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From this [http://forum.rpg.net/showthread.php?t=453831 thread], creating a 16 by 12 hex sandbox campaign setting.  This wikipage collects the entries and the  map:
 
From this [http://forum.rpg.net/showthread.php?t=453831 thread], creating a 16 by 12 hex sandbox campaign setting.  This wikipage collects the entries and the  map:
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==Map==
  
 
[[Image:sandbox2.png]]
 
[[Image:sandbox2.png]]
  
Map is created using [http://inkwellideas.com/?page_id=160 Hexographer] using this [[Hex_by_Hex:mapsource|source data]]
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Right now, the hexes are organized by column.
  
 
=1=
 
=1=
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The air-creature is a Harpy named Khersa. She's been using the tower has home while looking for treasures. Khersa was the one that killed Serina.
 
The air-creature is a Harpy named Khersa. She's been using the tower has home while looking for treasures. Khersa was the one that killed Serina.
  
==Pirate's Island==
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==Unclaimed 2==
Pirate's Island is located here. It's been a haven for pirates since the beginning of the time. Pirate's Island's present pirate is the half-dragon: Capt. Zakira Oryekini.
 
  
==Pirate's Alley==
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==Unclaimed 3==
A bit of ocean that pirates always use to attack ships.
 
  
 
==Andaur bay==
 
==Andaur bay==
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These wetlands are eerily quiet.  Periodically the foolishly adventurous try to uncover ruins or other items of value from it.  Most come away with disease one expects from digging about in muck and nothing more.
 
These wetlands are eerily quiet.  Periodically the foolishly adventurous try to uncover ruins or other items of value from it.  Most come away with disease one expects from digging about in muck and nothing more.
  
==Gormok's Lair==
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==Unclaimed 10==
 
 
Among the many hazrds of the desert, the Brown Dragon Gormok can now be counted amongst them. as wth much of his kind, Gormok is a gourmand, ever watchful for new and undiscovered tastes, and to this end has chosen his lair (hidden benath the sand and gravel where desert meets wasteland) for its proximity to the drake fissure.
 
 
 
For Now, Gormok hunts the beasts of the fissure and desert, with the occaissional bullywug from the silent fens and things sent by his 'neighbors' from Crownfall. for the long term, Gormok is considering becoming the patron of Freetowns by granting their caravans safe passage through his territory (IE: a one-hex radius of his lair) toand from windhook, providing they give him proper tribute (IE: food from windhook or foolish adventurrs sent to their doom).
 
 
 
For his part, Osminiath is well aware of this potential rival encroaching on his hunting grounds, but his current condition (and Gormok's obliviousness towards the true value of the fens past the texture of pickled bullywugs) has led the elder wyrm to take a 'wait and see' approach for the time being.
 
  
 
==Desert==
 
==Desert==
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=4=
 
=4=
  
==Ruins of Pillar of Kort==
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==Unclaimed 1==
Centuries ago, this item kept Onsamiath in check by keeping him in check. Somehow, a group of heroes had a battle with some owlbears here - the result of the the wreck of this pillar.
 
 
 
Disguised as a elf, Onsamiath analyzed it - and make a similar on for Kortoniara at 3.2.
 
  
 
==Unclaimed 2==
 
==Unclaimed 2==
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While the skinning focuses on conventional animals in the area, the town is well aware of how to skin and tan far more exotic creatures.
 
While the skinning focuses on conventional animals in the area, the town is well aware of how to skin and tan far more exotic creatures.
  
==Bachmaur woods==
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==Unclaimed 4==
Open woods, mostly oak and birch. It is a good place for hunting boar and collecting mushrooms. Recently dire boar have moved into the area, making hunting a more dangerous proposition than it used to be.
 
  
==Thornhold==
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==Unclaimed 5==
 
 
The woods thicken into a forest choked with bramble and firethorn bushes. The trees are gnarled oaks, ash and hornbeams. In the depths of this forest lies the citadel of Thornhold, now overgrown but the stonework is in good condition.
 
Thornhold was the capital of the old kingdom, but has been abandoned and forgotten by the world of men.
 
Onsamiath or Perrut Dochrum are the only powers in the region who would remember its secrets.
 
Many of the treasures of Thornhold are cursed with a ''geas'' to restore the royal family.
 
  
 
==Whitewater Junction==
 
==Whitewater Junction==
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==Unclaimed 3==
 
==Unclaimed 3==
  
==Bachmaur South Road==
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==Unclaimed 4==
This road heads southeasterly from Bachmaur across the great plains, eventually turning into the King's road in the Quiziyak kingdom.
 
  
==Bachmaur South Road==
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==Unclaimed 5==
This road heads southeasterly from Bachmaur across the great plains, eventually turning into the King's road in the Quiziyak kingdom.
 
  
 
==Old King's Road Follows River==
 
==Old King's Road Follows River==
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A stone tower called Arun Tor rises on a hill overlooking the village, formerly the residence of the local lord. He died a generation ago without an heir, and the tower has been abandoned since.
 
A stone tower called Arun Tor rises on a hill overlooking the village, formerly the residence of the local lord. He died a generation ago without an heir, and the tower has been abandoned since.
  
==Grazing Lands==
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==Unclaimed 3==
  
 
==Driving trail and Grazing Lands==
 
==Driving trail and Grazing Lands==
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Running through the middle of this large open plain is a major driving trail for the ranchers of Bachmaur. In the middle is a spring-fed lake where the herds are left to winter. This is a peaceful place, but also a prime target for outlaws looking to steal a herd.
 
