Let’s Make a Hexcrawl Setting

Been a bit quiet recently because of work and a cold doing bad things to my brain. I should have a new compilation and an art book done some time in the first week of April though then we can get started on re-organizing and the gazette.
 

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I like the format. I especially liked how you moved the information about the Witch Clans to a section in the front. But if I were to turn the Barrier Range in a stand-alone setting, I would include parts of eastern Thring. This would be for the sake of plot hooks and adventure locations, and also because the area is quite distinct from the rest of the duchy. The Foolish Sages, Where the Levee Breaks, Birlwood Hold, the monastery and Spiriwin's castle would be solid additions for a stand-alone gazetteer.
 

Sounds solid. I'll clean up the Duchy of Thring, and then we can decide which chunks of that to put with the Barrier Range when we make the gazetteer.
 


Well-done! I had no trouble going back and forth to find details, connections, etc.

Time for another hex:

Yrump Marsh (26.19)


A circle of halfling druids known as the Yrumps raised a network of earthen roads in this marsh for ceremonial purposes. They moved away as the August City rose, but for a long time, the city's fishermen and herbalists used the roads extensively.

But since the August City was lost to Shuttered, few dare venture on the roads. The Marsh Rangers were disbanded and the marsh was quickly claimed by bullywugs who dwelt in the city's slums. The creatures fight amongst themselves too much to be a threat to the city even in its weakened state, but they demand harsh tolls from anyone using the marsh's paths. Those who cannot pay in coins or weapons are eaten.

Connections

-Wortimer and the Yaboons (26.20) have recently offered rewards for either driving out the bullywugs or negotiating a peace with them. Both organizations believe that the marsh is potentially good land for growing lucrative spices and herbs.

Hooks
-Where are the Yrumps now?
-Do any Yrump ruins remain?
-Do any bullwugs still dwell in Blind Midshotgatepool? How do they get by?
-What do the bullywugs want with coins? Who trades with them?
-Who still uses the paths? For what purpose?
 

Inspired by Morrus's new pirate ship generator.

The Wreck of the Fat Crow (50.14)


The Fat Crow, a battered two-masted merchantman, ran aground on this deserted coast after the People of the Claw (48.13) managed to set fire to its sails. Its cargo hold contains, among more mundane things, the honey of giant bees (13.09). Baron Pignose of Sosaria (48.18) ordered barrels of the honey to cure beef. The jerky made from the process is not only delicious, but acts as a cure light wounds potion.

Right now, it is uncertain whether or not the honey will reach Sosaria. The captain was eaten by jackalweres (51.17) and the first mate, Charlotte "Greedy Paw" Pond, is considering absconding with the honey and selling it to old friends from her pirate days. The remnants of the crew guard the ship. They have learned that jackalweres can imitate humans, and they are suspicious of anyone who approaches. Their supplies are dwindling, and they might warm up to someone offering water or rations.

Connections
-Charlotte's pirate friends hide in a tunnel at the foot of Melnir's Mount (51.12).

Hooks
-How did the People of the Claw burn the ship's sails?
-What else lies in the ship's cargo bay?
 
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Sorry for not posting in a while guys, but I've dug myself out from under a pile of work and rested a bit and am back. I'll write up one hex now and get the compilation on my way and back from my Sunday Call of Cthulhu game (am on my third PC and this will be the fourth session...). This one's inspired by Jack Vance again.

Finger Stew
Hex 02.04

The semi-nomadic mountain sheep herders that live here in the shadow of Mount Scorshia (02.03) are a strange lot. The heirs of a lost race of men, they have thick brows, spiky body hair that grows thick on man and woman alike and long pointed teeth. However, they are not nearly as fearsome as they look and are surprisingly generous and peaceable, having little conception of trade or money they share what they have freely with travelers. Generally the greatest danger these men face is Kagu making off with some of their lambs (04.00). Probably the only reason they haven't been slaughtered or enslaved is that the thick mountain peaks that surround their home offer them better protection than any army could.

However, this doesn't stop the mountain shepherds from living their lives in fear of the mountain that looms over their homes. Their shaman teach them that one day great glaciers will pour down its slopes and cover the world (or at least the bits of it that matter) in great sheets of ice. To forestall this day, bands of shepherds gather each night to cook great pots of mutton stew that must always contain one human finger. It is considered a great honor to have one's finger cleaved off and thrown into the pot so that while no adult has a full complement of fingers their elders and shamans have only bony stumps protruding from their wrists.

The shepherds are not a xenophobic lot and willingly honor strangers just as much as their own and will eagerly honor any who come to them and tell them tales of their great deeds by graciously allowing them to contribute their own fingers to the pot. It would be very rude to refuse.

Connections:
-Does this have anything to do with the Ferryman who collects finger bone tolls (35.06)?
-If the araneas of the Gloompatch see a man whose finger has been removed in this way they will flee in gibbering terror (23.08).
-Lady Naideen (17.11) is missing a pinky on her left hand. Could this be why?

Hooks:
-What does throwing a finger into the soup pot have to do with preventing mountain glaciers from spreading? Is there any logic here at all?
-Does the finger stew have any magical properties?
-Is there any way to get out of contributing a finger? Perhaps one could convince the shepherds that you are very pathetic indeed and are not worthy?
-Are these shepherds the remnants of an ancient kingdom? Perhaps that of the ice mummies (03.02)?

OOC: there's all kinds of stories about remote villagers who do nasty things to strangers (we have a couple of them in this setting). But I liked the idea of remote villagers who do nasty things to strangers who are really nice guys.
 


Castle Brucoloc (8.21)

This castle was once occupied by Anselm Brucoloc, a Lord Sanguine who never returned from his quest to retrieve the iron crown of Gore (14.27). A troll named Sulgrim seized the demesne after a power struggle, claiming right to rule in Gore based on his consumption of Tarrasque blood. He is unpopular among the remaining Lords Sanguine, but he has managed to consolidate power thanks to the might of his troll knights. Despite his long reign, Sulgrim refuses the rename the castle. He assures his human subjects that he is merely a steward, and will relinquish power upon Brucoloc's return from the Singing Wastes. Sulgrim, for all of his flaws, is a troll of his word, so the peasants toiling under his thumb cling to the hope of their lord's return.

Sulgrim and his ten troll knights occupy only a small section of the keep. Much of the vast, ancient castle has fallen into shambles haunted by vermin, aberrations and spirits. Adventurers able to slip in and out of the castle often return with gold, silver and gems neglected or overlooked by the troll lords. Legend tells that the Bell of Six Answers still lies in a dungeon deep beneath the castle. An imp from Hell will come to whomever rings the bell on the Messenger's Day to hear six questions. It will reappear in the same place on the Day of the Bard with the answers.

Hooks

-What happened to Lord Brucoloc? Is he still alive somewhere?
-Tell me about some of the troll knights.
-What creatures haunt the castle?
-When was the last time someone rang the Bell of Six Answers?
 

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