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Let’s Make a Hexcrawl Setting
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<blockquote data-quote="Sanglorian" data-source="post: 5935693" data-attributes="member: 83822"><p>Doh! You're quite right.</p><p></p><p></p><p></p><p>If you're gaming in the Shrouded Lands I'd definitely be interested in joining in! I do think the north-east is a nice place to start: it has a lot of small-scale stuff like taverns and pools and stuff. Perhaps the most natural progression would be for characters to follow the same course <em>we </em>have: starting out in the Freeholds, moving along the Welt Road, checking out the Kingswood, then discovering the Shuttered City and going south to the Burning Lands.</p><p></p><p></p><p></p><p></p><p>Good point, although I'm not sure that there is that much cultural diversity in the Shrouded Lands. I think of everything from the Hills of Gore to the Witch Clans, including Thring, and up to the former Verlime Duchy as being basically the same culture—it was (at least in my imagination) all the Kingdom of Gore at one point.</p><p><strong></strong></p><p><strong>Chutup:</strong> I love the Golliards!</p><p></p><p><strong>The Restless Dead (more information for the White Road, 29.13)</strong></p><p><strong></strong></p><p> Court necromancers and hedge mediums have long speculated on what causes the dead to return to life. Surely the process that conjures back a warhorse from a skin bag is different to the bindings that draw bone golems together.</p><p></p><p> But what is broadly agreed is that—at least for humans and talking animals—undeath requires anonymity. Skeletons—about whose past little can be discerned—are more powerful than zombies, and jumbles of many bones are some of the most persistent of the dead.</p><p></p><p> Of course, no one is more anonymous than yet another corpse in the big city, and for this reason people are buried along the White Road. Their tombs include careful (and embarrassingly honest) accounts of their lives so that should you come back as a ghoul or spectre, anyone who happens to have read the story of your life can talk you back into your grave.</p><p></p><p> Shuttered City funerals are festive, but not celebrations of the person’s life: celebrations encourage rose-coloured glasses, exaggerations and white lies. In fact, no one receives louder applause at a funeral than a person’s worst enemy who, it is believed, will describe one’s faults best and most memorably of all. </p><p></p><p> <em>Hooks</em></p><p> What happens if you mix the bones of humans/talking animals and other animals?</p><p> What of the poor, whose bones are ground up to make the road? Isn’t that the most anonymous fate of all?</p><p> The opposite effect seems to function for non-talking animals—the warhorses are all storied and famed. Or is there something else going on here?</p><p> Whose history has been lied about the most?</p><p> This would explain why all ghosts have mysteries associated with them. But why do most people who are not well known not come back as undead?</p></blockquote><p></p>
[QUOTE="Sanglorian, post: 5935693, member: 83822"] Doh! You're quite right. If you're gaming in the Shrouded Lands I'd definitely be interested in joining in! I do think the north-east is a nice place to start: it has a lot of small-scale stuff like taverns and pools and stuff. Perhaps the most natural progression would be for characters to follow the same course [I]we [/I]have: starting out in the Freeholds, moving along the Welt Road, checking out the Kingswood, then discovering the Shuttered City and going south to the Burning Lands. Good point, although I'm not sure that there is that much cultural diversity in the Shrouded Lands. I think of everything from the Hills of Gore to the Witch Clans, including Thring, and up to the former Verlime Duchy as being basically the same culture—it was (at least in my imagination) all the Kingdom of Gore at one point. [B] Chutup:[/B] I love the Golliards! [B]The Restless Dead (more information for the White Road, 29.13) [/B] Court necromancers and hedge mediums have long speculated on what causes the dead to return to life. Surely the process that conjures back a warhorse from a skin bag is different to the bindings that draw bone golems together. But what is broadly agreed is that—at least for humans and talking animals—undeath requires anonymity. Skeletons—about whose past little can be discerned—are more powerful than zombies, and jumbles of many bones are some of the most persistent of the dead. Of course, no one is more anonymous than yet another corpse in the big city, and for this reason people are buried along the White Road. Their tombs include careful (and embarrassingly honest) accounts of their lives so that should you come back as a ghoul or spectre, anyone who happens to have read the story of your life can talk you back into your grave. Shuttered City funerals are festive, but not celebrations of the person’s life: celebrations encourage rose-coloured glasses, exaggerations and white lies. In fact, no one receives louder applause at a funeral than a person’s worst enemy who, it is believed, will describe one’s faults best and most memorably of all. [I]Hooks[/I] What happens if you mix the bones of humans/talking animals and other animals? What of the poor, whose bones are ground up to make the road? Isn’t that the most anonymous fate of all? The opposite effect seems to function for non-talking animals—the warhorses are all storied and famed. Or is there something else going on here? Whose history has been lied about the most? This would explain why all ghosts have mysteries associated with them. But why do most people who are not well known not come back as undead? [/QUOTE]
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