Showing posts with label Exilon. Show all posts
Showing posts with label Exilon. Show all posts

Saturday, 27 June 2020

War Against The Dark Lord 1: Dark Lords Forces












































Every few generations some new dark lord comes. Some new demon noble finds a handful of cultists and then helps them finds a relic of the past. Then next thing they are forming an army and everyone on the borderlands becomes edgy as disorganised enemies of humanity unite. Where did all these monsters get so irate all of a sudden? It is like they don't want to be annexed and they keep increasingly making more desperate pacts with demons who just want to be set free on earth. Anyway here are some tables for the warzone that I never wanted to do from my old series.....Links to old ones at the bottom.
 
Obviously, I'm all for Dark Ladies or Evil Obelisks or any form of evil intelligence. 
But I'm sure will do some more evil lady wars or an Amazon war.

War Against The Dark Lord 1: Dark Lords Forces
War Against The Dark Lord 2: Dark Lords Encounters & Wonders
War Against The Dark Lord 3: Dark Lords Rumours & Treasure

I could see my Southern continent of a shattered 3rd empire of knightly kingdoms in a decades-long civil war having recursive dark lords. Might even be why empire exists. Oops, exile Island and Shadelport to be fair probably would work for the dark lord strictly for cash. It is ruled by a devil-worshipping immortal masked Barron after all but might betray the dark lord for cash again. Every 3-6 generations you get a dark lord and some bit of the world gets whittled away.

d10 What Started war?
1 The events were set in motion thousands of years ago and predestined
2 Somebody awoke a great evil by accident allowing the lord to arise
3 A cult worked in secret spreading corruption and gathering evil relics
4 A great defender against evil stumbled in madness and has fallen
5 Famine among humanoids is uniting them in the thousands and the lord took power
6 Ancient oaths made to the commanders of a former great evil have been claimed
7 The evil one has escaped imprisonment due to some foolish mortals sin and vanity
8 A great ruler made a deal under duress long ago and this gives the dark lord power
9 Human adventurers raided numerous tabu holy sites outraging humanoids
10 The elves have instigated this to cull humans and other oafish uncouth races

d10 Objectives of invaders?
1 Destroy everything pretty or artful that is not functional or for war
2 Eat and enslave everything, send slaves home as cattle
3 Destroy a kingdom or civilisation and damage the world forever
4 Revenge against human mistreatment for ages and take the frontier back
5 Utter extermination of all humans not in thralldom forever to the dark lord 
6 Utter extermination of demihumans and magical beings and forests
7 Destroy walls, wells, burn forests, poison wells, ruin land supporting humans
8 Destroy civilisation especially literacy, records, libraries, monuments
9 Destroy the holy places of good religions with fire and blasphemous rites
10 Bring about the apocalypse and force a final war to bring all the gods to earth

d10 What ends war?
1 Dark lord overreaches in zealousness to beat a prophecy
Dark lord minions keep being overcome by local heroes resisting tenaciously
3 The threat of a worse invasions makes humanoids head for their dungeons for cover
4 Somebody destroys the dark lords legacy for a while and hopefully does not replace them
5 Dark lord triggers the apocalypse, gods battle of the earth for supremacy in an age of horror
6 Some band of adventurers obtained secret knowledge to destroy the lords great relic
7 Crusade! allies come from far off lands to destroy the evil one, hopefully they go home after
8 Humanity managed to gain other great hidden allies in an important battle 
9 Heroes uncovered an artefact to destroy the dark lord but it was so terrible destruction
10 The dark lord on the edge of victory starts their true plan turning everyone against them

d10 Factions of the Dark Lord (every good dark lord has a d3 sub-bosses)
1 Goblinoids, mad at humans for losing territory, exploitation and slavery
2 Orcs enraged by humanity who they see as rivals to rule this age at any cost
3 Necromancers have provided undead troops since humans first learned black magic
4 Black wizards schooled in the low tuition fee diabolic school serve for knowledge & power
5 Beast folk army, type created by the dark lord elder magic & secret breeding programs
6 Beast folk horde, wild tribal beastfolk tribe willingly serve for a chance to kill humans
7 Ogres unusually have united to eat and destroy humanity who they hate so much
8 Hill giants have come from the mountains to eat humans and the dark lords lies
9 Chaos horde, mutated warband of maniacs serving priesthood of chaos and demons 
10 Dark elves are sworn to a former darklord reluctantly are made to fight this useless war