Running through the middle of this large open plain is a major driving trail for the ranchers of Bachmaur. In the middle is a spring-fed lake where the herds are left to winter. This is a peaceful place, but also a prime target for outlaws looking to steal a herd.
  
==Grazing Lands==
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==Unclaimed 5==
  
 
==Old Road Diminishes==
 
==Old Road Diminishes==
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==Unclaimed 3==
 
==Unclaimed 3==
  
==Grazing Lands==
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==Unclaimed 4==
  
==Grazing Lands==
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==Unclaimed 5==
  
 
==Unclaimed 6==
 
==Unclaimed 6==
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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.
 
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==
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==Unclaimed 8==
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 9==
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An unnamed empty meadow. It's lovely, and there are wildflowers.
 
An unnamed empty meadow. It's lovely, and there are wildflowers.
  
==Orestes's Pit==
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==Unclaimed 12==
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.
 
  
 
=13=
 
=13=
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In the foothills, the Delnar river spills into a valley lake. The forests reach the north shore, but to the south is open hillside where halfling shepherds can often be seen leading their flocks. The lake itself it flat and calm, almost having a mirror surface except when whipped up by an autumn wind. Near the centre of the lake, a cracked stone spire breaks the surface. The druid Aedelraed knows its history, but is rarely seen these days.
 
In the foothills, the Delnar river spills into a valley lake. The forests reach the north shore, but to the south is open hillside where halfling shepherds can often be seen leading their flocks. The lake itself it flat and calm, almost having a mirror surface except when whipped up by an autumn wind. Near the centre of the lake, a cracked stone spire breaks the surface. The druid Aedelraed knows its history, but is rarely seen these days.
 
==Unclaimed 6==
 
 
==Unclaimed 7==
 
  
 
==Unclaimed 8==
 
==Unclaimed 8==
  
==Foothills==
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==Unclaimed 9==
 
 
The King's road connects Broken Cart with the west, although the road has fallen into disrepair and few merchants will risk the bandits to the west.
 
  
 
==Unclaimed 10==
 
==Unclaimed 10==
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==Unclaimed 11==
 
==Unclaimed 11==
  
==Badlands==
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==Unclaimed 12==
 
 
the verdant meadows abruptly give way after 12.11, giving way to rocky highlands, and later badlands formed by the volcanic south.
 
 
 
of particular prominence is a high-walled ravine, where the ancient highway called Tiamat's Gullet starts, marking the safest route through the volcanic southern mountains (eventually hooks up with 15.12).
 
 
 
Belleca is in talks with Splendor to consder linking Tiamat's Gullet to the main roads
 
  
 
=14=
 
=14=
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==Unclaimed 4==
 
==Unclaimed 4==
  
==Goblin Village==
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==Unclaimed 5==
 
 
In this area, goblins have cleared some of the woods to build a village where they tend to barely domesticated boars and fend off natural predators from the nearby woods. Their youth occasionally get swept up in war parties, but generally the village keeps to itself. On occasion, human or elven travelers enter the area and spot the village. The goblins deal with these individuals as best they can, fearing revelation.
 
 
 
It is generally known that goblins and such creatures exist in the area, but most aren't aware of the permanent settlement.
 
  
 
==Unclaimed 6==
 
==Unclaimed 6==
  
==Haunted Battlefields==
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==Unclaimed 7==
 
 
Open grassland meadows which are the site of an ancient battle between forces of Good and Evil. The area is constantly shrouded in mist and haunted by the spirits of the slain. Wise travelers avoid this area, but some brave souls do enter seeking to find treasures amongst the restless dead.
 
  
 
==Broken Cart Tavern==
 
==Broken Cart Tavern==
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The city itself is built on the highest hill, with a few satellite towns and villages that aid in supporting it.
 
The city itself is built on the highest hill, with a few satellite towns and villages that aid in supporting it.
  
==Basalt Crags==
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==Unclaimed 11==
  
These mountains are rough black volcanic rock, with many cliffs and loose slopes formed of ash and pumice. Only an experienced mountaineer could cross this region.
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==Unclaimed 12==
 
 
==Tiamat's Gullet==
 
 
 
The fissure formed by the volcano at 15.12 cleaves through the basalt crags, making a passable road from east to west.
 
  
 
=15=
 
=15=
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but perilous as the Gullet is, the depradations of the Orange horde have awoken Algrim The Strong, A dwarven Death Knight. Algrim considers himself the undisputed warlord of the Gullet, and from the volcanic hall that was once his tomb, has begun to assemble an army of his own, bolstered by the walking dead, with wich he shall support his ally, Shan-Yur
 
but perilous as the Gullet is, the depradations of the Orange horde have awoken Algrim The Strong, A dwarven Death Knight. Algrim considers himself the undisputed warlord of the Gullet, and from the volcanic hall that was once his tomb, has begun to assemble an army of his own, bolstered by the walking dead, with wich he shall support his ally, Shan-Yur
  
It is the hope of interested parties that somebody disrupt this alliance, and turn the two warlords against each other
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it is the hope of interested parties that somebody disrupt this alliance, and turn the two warlords against each other
 
 
While it was (until recently) the safest route for pilgrims to reach the Monastery of the Celestial Dragon, the road through Tiamat's Gullet eventually swings north towards Broken Pass (and presumably, Dawn's Shame)
 
  
 
=16=
 
=16=

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