughter.

Hooks
-Do more werewolves dwell in the Undercity?
-Why were all Traxas banished regardless of whether or not they were werewolves?
-Tell me more about Traxa's rivals.
-With whom are the elder Traxas collaborating?
-Who owns the Crescendo?
 

Sanglorian

Adventurer
Hey folks,

Daztur: Thanks for that! And boy, what a lot of maps.
Now that Sanglorian's back let's discuss how to resort stuff to make it easier to get into. To throw some ideas at the wall:

-Take my compilation and Sanglorian's appendixes and yank a bunch of text out of my compilation and dump it in the appendix. Basically take any text that is discussing big overarching stuff and send it to the appendixes. For example put all of the religious information about the King in the Splendor in one place and any time the lion priests get mentioned just have a little notation like (A1) (A being religion, 1 being the first entry under religion, just as a hypothetical) sort of like all of the hex notations we already have. That'd make finding general information easier and slim down a lot of hexes but would still make it hard to use the doc as an in-game reference.
-Boil down the text a lot and write up a more traditional hexcrawl write up using something like: http://1.bp.blogspot.com/-ddSGAUgU9g...sa_format.tiff or http://matt-landofnod.blogspot.kr/p/free-downloads.html (the Land of Nod free download). This'd have to be more utilitarian with less asides about hundred year old history and more stuff like encounter information and population numbers (use the Land of Nod quasi-edition neutral stat lines as a guide?). The problem here is that most hexes are still blank and that it'd require boiling off a lot of what makes the settling unique.
-Write things out in a more traditional settling source book style instead of being completely wed to a hex-based format? Write one small book for each region while merging in the smaller regions?
-Keep the current set-up in all of its bloated glory and make some smaller spin-offs. For example a "Monsters of the Shrouded Lands" book heavy on monster ecology?

Ideas? The amount of information we have is pretty overwhelming but the sheer amount of detail isn't something I want to lose...

I vote for option one, dissecting the work. However, I wouldn't always put that stuff in the appendix. Some stuff could be put in a general section at the start of the description of a region.

Maybe I use game supplements differently to you folks, but I actually don't find the lengths of the hexes unmanagable. In my games, players would pass through most hexes no faster than say one an hour, which is plenty of time to skim the hex description.

I think sourcebooks that spring off of the canonical hex descriptions could work well.

If we ever 'finished' the Shrouded Lands, I'd do a sweep of hex consolidation, putting multiple hex entries in the same hex and making the whole map a fair bit smaller. Six mile hexes are huge, but we've so far been using hexes more to represent relative placement than actual distance.

---


I thought I'd make a start on Appendix N, inspirations:

Appendix N

Terry Pratchett’s Discworld series
George RR Martin’s A Song of Ice and Fire series
Phillip Pullman’s His Dark Materials trilogy

---

Strike the Earth (49.03)

The ambitions of the Hoard know no bounds. They have sent several expeditions over the Edge to establish trading posts beneath the ground.

The rugged dwarves that undertake these duties bring their wagons out of Titan’s Skull and lower them by the Misplaced Obelisk (46.01). They then spread out through the jungles and hills of the World Beyond.

One of these settlements is called Barca Enmordet. It compromises a mass of settlements clumped aboveground on a large, sandy hill that juts from the jungle like a boil. Rather than strike the earth and sink their own shafts into the earth, the dwarves discovered a network of tunnels already burrowed. In silent cells, the hollowed out exoskeletons of beetlefolk – very like the homonculi of the Delasars (08.03) – remained, frozen in the motions of feeding, burrowing and breeding.

The central shaft has taken the dwarves hundreds of feet into the earth. The shaft then suffenly opens out into a chamber that extends farther than torchlight. The floor of the chamber is a stone the dwarves are unfamiliar with: shiny and black, it flakes like chitin.

Upon being told of the discovery, the Hoard longbeards overseeing the settlement ordered all dwarves aboveground. Over the last six months, the dwarves have tried to make the best of life under the Sun, but clearing the jungle is difficult and some sneak into the tunnels for a taste of the Gigantic Dark (16.01). Others have let the Dreaming Dark into their minds, driving them to create masterpieces or die trying.

Deep in the jungles, a herd of hoarlephants have voided their bowels in a great midden and eye the exposed dwarven settlement hungrily.