d10 Factions Against The Dark Lord
1 A local flawed ruler who earnestly does not want people to all be eaten by orcs
2 Mad lord sure can make a deal with the dark lord or they can reason with them
3 Cowards hoping to pay off or negociate peace or even talk terms of surrender
4 Crusader order formed uniting various churches and kingdoms richest fanatics
5 Crafty old ruler believes just delaying the dark lord will cause him to crumble again
6 Knowing the history of the former dark lord in the region a local ruler ready to swear to evil
7 A peasant army run by bandits living like wild men and fighting the carrying the evil army
8 Local ruler believes can easily defeat the dark lord and is destined to be a legendary hero
9 King wants to unite all lands and is targeted by the dark lord with corruption
10 An idealistic young ruler wants allegiance with demihumans against the dark lord. Trouble is the dwarves think humans are technology thieving bastards who eye off dwarf treasure (true) and the elves think humans are vermin gnawing away at the wilderness. Possibly wilderness protection might help get elves and guilds acknowledging dwarf as owning certain patents

d10 Quests of the war
1 Find the dark lords secret weakness, what is the great relic he requires for power
2 Make allies from one of the hidden peoples of the world like demihumans
3 Make allies from dragons or some other enemy of the dark lord (though a few did)
4 Who was the dark lord? where did they come from? Do they have any family?
5 Disrupt a meeting of the dark lord's minions so they fight each other
6 Destroy something essential to a faction so it drops out of the war to recover
7 Expose the dark lord's real plans and convince some minions they are on wrong side 
8 Slay a great hero of the dark lord reducing stability and morale of the dark forces
10 Save a temple from attack that might hold secret to the dark lords power source

d10 What does the dark lord do to prisoners
1 Butcher for monster food
2 Sent into secret labour camps  
3 Sent back to the homeland to be slave thralls
4 Sent back to the homeland as cattle to be eaten
5 Sent to evil priests to sacrifice to please evil gods and demons
6 Offer them freedom if they sell souls to powers of hell
7 Have them killed and turned into undead
8 Have them killed and reborn as savage fanatic orcs
9 Have them made into eunuchs and sold as slaves
10 Bewitch them into mutants or some kind of abhuman

d10 Which former dark lord is this one in debt to
1 Served Tiamat in the dragon war versus the gods before the creation
2 Joined Jotun, giants, Titans and trolls versus gods in the dawn of time
3 Ally of the gods of darkness who struck down the sun thus spawning the age of night
4 A succession of squabbling dark lords fighting other dark lords in the age of monster kings
5 Early in the time of humans, necromancers revived a new dark lord from a servant of the old
6 Dark lord tried to work with evil elementals which proved a terrible way to make unity against the first empire and lost, now called the elemental heresy 
7 A dark lord found corrupted dragon eggs hidden from the dawning age and used them against the second empire even convincing other draconic and reptilians to join
8 The dark lord who waged war on the far western secret emperor and the orcs returned drug addicts and in debt bankrupting, the dark lord who was killed and eaten by own minions for drug money
9 The dark lord who evoked the elder powers of the outer void allowing things from beyond into the universe until a god sent a hero to slay them. Others copying this lord are likely satisfied with awakening powers from the void already lurking in this world but hidden imprisoned or sleeping
10 The dark lord who used a great relic engine of destruction that heroes turned on the dark lord to drain his life. The right use of the relic might revive some of the old master's life force

d10 Strange Schemes of the Dark Lord
1 Prisoners are taken into the gates of an ancient fallen mountain fortress and never seen again some say fed to some monstrous beast or soul-eating engine
2 Crack necromancers teams and dark elves are sneaking into settlements awakening the dead in local graveyards as part of a campaign of terror 
3 Several villages have broken out in the taint of the evil one making more mutants
4 A species of monster unseen for an age returns amazing many
5 Strange foreign troops arrived having reached from the ends of the earth with strange customs, equipment, language and dedication to the dark lord
6 The dark lord has made a deal with seven demon nobles for supernatural support
7 The dark lord has become tight with hell and is recruiting an army of hell on earth
8 A long-dormant god or primordial monster has a fragment of life remaining and the dark lord plans to revive this god who will, of course, reward them because sometimes elder evil gods do that....
9 Certain key relics and holy places keep the nightmare worlds, the negeverse and overspace separate from our world. The dark lord wants to free all from the veil of illusionary sanity so we can all see the maddening void by smashing these places
10 The dark lord has recruited a force from the Underland nobody saw coming and doesn't give a crap about and surface factions really. Because he has vast rivers of albino hunchbacked goblins able to pour from cracks in the earth like cockroaches

Dark Lord Forces
The dark lord is a unifying force preying on the monsters who mostly lose at history because of their desire to have a dark lord save them from responsibility.

