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=12= ==Unclaimed 1== ==Unclaimed 2== ==Delnar Woods== Though the river does not touch these woods, save for a few small streams and creaks that split off of the main body, it shares the namesake. A few logging communities work in these woods, feeding lumber to those nearby. It is dangerous work, as the trees are hardy and often resist being chopped down through means not always natural. SECRET: A group of druids died to preserve the natural divinity of this place from a wizard eager for its power. Their spirits have infused the woods, creating treants, dryads, and other arboreal creatures to continue protecting the slumbering divinity and its power. ==Delnar Woods== The Delnar Woods thin here, as centuries of logging causes the trees to slowly give way to the rolling hills around Arth Aelwyd. ==Arth Aelwyd, the Hollow Hill Inn== There is a bend in the Delnar River where it takes a turn to the west around a single, low hill. Formally named Arth Aelwyd, it is oft called simply the Hollow Hill after the riverside inn that has been built inside it by the Strongberry Halflings (they are also known for their potent wine, and they tend a small but productive vineyard in the vicinity as well). It is a pleasant stopping place for those journeying through the area-as long as one doesnโt inquire of their hosts why they have chosen to dwell so far from established Halfling territory, or venture into the lower levels of the Hollow Hill. ==Unclaimed 6== ==Bellaca== The effective capital city of the region is intensely loyal (at least in appearance) to its native son and inheritor to ancestral rule, Baron Tyron Bellicose. This city is also the edge of the Splendor's influence, with a few priests and representatives sitting on the council of nobles that manage details that the Baron does not care to. Soldiers of the Baron not in his fortress are often here, and there are barracks within the city. Parades of the soldiers are quite common. Recently, however, the unrest has come here. Not in the form of outright rebellion from the citizens, but in mysterious acts of vandalism and petty violence that has set the city on edge against outsiders. ==Bandit Run== In this hex the Old King's Road travels just past the foothills of the Dragon Back Mountains. Trade along this route is continually hampered by bandit gangs. The many caves that riddle this broken region are perfect for temporary hideouts, making the area chronically lawless. Merchants rarely travel this route unless absolutely necessary, cutting off most trade to the East, isolating the region and promoting the abandonment of smaller settlements inland of the more bustling regions to the West. The bandits are virtually immune from the law, but are still kept in check by dwindling targets, inter-gang warfare and occasional raids by goblinoid tribes from the larger mountains extending Southeast. The gangs have become increasingly desperate in recent years and their highway robberies have evolved to murderous, pillaging raids farther afield. Their targets have expanded to small settlements for several hexes around. ==Unclaimed 9== ==Unclaimed 10== ==Unnamed Meadow== An unnamed empty meadow. It's lovely, and there are wildflowers. ==Orestes's Pit== Legend tells of the Bard Orestes whose greatest love (a fair maiden of 1 and 20 years) was dying of a terrible disease. Forsaking the world, he built a cabin at the edge of the continent, and sat by her side playing the most beautiful music, desperate to try to soothe her passing. As she wasted away, a passing trader heard his astounding music, and tried to pay him with gold, silver, and gemstones to travel with him and play for his customers - but although Orestes's love told him to leave her and go live his life, he refused. The trader moved on, heartbroken that he would never hear the bard's music again, and shared this tale of the love sick bard with all he met. It resonated with the people of the nearby towns and cities, and word spread across the realm. Over the months his love lay dying, Orestes dealt with many more offers, including appointment to the royal court and even his own ship laden with servants and gold to take his music to the next continent. He refused all comers despite his lady's protests, and continued to sit by her side, his music (though still beautiful) becoming sadder and sadder. Finally, an unholy creature deep in the Underdark heard Orestes singing his sad songs. It found the depth of Orestes's misery to be the most pleasant thing it'd ever heard. The creature appeared before Orestes in smoke and sulfur and offered him a deal - he would save Orestes's lady's life, curing her illness, but Orestes would have to come with him and serve him deep in the Underdark, singing his sad songs forever. To ensure Orestes's eternal grief (and thus his beautiful melancholy music), the creature stipulated that Orestes would never be allowed to see his lady love again. Desperate to stop him, she screamed her violent rejections of the creature and the offer, but Orestes mad with love refused her, and agreed to the monster's bargain. The woman immediately felt stronger, breathing clearly she was cured of her illness. With one final look at Orestes of pained anguish, she disappeared from the cabin, spirited to who knows where. The entirety of the cabin (and many miles of ground surrounding) sunk into the Underdark, creating what has been since known as Orestes's Pit. It is a dark and foreboding sloped hole, honeycombed with tunnels and chambers, and filled with vile servants of the creature. Orestes's melancholy songs reverberate perfectly in this damned echo-chamber, and can be heard from miles around, fainter and fainter as you get further from the source deep at the center. Centuries have passed, and many adventurers have died deep in Orestes's Pit, their belongings scattered by the creatures clamoring to listen to Orestes's music. To this day, unholy creatures of all sorts still make their homes in and around Orestes's Pit, drawn by the music, and vying with each other for deeper homes within the pit.
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