The Foot of Blue Mountain

Half of a Region for Violet Flower

Oh, brother. Making hexes is hard. Here's half of the region that I'm working on for Violet Flower. I need to work on the other half (only 50 hexes...what's 50 hexes among friends?) and then it'll be complete! I think the second half will have a slightly different encounter table, though, or at least a few differences in context. Then I'll get a map and stuff put together and either update this post or make a new one with the other half in it.

Anyways, here ya go:

Northern Half of the Northern Hills

The Northern Hills people believe that the world has been sullied by the excesses of mankind. Their purification ritual involves a symbolic battle on the mountain at 137-530 in front of the spring from which the two rivers flow. Their naturalists are esteemed across the Violet Flower, and they enjoy a good relationship with the Lady in Dreams Everlasting.

In the northern half of this region, the Hall of the Wretched Pretenders has fallen into disrepair. The person dispatched to help (from Plainshome) is a person named Shoal 19 (HD 3, Quarterstaff, +2 to relations with Malachite), a priest of Malachite.

Encounter Table

2d6 Encounter
2 If at night, the wizard Mosquito roots through the camp to ensure the Entourage has not spellbooks in its possession. Otherwise, a dark cloud passes overhead and Night comes early this day.
3 A dark cloud overhead twists up into a skeletal grin. The night does not end when it should, 36 hours (a day and a half) of unrelenting darkness.
4 8d6 Giant Centipedes on the hunt
5 A False Entourage, 2d6+2 Bandits pretend to be who they are not. They would be eager to press the true Entourage into slavery, or slay them if this seems unfeasible.
6 4d6 Capybaras moseying through the area, fattened and slow. Each one feeds four men.
7 2d6 Pilgrims, traveling to the closest village. Use a reaction roll to determine their general state; low means they have been ravaged by their journey.
8 2d6 Berserkers on the warpath
9 4d6 Fire Beetles
10 Cockatrice King Bituminous and a Retinue of 2d6 Ghouls
11 1d6+2 Hunters from the closest village
12 1d6+2 Blink Dogs, looking for their missing packmate (see 137-498)

Weather Table

Roll 2d6 at the beginning of each day and:

2d6 Weather Result
2-4 Scorching
5 Hot
6 Overcast
7 Sun
8 Cloudy
9 Raining
10-12 Downpour

136-495 Stela of the Capybara King

A stela in this hex depicts a powerful king being transformed into a capybara by a robed peasant with a skeletal grin and a gnarled wand.

136-500 Pyramid of Giant Centipedes

A writhing pyramid of 103 Giant Centipedes bake in the sun of the plains here. Beneath the pyramid and under the dead grass lies a human corpse, headless and curled up tightly around a large codex. The codex is bound with Thick planks of wood that depict a great force assaulting an impenetrable black tower. The codex contains The Obsidian King's False Tower (See Spells).

The Centipedes do not sleep, but auto-cannibalize at a rate of 2d6 a day for each day after they're encountered for the first time.

136-502 The Second Titan's Forest

In the thick of the forest there is a Titan named Pilanaeus, the Second Titan. He is 20ft tall, nude save for a modest loincloth made from the face-skin of a Griffon, and has a long beard which birds dive into and out of constantly. He lives beneath an old tree three times his height, the largest in the forest and clearly visible even from outside the hex. He does not make Gnolls and does not hate humans for stealing the surface from his kind. He will offer food and rest (though he will not ask a favor) and share a story:

When your people were young, there was a great beast that lived in the forest past the river 5 days west of here. When it was slain (in those days the weapons of Titan and Men were united), it fell and sunk into the ground as though it were water. I have often wondered what happened to it. Before we retreated from the light, one of my brothers told me he had found its resting place, deep within the folds of an enormous tree. The weapons it was slain with were with it as it disappeared, the likes of which haven't been equaled since my brothers disappeared beneath the ground. If you have need for armaments, perhaps you could find some there?

136-505 Tomb of 22 Hummingbird

An old tomb in the hills here has been breached by looters. The tomb venerated "22 Hummingbird". Murals depict her swinging a large club and beheading a hulking fleshy monstrosity. Also within the tomb is a fountain, miraculously full with flowing spring water.