Humans & Orcs
Humans and orcs bread to monstrous proportions into abhumans have stood solid in dark lord armies for thousands of years until they became the majority and revolted. Common orcs freshly made or angry enough or hungry will join yet another dark crusade for a dark lord but they might also feel betrayed by esoteric plans that risk their chance at orc dominance. Human armies of bandits and pirates might join the dark lord especially at sea where his reach is weakest. Kingdoms might join the dark lord in some pact but service does not guarantee a dark lords appreciation.

Goblinoids & Dark Elves & Dwarves & Changelings
Some goblins are still thralls of elves especially dark elves who happily send goblins to die for them or fight first.  Of course, some people can't tell bright from dark elves sometimes. But everyone knows goblins. Those that are not serving elves might still provide them with a buffer zone and be manipulated by elves. Other goblins are bitterly rebellious and over elves forever. Faerie stuff feel free to amp up cruelty - several tables of nasty pranks out there. Some dwarves joined the dark lord who promised them gold and revenge on humans who had stolen iron and gun powder and so many dwarven secrets. Some bad dwarves served evil monsters and wizards in the past but mostly they hide in secret places. Some changelings of evil planar bloodlines have serves the fark lord as agents and heroes.

Goblin 
1 Goblin Forces
Goblin 2 Encounters Wonders
Goblin 3 Rumours Treasure
Faerie 1 Faerie Forces
Faerie 2 Encounters Wonders
Faerie 3 Rumours Treasure
Faerie Maidens
Faerie Land Encounters

Evil Wizards & Necromancers
From ancient necromancer cults or those schooled by minions of hell with the lowest tuition and wildest parties. Other wizards outcast for ethics happily joins the dark lord who encourages experimentation and crazy race theories. Necromancers command vast undead armies recycling the dead which the dark lord proves of. Wizards, of course, make and command own orc armies but they did make those Abhuman orcs and abhuman barbarians that ended up killing a dark lord once which they have to make up for. The dark lord trusts undead wizards the most only they understand the long term picture.

Wizard Wars 1 Causes and forces
Wizard Wars 2 Encounters and links
Wizard Wars 3 Rumours and treasure
Necromancer 1 Causes and forces
Necromancer 2 Encounters and links
Necromancer 3 Rumours and treasure

Mutants 
These make up the bulk of mutants corrupted and tainted recently or perhaps crawled from foul places in the earth from pacts made long ago seeking to smash the perfect pretty face of the world and make it broken for mutants and chaos.
Mutant Wars 1 Causes and forces
Mutant Wars 2 Encounters and links
Mutant Wars 3 Rumours and treasure
Necromancer 1 Causes and forces
Necromancer 2 Encounters and links
Necromancer 3 Rumours and treasure

Giants
Many served the dark lords of the past to failure but some especially the most degenerate mutant formari or the moronic hill giants tempted by food and beer and blood.
Giant 1 Causes and forces
Giant 2 Encounters and links
Giant 3 Rumours and treasure

Monster King Mercenaries
Any strange troops from the age of monster kings could be an exotic troop type and making elves all gasp since they last saw such ugly things. Some of these were paid aeons ago by former dark lords with more money.

1 Goblinoids, mad at humans for losing territory, exploitation and slavery
2 Orcs enraged by humanity who they see as rivals to rule this age at any cost
3 Necromancers have provided undead troops since humans first learned black magic
4 Black wizards schooled in the low tuition fee diabolic school serve for knowledge & power
5 Beast folk army, type created by the dark lord elder magic & secret breeding programs
6 Beast folk horde, wild tribal beastfolk tribe willingly serve for a chance to kill humans
7 Ogres unusually have united to eat and destroy humanity who they hate so much
8 Hill giants have come from the mountains to eat humans and the dark lords lies
9 Chaos horde, mutated warband of maniacs serving priesthood of chaos and demons 
10 Dark elves are sworn to a former darklord reluctantly are made to fight this useless war

United Against The Dark Lord Forces
Many orc abhuman tribes will join humanity as they are sick of dark lord suckering everyone into stupid wars and betraying everyone with an evil wizard and god stuff. They expect land deals and possibly paid military work to stick around.