Hooks:
Why is the Hoard exploring beyond the Edge?
What forgotten beast have the dwarves discovered?
What masterpieces have the dwarves created?
Is there a connection between the beetle folk and the homonculi?

The Goblin Markets (33.04)

The art of pactmaking has come far since the early days when lizardfolk shamans bumbled through dealings with beings of dust and wind, of vine and feather, and of chalk and salt. Warlocks in training learn with horror of ad hoc agreements, enforced sporadically and interpretted by ‘custom’. Parties exchanged what warlock lecturers now call the ‘three Is’: intangibles, like the loss of innocence; impossibilities, like a virgin’s firstborn; and eyes (along with other body parts).

Such shoddy packmaking does still occur today, but only by the­ untrained, for workings of great significance, or in times of great need. The majority of dealings with dark powers today use standardised currencies and boons traded on the open market. One example of these ritual currencies is the bone shards of Tiamat (03.13)

But of course these currencies must be backed by real exchanges, and the Goblin Market is the busiest and most diverse market for these exchanges in the North – at least for those who know not how to find the Unseelie.

Stalls – most but not all of them run by goblins – pop up somewhere in the North every new moon. Where the market is changes with the months, but the market comes to this series of glades in the Kingswood at least once a year. And it is here that those who truck with spirits exchange intangibles, impossibilities and organs (their own or those of others) for bone shards, orichalcum coins, dinosaur feathers, pixie dust and other ritual currencies.

One merchant is a goblin child who appeared one day and lay his bundle on the ground. He claims that the shrunken white head of Tiamat is in the sack, within another bag. He will allow any person to look inside the sack – so far all have reeled away and said they no longer doubt that it is Tiamat’s head that the child has.

The most powerful merchant is a willowy mercane named Geddar. Her gaudy tents fill fully a third of the entire market. She has promised she will give over all of her wealth if someone can bring her a tail feather from the mockingbird.

Hooks:
Where does one get orichalcum coins, dinosaur feathers and pixie dust, other than here?
Where do warlocks lecture about pactmaking? Is it really as safe as they say?
What intangibles, impossibilities and organs could the heroes bring to the markets?
Why do goblins run this? Where are their trees?
This market is the largest in the North. Which is the largest in the South?
Who, if anyone, was responsible for the standardisation of pactmaking?

Inspired by Roles, Rules and Rolls's Hester’s Exacting Accountancy:

Numinomancy (33.00)
Twenty years ago, the Hoard longbeards introduced an ‘eons-old custom’: the gifting of each dwarven child with a coin from the vaults. The smoothchins are to speak to their coin each night before bed.

Some dwarves suspect that the Hoard have enchanted the coins so that they can hear everything that the children of powerful dwarves say. This is untrue. The Hoard have no interest in what is said to the coins. They care only if the coins speak back.

Two decades ago, a dwarf was born with strange power over coins: he-she could speak to them, and they would speak back – in the voice of whatever sovereign or creature appeared on their faces. If cajoled, they would perform small tasks, like ordering or stacking themselves, rolling somewhere or describing the circumstances by which they last changed hands.

Such a skill is of course of tremendous value to the Hoard, but they have so far found only five dwarves with the talent.

Hooks:
Who are the five dwarves?
What has caused the recent development (or at least discovery) of this skill?
To what uses has the skill been put?

Simone’s Aviary (29.14)
To show his beneficence towards his fellow birds, Doge Simone’s minders had a great gilt aviary built and placed in the city. The Doge who followed him had the aviary lifted by ten tremendous balloons so the birds would better feel the wind and the sky.

The plan was doomed to fail, and as layers of guano have accumulated on the many floors of the palatial aviary, it has sunk lower and lower until now it bumps occasionally into even middling-tall towers – each bump sending flights of squawking, distressed birds into the upper reaches of the aviary (this, of course, lifts the aviary again).

It is a superstition in the Barrier Ranges that the first bird a man sees on the first full moon following his sixteenth birthday indicates who he shall marry: if a bluejay, a poor girl; if a robin, a well-humoured one; if a hummingbird, an energetic lady; and if a penguin, a well-adjusted woman. Each month, a dozen or so Barrier Range boys are left in the aviary by their tearful fathers. Though usually from different clans and unknown to one another, the boys often bond during the night. Of concern to some of the parents, rather a lot of the boys leave without seeing any birds and end up marrying one another.

