
Connects to: 11.16.
After the Tarrasque broke free of the city that had been built around it and laid waste to the land of Bergolast it came here to what was once the heartland of the old Kingdom of Gore, where the kings of old sat upon the falcon throne, supped upon the blood of the Tarrasque and ruled with wisdom. But the Lords Sanguine butchered the last High King and rule in his stead, laying waste to farms and villages in their incessant wars with each other and the knights of neighboring Thring.
Now year by year the wilderness encroaches on what has become a land of lurking monsters, dread warriors that hold court in mist-shrouded halls and ruins of better days. The closest thing to justice that can be found in these lands is in the hands of Lady Natala and her snickersnees, though more than one man dreams of reclaimed the ancient rusted crown of Gore.
Hex Summary
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02.22 (The Castle of the Collector): his collection of seventy-nine Tarrasque skulls is especially impressive.
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03.13 (Connections): dead Tiamat lies dead but that is not always an insurmountable obstacle for a goddess.
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03.19 (Castle Ravenscraig): the ruins of what was once Gore’s principal seaport.
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03.26 (Unwerth the Immense): this large and gregarious wizard is actually a desert toad masked by gnomish illusion.
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04.17 (The Paionian Glade): the some of a raucus and astrologically-inclined tribe of centaurs.
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05.14 (The Dryad Grove): the survivors of an exodus through the land of dream.
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05.18 (Fools’ Court): the site where the High Kings of Gore were once crowned with a helm of opposite alignment.
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05.20 (The Bastion of Rhegard): the ruins of what was one the capital of the Kingdom of Gore.
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05.24 (Ninbolm): a gnomish city carved into the stump of a great fossilized tree.
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06.14 (The Arch of Sod): a place where men became blood brothers.
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07.17 (Castle Maratan): the holding of Lady Natala, one of the most cunning of the Lords Sanguine.
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07.18 (The Glade of Womanhood): here the brave and ruthless snickersnees enter Lady Natala’s service.
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07.21 (The Conclave of Mules): the mules of these lands are uncommonly clever and fertile.
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08.16 (The Eyrie): a nests of the Scarecrows, a brotherhood that gives help to the poor and mischief to those in power.
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08.21 (Castle Brucoloc): this land is ruled by a troll in its lord’s absence.
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09.19 (The Castle of the Sack Man): the sobbing of the children who are kept captive by the Sack Man, an emaciated figure in a red cloak trimmed with white, can be heard on the wind.
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09.22 (The Lake of the Flying Fish): where fish can swim as easily through air as through water.
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10.12 (Celadon the Shrewd): a cunning dragon who hides his treasure in a series of secret stashes.
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10.14 (The Hunting Huts): in these lands even the huts will try to eat you.
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11.20 (The Hill of the Swordsage): the home of a master of the sword who sees things not as they are but as they might be.
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12.22 (Swine Ravine): the swine harpies that live in this ravine are a constant plague to any trapped within its walls.