Human Forces 
The official military of the land are foremost in defence but in overrun areas peasants revolt and make bandit armies against the dark lord. People wonder if they will return to peasantdom after the war. Possibly inquisitors and other maniacs might be needed to hunt agents of the dark lord within civilisation est hiss influence spread. Secret police would be after the agents of evil too. 
Peasant Revolt 
1 Forces and Encounters
Peasant Revolt 2 Gossip

Good Wizards
Good wizards know the dark lord comes for them to be his thralls and don't like it

Crusaders 
Human knights form other lands unite under one banner of many faiths against evil

Dwarves
Dwarves grumble about humans and elves but they doo like fighting the dark lord and some dwarves might even have served him.

Elves
Some elves feel bad about potent old magic still trashing the world and they know the dark lord wants them dead or slaves or monsters or corrupted so they are pleased to fight him. Dark elves complicate matters and elves avoid direct fights preferring to fight through goblin proxies and pawns

Halflings & Gnomes
Normally these guys don't make history but they sure dislike dark lords and get dirty work done smuggling evil relics, shanking villains, resisting evil curses and murdering the odd wizard can help. Good and evil gnomes dislike the dark lord thinkin' he is a trainwreck of stupidity and waste. Good gnomes will help in secret evil ones will wait it out and maybe shank some dying soldiers for coins and wine
 
Abhumans & Changelings
Lots of beast folk hate the dark lord as do barbarians and the spirit peoples who mostly hide among humanity dislike the dark lord.

Possible Future Wars (Which Next?)
1 Lizard Wars! aztech dino folk, serpentfolk for wizards, etc 
2 Witch Wars! which hunt mania! it's like the more you repress people the more rebel
3 Amazon Wars! several great amazon powers wage war in the world against the world of men --and they have surprising allies such as barbarian tribes and elven and orc amazons
4 Barbarian invasion with temples getting trashed and wizards burned
5 Crusade! knights and templar orders and religious maniacs declare holy war on you
-ready to burn the shit out of stuff and kill thousands in name of holiness!
6 Foreign Power - not especially strange just a "civilised" business-like invasion or civil war
7 Modern era annexes your fantasy world with 10000 military advisors and mining partners
8 Elemental Wars - wizards and cults wrecking the place, squabbling, summoning monsters 
9 Dwarf War - it had to happen with artillery, clockwork mines, juggernauts, golems, bombs, guns, gas, all the stuff dwarves have kept hidden in alchemy and mechanics labs
10 Return of the Trolls - not those big dumb chaos cancer brutes, the weird mystical races of trolls castes that you don't hear much about since a big war long ago
11 Druid wars - enough of your shit, druids have had enough, time for a new covenant in blood with nature, cull the herd of humans and help nature fight back, lots of beast folk
12 Xor War - Xor has come to eat your world do not resist join us in eternity with the god flesh
13 Halfling Wars - they stole our children with sweets and cakes, made us
 fat with cheap greasy sausage and white bread, made us addicts to their pipeweed and ergonomic kitchen design, enough and no more! purge the under five foot tall!*

Secretly halflings dirty burrows are actually cosy and like lovely cottages much nicer than even shopkeepers houses full of food and nice things. Who would have thought they were holding out like that. Bastards.

*excluding elderly people or children. Any child can be detained and questioned in case they are in fact halfling terrorists

Wednesday, 8 May 2019

Exilon Hex 0051



Richard Fejdasz submitted this Hex. More Welcome!

A reminder anyone welcome to try this and submit a hex using but not limited to assets provided here and in previous posts. Blank form is here to make your own.

Past Hexes
Chad Hexes
Hex 0036
Hex 006 Guest Post
Hex 0124


Richard Fejdasz submitted this Hex. More Welcome!

A reminder anyone welcome to try this and submit a hex using but not limited to assets provided here and in previous posts. Blank form is here to make your own.


Hex 0051:

Climate: Tropical
Terrain: Lush Grasslands

Hex 1:
Shrine With Attendant, Naga Clan Shrine. Shrine of the Sacred Water Naga. A small white washed wall ringed building, surrounding a small ziggurat style building. Inside is a pool of sacred water with a female water naga. She is kept pleased and feed by a series of comely youthful male attendants and maidens who are required to serve at the Shrine for a month after their coming of age. Gifts of food and cosmetics are left on holidays.

