Connects to: 16.16.05, 17.18 and 17.21.
The Devil’s Fingers is a crag-ridden wasteland that lies to the west of the Burning Lands and, while it is not as hot as that land, it is home to little but brush, ruins, scorpions and gnomes. These desert gnomes are the reason for much of the Devil’s Fingers’ fearsome reputation for they have concocted a thousand and one terrifying illusions to keep sinful strangers as far away from their homes as possible.
Hex Summary
13.24 (The Nameless Mountain): Old Black slumbers here, but perhaps not for long. 15.24 (The Grotto of Uriza the Solemn): it is not wise to gaze too deeply into the sins of ones neighbors.
16.23 (The Haunt of the Mud Dragons): all that remains of a lizardman caravan.
18.26 (The Black Ziggurat): a strange ruin that cares little about local concepts of space and time.
20.24 (The Lair of Tharaxes, the Blue Death): the terror of these deserts, no hero has been able to slay him because he does not exist.
22.25 (The Forgotten City-State): an ancient ruin made out of sandlings. As the city crumbles they are freed one by one and roam howling among the alabaster statues that point blindly away from the city.
23.23 (The Caves of the Dust Walkers): a village of stunted desert gnomes. They are not forgiving of the sins that you have surely committed.
24.23 (The Sandalwood Groves): all gnomes wear sandals because illusionists can never get the feet quite right.
Connections
- With the (near) extinction of horses (16.16.05), the knights of the Forked Castle (17.18) have taken to riding giant lizards.
- The lion prides that live in these lands have an ancient compact with the Dukes of Thring in which some knights are allowed to attempt to win lions as mounts while those who fail must join the lion prides for life (17.21).