After writing out 19 hex briefs and taking notes of potential factions and adventure locales, I hit a bit of a wall. The ideas weren't really fitting for me, but I didn't want to dump the idea because of a little speed bump. After a day of trying to push on, I eventually decided to stop and leave the project for 2 days. Afterwards, I'd come back and have another go, perhaps with some fresh and new threads.
The two days passed and, returning to my hex briefs, they bored me. So I scrapped them and wrote another set, and things have gone much better since.
As a reminder, my aim is to make a 19 hex setting. Inspired by The Evils of Illmire and Hot Springs Island, I wanted to try my hand at a project of a similar scope. The current draft has brief hex summaries, a list of potential factions and adventure locations, as well as some thoughts on a possible "big bad" that could be used if desired.
So what is it? At first I was trying to be more generic fantasy, but when I scraped the old idea that went in the bin too. It is now a river valley and surrounding lands, where various peoples live around the ruins of ancients who buried themselves in metal bodies. Unknown to the locals, some of the buried tombs are reawakening, which could snowball into a robot-undead horde rising from their resting places. Imagine undead invasion, with more metal bits.
My thoughts are that, as the project continues, I can release them onto this blog (about 1 blog post to a hex) and then group everything into a single file once its all done. If I were making this to run soon, I'd populate the various dungeons with premade modules, but for the blog posts I'm thinking of making everything whole cloth. If premade dungeons are used, they'll probably be place holders. For now, here are the hex briefs.
𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋𑁋
1.
Dawnglider Pass: A high plateau in the mountains is the domain of a dawnglider, a huge,
winged serpent. Generally, the dawnglider prefers to keep to itself, leaving to
fly and see the world or hunt. Some take the perilous journey to meet with it,
either leaving offerings or reverence, or seeking its wisdom or knowledge of
spells and history. The dawnglider appreciates intelligent company and can
spend days or even weeks with visitors of particular interest.
2.
The Split Mountain: Local mythology tell that long ago these two peaks were once
joined but were hewn in two during a battle between primordials that formed the
land. Surrounded by lesser hills and dense wilderness, there lies within it a
dormant Metal Catacomb of the [Leader Name].
3. Anomaly Fields: The forest and marshlands here are plagued with anomalies, magical
phenomena that is both fantastic and dangerous. Occasional treasure hunters
come here to scrouge for the arcane debris of these anomalies, with no clue
that a laboratory of the ancients lies just under their feet.
4.
Valley View:
High hills give a magnificent view of the valley below. The region is a
pilgrimage site for outlanders, who come here to meditate or contemplate the
world and the gods. Some paths are blocked with cord and wards, for a grim
opening has been discovered. This Metal Catacomb remains quiet for now, and the
outlanders wish it to stay that way.
5.
Mountainside Opening: Where hills climb higher and become mountains can be found
remains from the past. Notably there are scattered walls and metal beams, while
high on a mountainside are metal aeries, the opening to a Metal Catacomb. [At
the mountains’ base is a sealed tomb to a buried demon who loathes their
imprisonment and wishes nothing more than to escape.]
6.
Shimmering Grotto of Futures: Deep in the marshes is a grotto that reflects and refracts
light from cracks above. The dancing colours are said to be messages, and by
studying them the gods tell fortunes and futures. It is an old place, with many
aged coins pressed into cracks or thrown into the pool. Some distance away is a
stretch of marshland where outlanders come with objects of the Metal Ancients
and offer them to the little gods here. The waters are gorged with treasure,
but removing items earns one the ire of the gods unless something is offered in
return.
7.
Metal-Mad Mage Lair: Concealed amongst an overgrown structure lies the lair of
the Metal-Mad Mage. Once a laboratory of fine arcane arts, it resembles more a
pawn shop or museum of curiosities. The Mage combs the area for relics and
clues to the machines below, driven by his most recent metal additions.
8.