Medium Village, Shrine Town:
Population: 40 Permanent Inhabitants
Leadership: Leader Appointed By Assembly: Headman Narshugu
Town Features: Ten Foot High Walls, A Watchtower, Signalfires, and Guard Geese,
Quality Spellcaster( 7th Level Cleric) Arzakda, a local hero has returned from Sakassis as a fully fledged Naga Clan Hero, she has 6 attendants and guards and spends much of her time conversing with the Sacred Water Naga,
Famous Food or Drink: Sacred Water Draught,
Impressive Great Hall; ,
Attractive Local Seeks a Mate: Azurda, a local youh who has been a requested attendant of the Sacred Water Naga for an unheard of full year has recently been discharged of his services and is considered to be the most attractive young man for miles around, his family seek an advantageous union which could bring some money and prestige to them.

Hex 2:
Ancient Necropolis:Village of the Dead.
Population: 20 Barbarian Warriors waiting to kill any ancient evils that happen to arise
Builders: Reptilian Empire Buildings 5 (86 Colosseum, 55 Work House, 100 Processional Way, 57 Mint, 11 Throne Hall,)
Condition: Each of the buildings mostly consist of walls, with much of the interior picked away by time and looters. However each contains the remains of corpses placed there in death as they were in life.

Colosseum: A round stone building with a few out structures, the Colosseum Propper contains the remains of animals, humans, and various Reptilians both in the center and on the stands. One out building contains the remains of Gladiators and the occasional piece of kit (15% chance of a find per hour of search)

Workhouse: This building contains the remains of hundreds of Lesser Lizardmen as well as indications that this was some sort of textile mill.

Processional Way: The remains of a well made road leading from the edge of the Village to the Throne Hall.

Mint: This building contains the remains of Serpentman Experts, fine roads and even currency dyes. This place is thoroughly picked over (5% chance of a valuable find per hour)

Throne Hall: A Massive Structure mimiccing a palace complex. The remains of dozens of mummies and relics of a Serpentman royal family, their attendants, and royal guard were once located here, but have long been removed by the Sakassis Archeological Society. (5% chance of a valuable find per hour)

Barbarians: Giant Tribe
Wear Cap Helms, Gloves, Trousers, have Body Tatoos.
Weapons are of Stone, Bone and Animal Teeth. Best Primary Weapon: Battleaxe. Secondary: Warclub or Throw Sticks. Best Armor: Scale Vest, Helm and Shield.
They Have a Traditional Enemy in Serpentmen and are Obligated to Kill Them.
They Have an Ancestral Fragment and can Commune with their Ancestor Once per Month in Ritual
They Have an Ancient Crown that the evil Serpentmen Want (Worth 500GP)


Hex 3:
Modern Monument:A Great Brick Ziggurat, picked out with Bas Reliefs Depicting a Great Serpent King of Sakasis and several companions, aided by Gods and Genies, rescuing his Serpent Queen from Evil Orcs.

Hex 4
Military Outpost: Chariot Warrior Camp
Population: 40
Leader: Commander Essarnadon
Defenses: Stone Wall, Watchtower, Signalfires and a Large Gate
Extra Features: Granary with Extra Stores
Detailed Forces: The Soldiers here are a group of Charioteers and their attendant Chariot Runners. There are 5 Onager Driven War Cart Style Chariots, each with a crew of two armed with bows, javelins, and axes. Each chariot is followed by 6 light skirmishers with javelins hatchets and clubs. Essarnadon's Chariot has an extra pair of Onagers yoked to it, and is staked out with the hides of lions he has slain.

Hex 5:
Ancient Ruins Exposed:
Builders: Beast Lords
Condition: BarelyVisible, Mostly Burried and Worn, though the Looters are working to unburry it.

Collosal Statue: The only structure so far unearthed is the massive head of a bronze statue of some sort of Ram headed Beastlord. It is possible the Collosus is hollow.

Hex 6:
Modern Stone Monument: A Free Standing Stone Statue Depicting a Bearded Horned Hero and his Lizardman Companion smiting a horde of Serpentmen. The Stone is glazed to resemble the skin tone of the heroes and villains with gold work added as well.

Hex 7:
Military Outpost: Lizardfolk Mercenary Camp
Population: 100
Leader: Honored Chief Zenninnkil,
Defenses: Stone Wall, Watchtower, Signalfires, Moat with Crocodiles
Extra Features: Bathing Pool and Several Sunning Rocks
Detailed Forces: Zenninnkil's people fight in close order, with spears and stone headed mauls. Zenninnkil himself is armed with a mighty warhammer of Star Metal. They wear striped kilts, bronze and gold torcs, armrings, headbands, and bangles on their tails as well as feathered plumes. They march beneath a feathered serpent banner.

