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<blockquote data-quote="Daztur" data-source="post: 5852522" data-attributes="member: 55680"><p>Edit: I've added a good bit of content to the compilation, only the last few entries are missing.</p><p></p><p>The map has been updated, with the Welt Road added in. I hope to be able to update the compilation within the next few hours.</p><p></p><p>chutup: I've been ripping off all kinds of stuff in my posts and will continue to do so shamelessly, but it's probably a good idea to file the serial numbers off, just to make sure that we're not violating anybody's copyrights, but I see that you've done that in any case (i.e. Ping Feng -> Palendar). </p><p></p><p>Also, I've really got to buy Vornheim, but I've drained my RPG fund for now buying some of John M. Stater's hexcrawl stuff (Land of Nod and Hexcrawl Chronicles) which I'll start using for idea fodder once I've finished squeezing all of the creativity out of some hexcrawl building forum threads.</p><p></p><p>I do like the idea of toothless adventurers. I've got no ideas for what's in Thorny Gulch, but I do have some ideas for your desert gnomes.</p><p></p><p>Here's a couple entries.</p><p></p><p><strong>The Lair of Tharaxes, the Blue Death</strong></p><p>Hex 20.24</p><p></p><p>Perhaps something still lurks in the abandoned city (22.25), but that is not what keeps travelers away from those lands, it is the great dragon Tharaxes the Blue Death a great blue dragon of enormous power. It appears without warning out of the blue sky with claws that slash through rock and lightning breath that can split a tree in a moment. Only would-be dragon slayers, fools and very rare and very heavily guarded caravans enter these lands, which is just how the local desert gnome (23.23) population wants it. The Dust Walkers know the evil that outsiders do, deep unforgivable evils, and do not want too many of them intruding in their lands so they created the Blue Death out of smoke and glamour, chiseled its claw marks into canyon walls and artfully burn and split many of the few scrub trees that grow in these lands.</p><p></p><p>This serves to keep most intruders out of the lands of the desert gnomes, but those pesky would-be dragon slayers remain. If possible the gnomes try to capture them and subject them to the trial of the fountain but for those who seem to powerful the gnomes, who do not want to stain themselves indelibly with sin, merely lead on a wild goose chase. But those outsiders who are especially evil (as the gnomes define it) are lead to the “lair” of Tharaxes: a tall and lonely plug of rock that rises suddenly out of the plains. There is no dragon and no treasure to be found there, but danger enough…</p><p></p><p>Hooks:</p><p>-What sort of danger can be found in the “lair” of Tharaxes if there is no dragon there?</p><p>-Has anyone managed to see through the gnomes’ illusions?</p><p>-What sort of interesting tricks have the gnomes played on outsiders by using “Tharaxes”?</p><p>-What sorts of things do the desert gnomes consider unforgivably evil?</p><p></p><p><strong>The Rojarshans</strong></p><p>Additional information about Hex 28.07</p><p></p><p>There was once a handsome lad named Roger who was taken into the Kingswood by an elfish lordling. This elf was feeling somewhat bored one day so he sent Roger, along with several of his other playthings, down into the library to fetch his dear grandmother’s mushroom cookbook and to tidy things up a bit while they are there.</p><p></p><p>Roger himself died long ago but his sadly rather inbred descendants, a tribe now known as the Rojarshans, live deep down in the dark stacks forgotten by even the librarians. There they have constructed crude huts made out of discarded shelves and live on the bloated white worms that gnaw on the leather covers of books while the sunlit world recedes ever farther into myth and legend.</p><p></p><p>One day the Rojarshans will uncover the holy writ itself, the book spoken about only in whispers, The Delights of Edible Fungus and ascend up into paradise as was promised. But until that blessed day the Rojarshans continue to “tidy up” the library and now large swaths of the it have had their books organized according to an impenetrable system that only the Rojarshans understand.</p><p></p><p>Hooks:</p><p>-How have the negative effects of inbreeding (due to a very small founder population) manifested themselves among the Rojarshans?</p><p>-What are the myths that the Rojarshans tell each other about the outside world?</p><p>-How do they react to strangers that come among their selves?</p><p>-What strange and interesting books that even the elves have forgotten have the Rojarshans found and read? What effect has living among so many strange books had on them?