This place is only rarely chanced upon (1-in-6 chance when not searching for the hex); no encounters can be had while camping here.

136-510 Gentle Fieldhouse.

In the open fields farmed for maize and tubers lies a great citadel named Gentle Fieldhouse, which sits on a 20ft tall packed-earth ridge. 200 Berserkers make camp at the walls, hurling insults at the people that live there. The siege has lasted for a week. The defenders have 5 days of food left.

Among the sieging force is a large tent, made from the stitched skin of seals, which holds a large clay jar big enough to fit a person. Within the jar is a pickled Hydra's head. It does not speak and is by all accounts ordinary in the waking world. Those who dream in this hex have an audience with the Hydra, who, though dead, still dreams. It has felt the coming of the Entourage and has instructed all of the Berserkers here to allow them entry into the citadel.

The citadel is led by Boar 33 (HD 2, Macahuitl, Sign of the Void) who lies awake at night and dreams of being free to wander the world as he was as a child. The pickled Hydra has swayed him with false promises that he may walk free if he only let a ladder down for the Berserkers. Boar 33 will capitulate in 3 days. If an Entourage enters, he will beg them to allow the Berserkers to enter so the blood is not on his hands.

The head of the royal guard, Lily 3 (HD 3, bow, Sign of the Boar), is being overwhelmed by the problems in the city. Her clothes and cloth armor are bloody and torn, a single finger is mangled beyond use on her left hand, and half of her hair is scorched away. She and her band of 80 warrior folk (most pressed into service by necessity) have held the Berserkers at bay thus far, but each day their confidence wavers. If she can isolate a member of the Entourage, she asks for their help in repelling the siege.

If the Berserkers gain entry to the city, they will raze it to the ground.

136-511 Rivercurve, Ruined City

The village that was here rested against the river's curve and housed 34. The siege in the previous hex began here, at the foot of the river, in the center of the village. Dead bodies are strewn about the ruins, rotting and swollen. Sleeping in one of the still-standing houses are 15 Berserkers, red-painted chests rising and sinking in sync like swollen tonsils in the back of a sickly throat. Amongst them is a heap of loot.

136-512 Betrayal

In the swamp in this hex lie truths long hidden. 9 Zombies, wearing the regalia of Gentle Fieldhouse (see 136-510), dig long careening trails through the mud and thicket here, howling for revenge. They were killed by a macahuitl, and wounds on their wrists suggest they were bound for at least some time before their death.

137-498 Dying Blinkdog

A single Blink Dog has fallen into a sinkhole in this hex and lies wounded beneath a great rock. If it is helped out and its wounds are cared for, it leads the entourage to the Hall of the Wretched Pretenders. If the problem there has been dealt with, it joins the party.

137-500 Hall of the Wretched Pretenders

HALL OF THE WRETCHED PRETENDERS

137-501 Head of God

Overgrown by creeping vines shrubbery is a giant statue of the face of Malachite Who Mourns What He Made. Touching the statue causes it to glow and imparts the location of the great temple in hex 137-500.

137-505 Lake Joy, the Fated City

Settlement: Relationship to nearby hex. Population 66 Lake Hex

On the lake bank here lie the people who will make the greatest city the Violet Flower is ever known. Each dawn, they rise and ride rafts full of food and supplies to an island in the center of the hex, where they work tirelessly to flatten the terrain. At dusk, they sail to shore, content with the job they have done.

In one month from the start of the game, they will have leveled the island and people will begin constructing houses on the island. After 2 months, the villages in Hexes 137-507, 139-496, and 139-510, will be deserted, their people moved to live here. The settlement will grow to a size of 238 souls.

Their leader is Whippoorwill 8 (HD 4, Badge of Office, Sign of the Macaw). In her eyes burns the fire of a great queen, and she is quick to recognize the utility of an Entourage. She will ask the party to scout the area around the future great city, (roll 1d3 for the radius of the hex flower she wants scouted) and is happy to give the Entourage whatever she is able to in exchange. If encountered before the city is constructed, this is not much. If it is after the city is constructed, she can give whatever is desired.

The City will be named Lake Joy when it is finished.