Past Exilon Posts To Generate Hexes

Exilon the Eldritch Age Setting Posts
Intro
Strange Wizard Missions
Remnants of Lost Empires
Races of the Monster Empire
Armies of Monster Empires
Wizard Wars 1 Causes and forces
Wizard Wars 2 Encounters and links
Wizard Wars 3 Rumours and treasure
Barbarian clans & decor + races and men of the wastes
City State Generators
Research Methods of Bad Wizards
Spell Components for Bad Wizards
Map of Exilon Region of Eldritch Aeons
Ruins of the Wastes
Non Human Settlements
Wizard Towers and Tainted Towns
Village and Town Generators
Factions of Exilon
Cities of Exilon
Exilon Region
The great central waste
Exilon wars
Exilon beast
Exilon cosmology
Exilon States of free city league
Exilon free city league encounters
Exilon region Hex and encounter tables
Exilon Sakarsis Numbered Hexes & Form 
Random Monsters
Fishy Hybrids


Friday, 29 March 2019

Desert Ruins PDF







































Desert Ruins (Amended)
Was on patreon earlier in year now public.
Yes the colour might mean you need to increase contrast or darken for some viewers
Sorry I just wanted to try yellow.

Also some typos removed and bewildering item about dancing contest removed and replaced with proper loot.

Two new ones on Patreon now.
Another one shortly

Some bonus notes on Exilon setting

d10 Fish Men Factions
1 Royal fish cult in imperial regalia of ancient empire, ornate seametal plate armour

2 Fishfolk kingdom warriors in seametal scale, investigating ancient fishfolk lands
3 Barbarian tribe fishfolk with obsidian tipped weapons craving food and sacrifices
Fishfolk wizard's servants seeking lore many know a few spells
5 Fishfolk savage hunters worshiping Dagon and Cthulhu
6 Fishfolk hybrid townsfolk and merchants run cult in secret for fishfolk gold 
7 Fishfolk hybrid nomad cult related to locals who travel between forgotten holy places
8 Subterranean fishfolk living in the underland oceans, albino demon worshipers
9 Primitive cave dwellers using stone tools and nets
10 Degenerate savages living in caves use no tools and crave flesh

Typical Fish Folk Expedition Group - two squads plus leaders
Noble Commander or Chief
Spell Caster - wizard, priest or shaman usually
Two sub commanders or chiefs
Two squads of 12 fish folk troopers
Two scouts

-often human hybrid or shorter fishling folk or other expendable beastfolk
-for spying and tracking or skirmishing

If in water:
may have pack or riding fish or seahorses
plus a fighting fish, sharks or assault pliesiosaur

d10 Fish Folk Allies & Vassals
1 Catfish folk can hibernate, tentacled faces, most are wizards, highly respected by sea folk

2 Barracuda folk are savage bererkers, fishfolk prefer they fight on their own
3 Sharkfolk are hungry sea warriors vary in size from small sharklings to man or ogre size

4 Stingrey folk worship blood drinking demons and their priests are vampires
5 Lampreyfolk are blood drinking horrors that disgust even fish folk, worship leech demons
6 Wormfolk once a great race fish folk brought them to lowly slaves and food
7 Isopod Folk deep sea scavengers from earliest times
8 Crab Folk used by fish folk as troops and workers
9 Lobster Folk used by fish folk as troops and workers
10 Starfish Folk hungry moronic brutes but breed fast for war or labour

Tuesday, 19 March 2019

Exilon Hex 006



Crazyivan067 did a hex for my hex land giveaway...
Big fun and thank you very much
Hoping i get some more submissions....

Hex 1:
Shrine with Attendant: The Shrine to the Honored Dead.

Shrine Consists of a well built cut stone building with a gate leading to a small stepped zigurrat. The Zigurrat is topped by a relief wall of Heroic Warriors striking down Monsters and Evil Wizards.

Attendant: The Nameless Warrior. A Warrior Champion from the Free Cities Warrior Cults, he cannot use his name, nor monetarilly gain for the full year. Is replaced anually by a new warrior cultist who ceremonialy defeats him and becomes the new Nameless Warrior.

While on Duty, the Nameless Warrior arbitrates disputes, battles monsters, and upkeeps the shrine. He is fed by votive offerings from around the area.