Shambling Vents: Geothermic rents and other more artificial gusts of melting heat eject
from the earth amongst the hills here. Warmth and heat are a source of life,
and here the vents can be called upon to defend the land.
9. Outlander Villages: Scattered villages and homesteads line the river valley,
with a larger village beside a crystal lake that forms the centre of trade for
these disparate peoples. Standing stones and posts indicate the frontiers of
their lands. While inhabited, it is not a long journey to enter the wilderness
once again.
10.
Bastion of the Ancients: An iron grey rectangular structure sits nestled amongst the
slopes and trees. The remains of smaller buildings stand on and around this
bastion, and concealed entrances lead inside to a Metal Catacomb.
11.
Flowering Shrubland: The tall trees give way here to colourful bushes and shrubs
who thrive in the damp and sandy soil in this area. Gatherers praise the area
for the useful herbs and ingredients that can be found here, and under the old
kings of the lowlands the area is protected from settlement. While the law is
not enforceable, the soft earth makes long-term living and agriculture difficult.
As such, it is a haven for animals and plant life. Others gather from this
place, forest folk who appreciate the humans staying to the plains.
12.
Rust Clefts:
A dead foundry sits at the centre of hollows and lengths of hewn hill. The area
is like the carcass of a ginormous monster, rotten with rust and overgrown with
red brambles. Monsters and bandits are common amongst the clefts, and it is
often one of the places where budding adventurers travel to, whether in search
of treasure or a bounty.
13.
Iron barrows: Hills both natural and artificial are dotted with openings. They contain
remains of a past people seemingly obsessed with the Metal Ancients, many
wearing bronze masks. Called the Bronze Faces by outlanders, they are avoided for
strange undead wander here. Of late a new group has arrived in the area.
Calling themselves “clay kin”, they enter the barrows without worry.
14.
Waterfall Valley: Here the highland valley falls away in a series of cascading waterfalls.
The slopes and cliffs form an unofficial border between the outlanders and
plains villages. Atop these slopes is a place known as the Temple of the
Abandoned, a crumbling stone structure where statues of past nations are taken
to. Folk tales tell of how these past empires fell to their gods’ wrath, and as
such people would rather take the difficult journey transporting the statues rather
than destroy them and risk drawing their attention. Some statues still listen
to prayers of those who ask.
15.
Glasteel Pit: A wide pit carved into through earth and buried structures. This mine
was busy until several months ago, when grells moved in and drove the miners
out. With the recent troubles in the villages, they are still there. Some
miners speak of a huge blue door, buried in rock and impenetrable to their
tools. They reckon there is treasure behind it, if only they would open it.
Lengths of cliffs stand between here and the highland valley, dotted with caves
used by bandits and outlaws now that the mine is closed.
16.
Foraging Caves: Free of metal or ancient structures, these caves are a haven for fauna
and flora of all kinds. Some small villages make good use of the caves for food
and resources. However, the Militia have been clumsily exploring the caves in
search of treasure, destroying, or disturbing many of the animals who live
there. The hills are also the home of the Granite Scholar, who lives away from
the villages with agents acting as their front in the villages.
17.
Sanctuary of the Coil: A serpentine war machine lies here entombed by earth. Called
“The Coiled Dragon” by a band of small reptilians who live nearby, many openings
allow travel through corridors and inner workings. Numerous spaces have been turned
into shrines and temples, with areas with still functioning machinery given
high reverence.
18.
Upper River Valley: The river crashes down from the highland valley and slows to
a wider and more ponderous flow here. The slopes and rocky hills give way to fields
and grassland, or light forest to the north. A walled village stands in
defiance of the Militia, refusing to pay their taxes.
19.
Green Hollow: Irrigated fields line the river here, tended by numerous farmsteads that
dot the land around the three major villages. Green Hollow, with its mighty
buildings telling of past glories, stands as the central hub. The Militia have
their stronghold in this region.