137-508 Soldiers of the Skeleton King

Wedged in a crevasse in the hill here is a giant ceramic vase sealed tight with clay. Inside are 20 Undead Warriors, pickled and wrinkly, which will serve the first person they see who opens the jar. They wear cloth armor and shields and wield clubs.

137-509 Gentlebrook, Ruined City

Settlement: Hostile, Population 2

Black smoke curls up from the broken bones of a village on the riverbank. There are 35 corpses strewn about in various states of destruction. There is a child named Eel 19, barely old enough to work in the fields or the house. They are tending Parakeet 2 (1hp/2HD, Spear and Shield, Sign of the Macaw), a warrior who was mortally wounded fighting the Berserker raiding party and is trapped beneath scorched logs of a collapsed house.

Parakeet 2 has been poisoned and will die without adequate medicinal treatment. An antidote can be found on the plateau in 137-510.

The city was called Gentlebrook.

137-510 The Headless Mountain

Ritual Combat Place, Spring

The tallest mountain in this hex sits decapitated, gravelly neck stump replaced with a grand plaza. At the beginning of each month, 5 warriors from Gentle Fieldhouse and meet at the plaza and perform a ritualized combat. Each warrior is ritually wounded along both shoulders with an obsidian arrowhead, and then the warriors return to their villages. Completing the ritual combat causes all participants to gain 1HD.

On the southern side of the plaza, a spring bubbles out from the rock and forms two rivers which snake west and east respectively.

Growing in the blood spilt by the ceremonial fighters is a small flower, named Smiling Jade, which is a known antidote for most poisons.

137-511 Market of the Skeleton King

This hex is always sunny and has been for as long as any can remember.

In the center of the hex near the joining of the rivers is a large flat plaza, clear of anything save for a tall statue in the center. The statue depicts a skeleton king, smiling atop a giant toad that squirms beneath his weight. One of his arms is raised to cover his eyes and he looks out over the plaza.

In a time far removed from this one, the statue was a symbolic warden over the business conducted in the market. This time has passed.

137-512 Old Bandit's Hideout, Ruined

Tucked into a small hill in the southwest corner of this hex is an old hideaway for a group of bandits long dead. Their bodies and their spoils have long wasted away to dust.

137-513 Accursed Skin

In the scattered ruins of an old pyramid complex is a stone statue with a humanoid skin stretched over it. It is white like irritated eyes and breathes slightly. At the foot of the statue is a woman, skinned alive, crawling slowly towards the base of the statue. Her skin lies discarded alongside an obsidian knife and a large pouch full of anesthetics and hallucinogens nearby.

When draped over a person who has no skin, the white skin merges with their flesh. While wearing the white skin, it is impossible to be damaged externally. The mouth and any orifice are all valid targets (roll to hit at a -6). Whenever the wearer captures or kills an enemy, they must pass a save or be driven by the bloodlust of the white skin. During this time (1d3 days), they must skin alive any person or thing they see, including allies.

137-515 Altar of the Hydra

The terraces in this hex end abruptly, as if the sea had taken a bite from them in a time too far distant for its teeth marks to remain. In this bite there is a cave, nearly submerged entirely during the high tide. The cave dives beneath the earth and turns sharply upwards, like a python with its head reared back and its fangs bared.

In the small compartment sits an altar to the Hydra. A plain wooden bowl rests beneath a great stone throne, carved with winged snakes who squirt blood from their mouths. The snakes erupt from water carved at the bottom of the scene, and a pair of eyes lie submerged within the mass of snakes.

Along the walls of the cave dance painted Berserkers, 1300 in all, in a great ceremony. At the end of the cave, behind the altar, the Berserkers are transforming into winged snakes and diving into the ocean.

138-498 The Throne of the Capybara King

There is a single hill in this hex, in the crook of the river which runs between it. Atop the hill is a sleeping capybara, draped in richly patterned textiles and laying atop a pile of fine herbs and jewelry.

The Capybara is in truth the long-gone king of this land, Jaguar 2 (HD 6, Longspear, Sign of the Macaw), turned into a capybara long ago by a spiteful Entourage. The enchantment is permanent, and so he has resolved to sleep on the ruins of his citadel.

If he is returned to his normal form, he would join the Entourage, that he may free others who have been harmed as he was many years ago.