Hex 2:
Border Town: Population 955 permanent residents

Leadership: Ruler Appointed by Holy Folk: Governor Nikundri

Civilized Wood, and Brick Town

Town Features(4): Protected by a Pallisade Wall, Earthworks and Moat. Famous Market Place: Border Market, Famous Craft Workshop: The Border Cart and Wheel Makers Shop, Impressive Temple: Temple of Ningishzida and Azimunda, and A Garrison of Well Equipped Proffesional Soldiers( Lizardmen Mercenaries under their own chief and a Skakasine Chariot Squadron led by a Noble and accompanied by Chariot Runners)

Terrible Omens: An Eagle was sighted devouring a Two Headed Serpent on the Very Sight of the Founding Stone.

Somebody has been moving border stones: The White Stones that mark the edge of Town and the beginning of Tyranian Territory have been moved east. This could cuarse an international incident. A new senior priest, shamen, or wizard required: Venerable Father Orzodock has fallen ill and has been recalled to Skakasis to recouperate and his successor Father Nikampru has become impotent and unable to perform the duties required as the Husband of Zminzu Priestess of Azimunda. We need a new one Desperately.

Feuding with Torbel town over rights to irrigated land and grazing land.

Dangerous Cult: The Cult of Spider Women has been growing in secret, and have started to breed with young men and boys of the city, spurning their husbands and having already birthed some Spider Face Goblings from wandering Mercenaries, these raise and protect their mutant children in a dissued warehouse outside of town. However the Mutant Children grow at three times the rate of normal Children, and the Cults Matriarch has begun to Mutate Herself.

Raiders have been attacking and stealing livestock: Baboon Beastmen have been causing trouble and started stealing Cattle.

Hex 3: 

Military Outpost: The Red Cloak Braves Camp.

Garrison: 140

Leader: Centurian Cissera

Outpost Features: Protect by Walls, Trenches, and a Watch Tower. Has an Armory and a Corps of Elite Archers.

Red Cloak Braves: Wear Fearsome Wooden Masks, Red Cloaks, Wristbands, Greaves, small Pectorale Breastplates, and Carry Large Shields, Spears, and Short Swords, Arms of Bronze

Elite Archers: From an Allied Wizard Kingdom. Cover Faces with Striped Cloth, Wear Spiked Arm Bands, Leggings, Similar Pectorale Breastplates, Carry Iron Hatchets and have Iron Tipped Arrows.

Hex 4:

Shrine with Attendant: Shrine to Ishtar Venus with Sacred Protitute.

Shrine Details: Brick Building with Sacred Baths and Bronze Image of the Goddess. Off to one side there is the living space of the Sacred Prostitute.

Sacred Prostitute: A Woman chosen from the Cult of Ishtar. Position Changes Monthly, with food and votives delivered by clients as well as the Cut itself. Current Prostitute is very busy caring for the sacred needs of various tradesmen, visitors, Red Cloaks, and the guards of the Archeological Society who have suddenly found religion. Three additional novices have been added to the staff to handle the increase in clients, and there has been talk of expanding the shrine into a Temple.

Hex 5:
Savanah and Grass Land. Acts as Common Grazing Land.

Hex 6:
Torbel Town: Population 135

Leadership: Leader Appointed By Holy Folk: Adjudicator Merwak

Civilized Herders and Farmers in Mud Brick Houses

Village Features: Protected by Trenches and Earthworks, There's a flock of Guard Geese at Every Entrance, Everyone is Trained in Slings, Village is famous for its large herds, There's a famous food and drink here: The Torbel Plate is a combination of of Bread, Sliced Peas Cake, topped by a mix of Beans, Lentils, Broth, and Boiled Beef with Cream and Onions, often drunk with a local beer.

Troubles:

Barbarian Raiders Taking Livestock and People: Water Elemental Women of the Red Wave Tribe have been using their Horses to steal from the flock and even take girls and young boys. This is forcing herders onto Border Town Lands.

A Greater Power Trying To Sway Village To Join Them: Denkili, an adventurer from Haderad attached to the Archeological Society, is actually an agent of Stormhome, and has spent much of his time lobbying townsmen and even Merwak and the village Matriarchs to cease paying their taxes to Sakasiss, who clearly can't protect them, and instead swithc to Haderad, promising a Storm Tribe Garrison, and an expansion of the population. A new slave and mule for every Townsman.

Someone is plotting to Take Over: Sarod, The Leader of the Mercenaries escorting the Archeological Expedition has been taking liberties with local women. They have filled him with the idea of taking over the Town by force of arms.

