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One-Hex-at-a-Time: the RPG Site's Hinterlands

Started by Joey2k, December 05, 2006, 02:12:39 PM

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Zachary The First

Hells yes!  Need to go work my my contribution--today was a Babies 'R' Expensive shopping day... :deflated:

Mods, sticky please?
RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

Aos

Hex 3322: The port town of Shark's Gate. This is a bustling community with thriving whaling and fishing industries.  It is also the the location of the hq for The Northcoast Explorer's and Naturalist's Guild. Members of the NENG frequently (once or twice a year) initiate expeditions to places that are, as a rule, better left unvisited; subsequently, they are always hiring sword fodder.
Secret History: The town is built upon the ruins of the ancient temple city, Asandrul. The priests of Asandrul originally served, insert name, a god of light and goodness, but sold their allegiance to, insert name, a dark and evil god, in exchange for worldly advantages. One night, nearly a thousand years ago, for reasons never properly explained, the citizens all went mad and slaughtered one another. Over the next few centuries, Asandrul sank into the unstable coastal sediment; it has been long forgotten. This may not always remain the case, though, as work has recently commenced on the sewer system of Shark's Gate. already, there are rumors of hauntings and disappearances.
You are posting in a troll thread.

Metal Earth

Cosmic Tales- Webcomic

Zachary The First

Hex 2723:  The Kobold Longstrides:  The forest here is broken by a series of less-densely wooded hills which harbor several entrances to the subterreanean Kobold Longstrides.  So named for the prior inhabitants of this cave system and the long-running tunnels below the surface, the group of kobold raiders that was thought to be based here has not been seen or heard for 15 years now.

In decades before the kobold threat, a type of cave moss called Triblindus was known to grow here, and supposedly possessed strange healing powers.  However, no one has seen a specimen in nearly 3 decades.
RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

Aos

Request: it'd be great if some of the early posters in this thread would go back and edit the appropriate hex numbers into their early posts...

Also I'd like to suggest that we call this setting The Hinterlands
You are posting in a troll thread.

Metal Earth

Cosmic Tales- Webcomic

Koltar

Could someone make a map of the Hexes covered so far and post it as an image in this thread ?

 I'm trying to follow along - but I'm either too sleepy or I need more caffeine in me.

 Really cool ideas so far...just needing a map.


- Ed C.
The return of \'You can\'t take the Sky From me!\'
http://www.youtube.com/watch?v=gUn-eN8mkDw&feature=rec-fresh+div

This is what a really cool FANTASY RPG should be like :
http://www.youtube.com/watch?v=t-WnjVUBDbs

Still here, still alive, at least Seven years now...

One Horse Town

Hex 2927

South of the The Final Skirmish, the determined explorer may stumble upon a sheltered dell. In this hidden valley nestles a small homestead; smoke curling lazily from the chimney. A small fenced stable lies to one side of the cottage, but is empty. The cottage is inhabited by the wizened Old Jeb, a man who looks so old that it's a wonder that he still lives. He welcomes travellers with a gap-toothed smile and is more than happy to share his provender with peaceful visitors. If he really takes to you, he may relate the tale of the Final Skirmish and a possible way to lay the curse to rest. First, you must find the Plough of Atonement, then once you have that, you must run down the Red Bull (a bovine of foul temper and Dire size) and hitch the beast to the plough. Legend says that once the lands of the Final Skirmish are tilled in this manner, the lost souls there will finally find peace. Then again, Old Jeb also says that dogs can't look up.


Aos

Hexes:2121,2220,2329, 2419: Section of The Broken Mountains an ancient, crumbling limestone mountain range. This is a karstic region full of caves and underground waterways. The Reptarch Clans, the last surviving remanants of a once great Lizardman Culture, control the region. Their seat of power, The Wyrmkeep is  located in 2419; it rises up from the mountain peak and plunges down into the heart of the mountain itself- or, perhaps, even deeper. The lizardmen are fanatical about keeping travelers out of the mountains to the north. Some say that they are guarding a great treasure, others say they are containing a horror from beyond the Dark Boundary.

Note: 2121, 2220, 2329 are all open, but they are now part of a mountain region.
You are posting in a troll thread.

Metal Earth

Cosmic Tales- Webcomic

Koltar

Thank you for the map.

 Makes things easier to follow.

 More please ??

 If I was much more used to running fantasy games I'd throw something into the mix.


- Ed C.
The return of \'You can\'t take the Sky From me!\'
http://www.youtube.com/watch?v=gUn-eN8mkDw&feature=rec-fresh+div

This is what a really cool FANTASY RPG should be like :
http://www.youtube.com/watch?v=t-WnjVUBDbs

Still here, still alive, at least Seven years now...

estar



I am presuming that 2329 should be 2320. Correct me if I am wrong.

Aos

You are posting in a troll thread.

Metal Earth

Cosmic Tales- Webcomic

Joey2k

Quote from: Dirk RemmeckeMeanwhile... I think I can answer the original question:


The Microlite Campaign AKA the lazy-gamer's guide to world building in the Microlite Macropedia. (Scroll down to Wed, 29 Nov 2006)
(If you remember having seen it in a forum thread it most probably was in that 29-pages-long ENworld thread that originally spawned Microlite20.)

That's where I saw it! Thanks!

I think we missd this one on our map:

Quote from: RockViperExcellent thread

Hex 3123: Ancient Harbor City; This once proud jewel of a forgotten empire now stands in the middle of a bleak mire, its ruined warehouses and broken piers stranded in thick mud and marsh grass. Many of the old buildings (and tales tell of half buried ships loaded with goods still guarded by the spirits of long dead sailors) still stand as they were simply abandoned  as the harbor mysteriously silted up over a handful of years.

The marshlands extend southeast to the shoreline and are drowned in the murky surf of the ruined sea.
I'm/a/dude

estar

I am on the road until Friday but I will get that missed entry and any others added when I get back.

Pierce Inverarity

Good lord, this thread passed me by completely. Utter rockingness, I love it.
Ich habe mir schon sehr lange keine Gedanken mehr über Bleistifte gemacht.--Settembrini

Zachary The First

Hex 2922:  Monastery of The Stolen Journey

In days past, this was a thriving, eclectic mix of sages and holy men, brought together to study an obscure, now near-forgotten Path of Enlightenment.  Several brutal kobold raids in years past reduced the Monastery to a shadow of its former glory.  Ruined outbuildings and overgrown groves belie the still-tidy and fertile gardens and long hall at the Monastery's center.  The monks here are some of the most well-regarded herbalists in the region, and they are also capable brewers.  At any time, there will be at least 3d6+6 monks here, with at least 50% of them able to offer at least a reasonably stout defense of the monastery as needed.

Rumor has it that Vicu, Mighty Hero of Heroes, turned away from his adoring crowds and fame after some unknown event to become a lowly gardener.  If he is among the brothers here, they keep his real identity well-hidden.
RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space