138-503 The Mercy of the Skeleton King

A stela in this hex depicts a proud king standing upon the skull of a crying peasant with a skeletal grin. The tears flow into hell and a great winged serpent drinks them hungrily.

138-504 Basilisk

In the valley between the hills there is a Basilisk which runs freely through the hex on all fours and hunts capybara and wild llamas.

138-507 Wallburg

Settlement: Relationship to Nearby Hex Population 72

There is a great wall in this hex, 30' tall, 15' thick and made of stones sealed with mud and packed earth, which diverts the flow of the river into 138-508. Atop the wall are small towers in which the people of Wallburg live. Craftsmen dangle from the sides while they work, and fishermen with long poles cast lines into the water below. A rope ladder serves as the only way up.

Wallburg's leader is Sniveling Spider (HD 1, Badge of Office, venomous bite, Sign of the Void) who has come to power through grotesque displays of contortionism, something he says was gifted to him by the Lady In Dreams Everlasting. In truth, he has bargained with a spider, giving away his family in exchange for the ability to move like a spider, crawling across the wall, precise and jerky control over his flailing appendages, and shitting thick white webs after every meal.

Sniveling Spider does not know of the favor that he is owed by the Entourage, but a young man named Weevil 6 does and approaches them late at night to ask when the Sniveling Spider has retired to his nest atop the tallest tower. Weevil 6 asks the Entourage to plot the death of Sniveling Spider. He saw the man bargain with the spider and knows his claim to lead the village is false.

The Sniveling Spider has many friends on the wall.

138-510 Campsite of the Skeleton King

On a hill which looks towards the mountain slain to the north of this hex is a small campsite. A fire crackles at all hours of the day and a desiccated peasant reclines on a long palanquin. The peasant calls himself Mosquito, and has a skeletal grin which reaches wide around his face towards the back of his neck. In his hands at all times is a gnarled wooden wand.

Mosquito (HD 3, Sign of the Void) is a wizard-king of a time that is no longer. His magic is stronger than all others who draw breath on the continent today. He may perform minor tricks and illusions without difficulty, and need only raise his gnarled wooden wand to do more complex things like teleport between shadows or induce a spasming, choking fit in all around him. There is no save to notice or avoid these effects; his only weakness is that his body remains regrettably human.

He is not here for violence. If any in the Entourage have cast spells using the codices of the Before Kingdom, he will offer to remove their scars in exchange for a blood offering. This is a true exchange, but not a fair one; Mosquito can scry the petitioner using their blood, seeing through their eyes as they do.

He is known to the Berserkers, but not trusted. The Obsidian King to the west has ordered his capture and execution.

138-511 Sea Breaker

By the sea in this hex are great coastal ruins of the Before Kingdom, carved into the side of a harsh coastal cliff. 342 Berserkers and 27 Hydra heads live here amongst the cliffside, launching assaults on the neighboring villages and living plainly in the ruins of something much older than them. They do not keep valuables. If the place, named Sea Breaker, is conquered, there is enough food to feed 500 people for 3 months.

The Hydra's influence here is strong; magical weapons and spells are twice as effective.

The Hydra Heads that live here have formed a senate and idly argue whenever there is a spare moment. They give off the airs of being partisan and easily divided because it entertains them.

139-496 River's Edge

population: 56 The village of River's Edge lies hidden in the hills here, roofs and walls camouflaged to evade the destructive notice of the Berserkers.

Their leader is 4 Teeth (HD 2, Bow, Sign of the Boar), a skinny man who flees from danger at the earliest opportunity. He has sworn allegiance to the Cockatrice King Bituminous and performs the duties of his liege faithfully. There is precious little more terrifying than an angry Cockatrice King, he thinks, and would be eager to do his bidding in whatever form it takes. He asks any Entourage to visit the King's Court, that the king may use them as he sees fit.

139-499 The Court of the Cockatrice King Bituminous

Weird: Strange Ally

The Cockatrice King Bituminous rules here from a cave which births a river. Each morning, Bituminous bathes in a pool deep within the cave and the waters that emerge into the light of day are black with coal dust.

Bituminous is an astute statesman. His guard of 24 Ghouls lord over the nearby towns of Overgrown Gap, River's Edge, and [Other City].