Someone Dug Up Something Best Left Forgotten: Ekir, son of Baruk the Herder, went with the Archaeological Society and in a dig found a Ceramic Jar with a Serpent Head. Hoping for a reward, he tried to clean it up first. Accidentally cracking the Jar he released the power of the Brain of Zarkiss, an ancient Sorceror. He now stores the Brain near his Father's home. The Brain acts as a draw for Serpentmen, Mutants, and Cultists, and has begun to Mutate Baruk and his Family.

Witch Cult Operating in Area: The Cult of Spider Women from Border Town have spread into the Torbel Town Area. Under the influence of the local ruins, the Spider Women have added Diabolic Rites to their unspeakable and lascivious practices.

Merchants have had a problem getting through: Due to the actions of the local Baboon Beastmen, Red Wave Barbarians, and just plain rotten luck, Merchants from Sakakiss, Haderad, and Tyranaea have been stopping more often in Border Town rather than coming further to Torbel Town. This Forces Torbel Town Residents to travel to the Border Market, and pay the often exorbitant duties there. Also opening them to raids on the way their or back.

Hex 7:
Serpentmen Ruins

Condition: Broken Down buildings, with the foundations visible.

Built by the Serpentmen

Population: Expedition of the Archeological Society of Sakakiss led by Professor Adrukar, with 8 Graduate Students and 25 Mercenaries, plus 50ish laborers from the sorrounding comunities. They are here to loot some relics.

Buildings: Apiary, Oilhouse, Warehouse, Manor House, Taxhouse, Watchtower, Tents of the Archeological Expedition.

Other: On the Manor House Grounds is a Pleasure Dome, still undisturbed as yet by the Archeological Expedition. Beneath the Watchtower is a Dungeon Complex, built to house the fragments of Zarkiss The Dark Sorceror. The Dungeon has a malevolent dungeon spirit, that upkeeps it. Since the Awakening of Zarkiss's Brain, the Dungeon Spirit has awakened the Tomb Guardians; Serpentmen Mummies, Skeleton Warriors, and a Bronze Serpent. It also attracts the brute things of the world: Snakes, Lizards, Baboons, and Savanah Apes.

d12 Hex Encounters 

1 Carravan of Merchants, with Camels and Mules.
2 Porters Heading from Border Town to the Serpentmen Ruins
3 Baboon Troop (3-30)
4 Ritual Duel Between Fetility Cultists
5 Local Priest Blessing Fruit Tree
6 Tyranean Braves Securing the Border
7 Healer Tending the Sick
8 Dryad Seeking Lovers
9 Spider Women Seeking Victims
10 Procession to the Ishtar Venus Shrine
11 Disguised Spider Woman Seeking Lovers
12 Red Wave Horse Raiders

d12 Serpentmen Ruins Encounters (Day)
1 Archeologist and Grad Students 1d8
2 Mercenaries 2d6
3 Grave Robbers searching for loot 2d6
4 Baboon Beast Men 2d6
5 Serpent Cultists 2d6
6 Dire Rats Scavenging
7 Giant Snake
8 Dryad
9 Savanah Ape
10 Lion
11 Feral Mutated Onager with a taste for human flesh and poisonous fangs
12 Spider Woman Cultists 2d6

d12 Serpentman Ruins Encounters (Night) 

1 Serpentman Mummies 2d4
2 Bronze Serpent
3 Spider Face Goblins 2D6
4 Tyranean Braves Infiltrating 2d6
5 Spider Woman Witch with 2d8 Charmed Lovers and Attendants
6 Ekir and d8 friends and attendants attempting to unearth more horrors
7 Savanah Apes d8
8 Baboon Beastmen 2d8
9 Baboon Troop 3d10
10 Serpent Mutated Onager
11 Serpentman Centaurs 1d4
12 Ghosts of Corrupt Serpentman Nobles and their Lizardman Attendants ride through town on the chariots, and Lizard Horses

Thursday, 7 March 2019

Chad Adds Hexes















































From my FB page for this blog in response to
Free Land in Fictional Kingdom event thing


"Chad Robb I was reading about the Exilon factions last night and drew this.
Thinking about a dinosaur infested jungle with various Lizard Man City ruins which have Ziggurats towering over the canopy.

A vaulted city, like Babylon. A social hub full of conspiracies and strange learning.
A bridge might connect two cities across a deep channel through which flows the mighty Bambuli river.


There's a Wood Clan in the woods and a Sky clan in the peaks (how do they live? Is it lush and green up there?) And a valley of luminous Moonflowers which are tended by the Contemplative monastic Moon Clan"