[Three Hexes] The Shifting Sands of Tantalla

Campaign: The world of Tantalla is a sea of constantly shifting, blowing sand, sometimes exposing life-giving water, unforgiving rocky terrain or once-hidden secrets. Life is a struggle against nature - the terrain that forces cities to constantly move, the creatures that mercilessly hunt for survival, the hot sun and wind that defeats all who stand against it. Opportunity awaits those who can survive against great odds, seizing the moments that riches and resources are seen, soon to be lost to the sands.

Homebase (Hex 0) (0101): Fenjalli's Oasis sprang up a generation ago, rich with water, palm and date trees and even a rare methellen bush - bearer of the healing berries sought after by all. Three great tribes set their differences aside, planted tents next to each other and grew rich on from the great water caravans that arrived. The unforgiving sands have begun their relentless reclamation of the oasis, causing a great search to begin for where a new home may be found. 




Three Hexes
(Hex scale is a day's foot travel - 24 miles. See below)

0001: The vast dunes of Duskward Desert are constantly on the move, making it difficult to cross the terrain. Hunters scour the dunes for rare creatures to sell at market, risking becoming prey to the wily ash goblins. Scavengers and the desperate make their homes in the sands, seeking nuggets of silver and gems before they are lost in the sands.   

0100: An enigmatic black ziggurat has been seen here by scouts, either exposed by the winds, or suddenly appearing in the sands. Strangely robed figures have been seen on its steps, but they vanish upon approach. It is whispered that the Death Cults have summoned their god here to claim these lands for a necropolis.

0201: The strange insectoid Rintiks have established a colony here. Their raids on Fenjalli's Oasis have become more numerous, leading the Chieftains to offer a bounty for Rintik heads as retaliation. It is said that the Rintiks hoard great wealth and magicks in the Queen's chamber, found as they dig their myriad tunnels in the sand. 


Every week, I will be posting "Three Hexes" - simple campaign starters to show that you don't need to do a lot to have interesting settings for people to play in. Feel free to use these in your game, campaign or as ways to spur on your own creativity and imagination!

I've purposefully left a lot of detail out because these are supposed to spur on your imagination! The scale is what I would use in my own world, but if something else suits you better, then go for it. I measure my hexes by a day's foot travel. I may have the features moved about on the hexes for clarity, if they don't suit you, move them!

Creative Commons License
Three Hexes by Michael "Chgowiz" Shorten (chgowiz@gmail.com) is licensed under a Creative Commons Attribution 4.0 International License.

Comments

  1. Dood—this is completely awesome!

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    1. Glad you like it Kesher! That's high praise, indeed. Thanks!

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  2. Great! Just finished your podcast too

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  3. Excellent blog! In your particular style, do you read the hex summaries to players when they enter? I'd be curious to hear your in game procedure for handling hex transitions, and exploration.

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    1. Hi Alex - No, I don't read any summaries or boxed text. I present the information as emergent information as they enter new areas. If they transition to a new terrain, for sure they'll know from my descriptions of what they see and experience.

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