Bituminous is keenly aware of his reputation as a tyrant among the villages he lords over and would ask an Entourage to visit each of his villages and help them with their troubles in Bituminous's name. He is cruel, but understands that a happy people is a people easily ruled.

In exchange, he will gift the Entourage a weapon from his treasure hoard:

Bone Nahuatl: A Macahuitl made from the rigid throat-cage of a giant, peppered with little obsidian blades knapped to resemble flower petals. Max damage rolls cause the weapon to vibrate, a low bellowing sound that causes living things nearby to vomit uncontrollably for 1d3 rounds of combat.

In the rest of his treasure hoard:

139-504 Overgrown Gap

Settlement: Relationship to Nearby Hex Population 153

In the rolling hills here sits a citadel named Overgrown Gap. The fortress it holds itself within is the remnant of a guard tower from a colossal wall which spans the hexes 139-503, 139-504 and 138-505. The fortress is squat but big enough to fit all 153 residents inside without issue. A simpler, wooden wall has been erected around the tower that keeps pests from their crops.

Their leader is the stately Jaguar 11 (HD 4, Long spear, Sign of the Boar) who sits atop the tower and meditates. In his younger years he was a Petal Penitent, only becoming the leader of a citadel through a chance encounter with the previous ruler. He thinks often of the citadel Gentle Fieldhouse and would ask any Entourage to go gather news from them.

139-505 The Bleeding Tower

There is a tall stone tower wet with spilt blood in this hex which emanates the shrill cries of dying birds at all hours.

Inside the tower are 8 men, half-transformed into birds because of a passing Roc's cruel joke. They writhe and fight with one another at all hours and cannot die though their flesh is rent and their blood slicks the sides of the tower.

Inside the tower is enough food to feed the 8 men for a week and a necklace which holds a Vengeful Baby and an Herb Baby.

139-506 The Castle of the Skeleton King

Lair: Clue to Nearby Hex, Historical Location, Relationship to Nearby Hex

In the ruins of an old fortress sits a single large tent. There are 11 Petal Penitents camped here amidst the foundations. Their leader is named Worm (HD 3, obsidian dagger, long gloves, has The Death of the Obsidian King carved upon their hands) and his charge is delivering a large bundle of jade axes and 10 obsidian arrows to Overgrown Gap as part of a flurry of gifts from Plainshome. The Penitents have regular patrols and wield quarterstaffs with great effect.

139-507 Lava Flows, Obsidian is Born

Bleeding from a hill in this hex is a great wave of lava. The lava tumbles down the barren hillside and into a long lake. Steam rises in careening waves.

Obsidian, that darkly colored glass of myth, can be found here.

139-508 Plainshome

Settlement: Magical Component, Relationship to Nearby Hex, Population: 497

The Citadel named Plainshome is a deftly planned sprawl in a field of staple crops. People bustle through the dirt streets, carrying tumplines overflowing with food and textiles, while an armed standing military of 100 men protect the eastern side of the city from invasion by the Berserkers in hex 138-511. Petal Penitents flitter in and out, gathering supplies with which to tend to spirits.

King Boar 6 (HD 6, Shortbow & Dagger, Sign of the Macaw) has crawled his way to regional provenance over the past 50 years. At the end of his reign, he spends much of his time pondering who will succeed him. In exchange for whatever they wish, King Boar 6 will ask the Entourage for one of their number to take his place, that he may join the Entourage and die the death of a warrior. His royal guard, 25 strong (HD 1, Spear and Shield, Sign of the Boar) will come with him.

139-510 Aftershock

Tucked in the hills is a coastal village named Aftershock, hiding from its destiny. 44 souls live in fear of Sea Breaker (138-511) to the northeast, whose raiding parties have miraculously avoided the village thus far.

The leader, 1 Boar (HD 3, Macahuitl, Sign of the Macaw) burns with hatred for the people knocking on his door. He would take up arms and attempt to drive the red-painted warriors from their home if he was given a sign. The arrival of the Entourage is just such a sign, and he would ask them to be his guard of honor on the mission.

There are 25 men of fighting age in the village, wielding spears and bows and wearing no armor beyond their clothes.