</p><p>-Will they ever find The Delights of Edible Fungus? </p><p></p><p><strong>The People of the Claw</strong></p><p>Hex 48.13</p><p></p><p>Note: this post is based on a blog post at the excellent Monsters and Manuals blog, but all of the text and many of the details are mine. The previous post about the Rojarshans is inspired by another post on that blog but all of the ideas except for the basic concept of “people living all their lives in a giant library” are original. If you don’t follow that blog already you really should…</p><p></p><p>Near where Melnir’s Mount (51.12) now stands, there was once a colony of the City of Shuttered Windows (29.14). Its founders hoped that it would be a staging ground for caravans bound for the lands beyond the Keening Sea. Their hopes came crashing down when the town was badly damaged by earthquake and flooding and then destroyed when Melnir called forth rivers of liquid rock from the quivering ground.</p><p></p><p>However, some of the colonists refused to be evacuated to Shuttered and stayed in these lands, rebuilding the lost colony into a humble village that now owes no allegiance to their ancestral home but rather to their strange god.</p><p></p><p>Their god is indeed strange. Everyone knows that giant crayfish never stop growing and one that lives in the eastern waters of the Keening Sea grew to enormous size. A theologically innovative priest of the old colony viewed it has a manifestation of the God of the City of Shuttered Windows but generations of villagers have forgotten that distinction and now worship the creature as a god and their prayers have made it so.</p><p></p><p>The nameless crayfish god is now the size of a blue whale but is still a crayfish and knows nothing but cold hunger and unconsciously impels his worshipers to satisfy it. They do so by doing anything they can to lure travelers towards their lonely corner of the Keening Sea so that their god may feast on them. Any travelers that the locals can catch are also tied to posts sunk into the mud offshore while the villages pipe and drum to call forth their god to feed.</p><p></p><p>The chief of the village, the self-styled Voice of the Claws, dominates the rest with threats about what will happen if they fail to do the will of their mindless god while his wife, the village wise woman, often shrieks out during the strange watery dreams that haunt her nightly...</p><p></p><p>But for the most part, the villagers are simple fisher folk who spent all of their lives in and around the water of the Keening Sea and often bathe in it to preserve their skins from the dry air.</p><p></p><p>Hooks:</p><p>-If the giant crayfish is a (very) minor god, what powers does it have? What powers can it grant its followers?</p><p>-Are there any interesting ruins of the original colony?</p><p>-Dry air? What?</p><p>-What techniques do the villagers use to attract travelers?</p></blockquote><p></p>
[QUOTE="Daztur, post: 5852522, member: 55680"] Edit: I've added a good bit of content to the compilation, only the last few entries are missing. The map has been updated, with the Welt Road added in. I hope to be able to update the compilation within the next few hours. chutup: I've been ripping off all kinds of stuff in my posts and will continue to do so shamelessly, but it's probably a good idea to file the serial numbers off, just to make sure that we're not violating anybody's copyrights, but I see that you've done that in any case (i.e. Ping Feng -> Palendar). Also, I've really got to buy Vornheim, but I've drained my RPG fund for now buying some of John M. Stater's hexcrawl stuff (Land of Nod and Hexcrawl Chronicles) which I'll start using for idea fodder once I've finished squeezing all of the creativity out of some hexcrawl building forum threads. I do like the idea of toothless adventurers. I've got no ideas for what's in Thorny Gulch, but I do have some ideas for your desert gnomes. Here's a couple entries. [b]The Lair of Tharaxes, the Blue Death[/b] Hex 20.24 Perhaps something still lurks in the abandoned city (22.25), but that is not what keeps travelers away from those lands, it is the great dragon Tharaxes the Blue Death a great blue dragon of enormous power. It appears without warning out of the blue sky with claws that slash through rock and lightning breath that can split a tree in a moment. Only would-be dragon slayers, fools and very rare and very heavily guarded caravans enter these lands, which is just how the local desert gnome (23.23) population wants it. The Dust Walkers know the evil that outsiders do, deep unforgivable evils, and do not want too many of them intruding in their lands so they created the Blue Death out of smoke and glamour, chiseled its claw marks into canyon walls and artfully burn and split many of the few scrub trees that grow in these lands. This serves to keep most intruders out of the lands of the desert gnomes, but those pesky would-be dragon slayers remain. If possible the gnomes try to capture them and subject them to the trial of the fountain but for those who seem to powerful the gnomes, who do not want to stain themselves indelibly with sin, merely lead on a