Like any migrants in a big city, the Barrier Ranges families are keen to preserve some of their traditions and the aviary has become a key part of their culture. They pay to have the lowest levels clean, but the upper ones are knee-high in guano.

Hooks:
What other sub-cultures still exist in Shuttered?
Are migrants well integrated?
What does the Temple think of same-sex marriage?
What strange birds can be found in the aviary?
Where would you see a penguin?

Inspired by Monsters & Manuals, ‘Sabaw’:

Riparia (39.08)

In the last parts of the Witchwater before the Edge, humans may travel the waterways without fear of elven arrow. These lands are firmly under the control of the giant talking beavers, who have built vast city-dams and canals to tame the Kingswood.

They also manage rows of trees to feed their hunger for timber, each row ending with a hawthorn bush.
Beavers are hospitable and will welcome travellers into their homes, which are under the lakes but able to be reached from dry land. The largest dam, Riparia, is a fortress in itself, jutting with sharpened sticks and various traps.

Watchtowers stationed at the earliest dam mark the limits of beaver control, but there are lodges all along rivers in the Kingswod. Beavers transmit messages by striking the water with their broad, flat tails: those messages can be relayed all the way to the other side of the Kingswood.

Beavers keep mute but clever muskrats as pets.

Hooks:
Why have the elves permitted this intrusion? Do they have a choice?
Why are some animals able to talk?
What urgent messages might be sent by beaver relay?
What would one trade with a beaver?

The Grey Comedy (24.12)

Inspired by My Chemical Romance's ‘Welcome to the Black Parade’, Fall Out Boy's ‘I Write Sins not Tragedies’, Kanye West's ‘Runaway’ and the Commedia dell’Arte.

The Grey Comedy is a weird circus troupe that roams the country, picking up greaks and foundlings and performing strange, compelling shows wherever they stop over. It’s said that every lost soul finds the Grey Comedy, but perhaps it is fairer to say that the Comedy finds them.

The ringmaster is a young woman of Gore named Bella. She was snatched by the Comedy off the streets of Shuttered against her will, and still resents Rosetta, the fork-tongued (15.13) beastmaster who truly controls the Comedy. She was bequeathed the duty by her father, the Collector, who had promised to take on the mantle in exchange for a carnival mask of the tarrasque that used an actual tarrasque skull.

Also in the troupe are seven dancers of the Shadow Ballet. Rosetta claims that they were firebirds turned to stone by the Basilisk that she spoke life into. Bella is not convinced, but when the girls do speak their voices are high and fluting.

There are also three bugbear stage magicians, whose main act consists of pulling off their heads and replacing them wtih all manner of strange objects. The bugbears hate the Comedy, but will not leave until they can find their original pumpkin heads. The heads were unwisely launched by catapult out of the tent and into the alleys of the Shuttered City in what was their first and was supposed to be thier last performance.

The bugbears, embittered by their long service, will try to manufacture pranks that humiliate or maim in every settlement that the Comedy comes to. By some magic, people do not recognise the bugbears if they use different heads for their sabotage and their performances.

The Comedy also performs marriage ceremonies for those who fear official or parental retribution. The ceremony itself is a noisy and rambunctuous party where members of the circus attempt to seduce the married couple, and delight in loudly retelling every sexual misdeed and peccadillo of the couple to the audience.

Tonight, the Comedy perform on the commons outide Winds. This will be the first time that the Comedy performs by the White Road. Word has it that an elf noble intends to sneak in and watch the show.

Hooks:
Does the Sack Man know that some of his bugbears are missing?
Who now has their pumpkin heads?
Who has been married by the Comedy?
What terrible ‘accidents’ have the bugbears arranged?
Are the dancers really firebirds restored from stone?
Why does the Grey Comedy need a ringmaster?
What does Bella think of her father?
Who did the Collector have a child with?
 
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Nellisir

Hero
I was very confused by the art of packmaking, at least at first. (I see you corrected it to pact later on, but still...the Goblin Market in my mind will be forever entwined with images of sturdy, early 1900's era, canvas-and-leather backpacks.)
 

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