wild goose chase. But those outsiders who are especially evil (as the gnomes define it) are lead to the “lair” of Tharaxes: a tall and lonely plug of rock that rises suddenly out of the plains. There is no dragon and no treasure to be found there, but danger enough… Hooks: -What sort of danger can be found in the “lair” of Tharaxes if there is no dragon there? -Has anyone managed to see through the gnomes’ illusions? -What sort of interesting tricks have the gnomes played on outsiders by using “Tharaxes”? -What sorts of things do the desert gnomes consider unforgivably evil? [b]The Rojarshans[/b] Additional information about Hex 28.07 There was once a handsome lad named Roger who was taken into the Kingswood by an elfish lordling. This elf was feeling somewhat bored one day so he sent Roger, along with several of his other playthings, down into the library to fetch his dear grandmother’s mushroom cookbook and to tidy things up a bit while they are there. Roger himself died long ago but his sadly rather inbred descendants, a tribe now known as the Rojarshans, live deep down in the dark stacks forgotten by even the librarians. There they have constructed crude huts made out of discarded shelves and live on the bloated white worms that gnaw on the leather covers of books while the sunlit world recedes ever farther into myth and legend. One day the Rojarshans will uncover the holy writ itself, the book spoken about only in whispers, The Delights of Edible Fungus and ascend up into paradise as was promised. But until that blessed day the Rojarshans continue to “tidy up” the library and now large swaths of the it have had their books organized according to an impenetrable system that only the Rojarshans understand. Hooks: -How have the negative effects of inbreeding (due to a very small founder population) manifested themselves among the Rojarshans? -What are the myths that the Rojarshans tell each other about the outside world? -How do they react to strangers that come among their selves? -What strange and interesting books that even the elves have forgotten have the Rojarshans found and read? What effect has living among so many strange books had on them? -Will they ever find The Delights of Edible Fungus? [b]The People of the Claw[/b] Hex 48.13 Note: this post is based on a blog post at the excellent Monsters and Manuals blog, but all of the text and many of the details are mine. The previous post about the Rojarshans is inspired by another post on that blog but all of the ideas except for the basic concept of “people living all their lives in a giant library” are original. If you don’t follow that blog already you really should… Near where Melnir’s Mount (51.12) now stands, there was once a colony of the City of Shuttered Windows (29.14). Its founders hoped that it would be a staging ground for caravans bound for the lands beyond the Keening Sea. Their hopes came crashing down when the town was badly damaged by earthquake and flooding and then destroyed when Melnir called forth rivers of liquid rock from the quivering ground. However, some of the colonists refused to be evacuated to Shuttered and stayed in these lands, rebuilding the lost colony into a humble village that now owes no allegiance to their ancestral home but rather to their strange god. Their god is indeed strange. Everyone knows that giant crayfish never stop growing and one that lives in the eastern waters of the Keening Sea grew to enormous size. A theologically innovative priest of the old colony viewed it has a manifestation of the God of the City of Shuttered Windows but generations of villagers have forgotten that distinction and now worship the creature as a god and their prayers have made it so. The nameless crayfish god is now the size of a blue whale but is still a crayfish and knows nothing but cold hunger and unconsciously impels his worshipers to satisfy it. They do so by doing anything they can to lure travelers towards their lonely corner of the Keening Sea so that their god may feast on them. Any travelers that the locals can catch are also tied to posts sunk into the mud offshore while the villages pipe and drum to call forth their god to feed. The chief of the village, the self-styled Voice of the Claws, dominates the rest with threats about what will happen if they fail to do the will of their mindless god while his wife, the village wise woman, often shrieks out during the strange watery dreams that haunt her nightly... But for the most part, the villagers are simple fisher folk who spent all of their lives in and around the water of the Keening Sea and often bathe in it to preserve their skins from the dry air. Hooks: -If the giant crayfish is a (very) minor god, what powers does it have? What powers can it grant its followers? -Are there any interesting ruins of the original colony? -Dry air? What? -What techniques do the villagers use to attract travelers? [/QUOTE]
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