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03:04, 19th April 2024 (GMT+0)

The Vast Area Legend.

Posted by GM TribalFor group 0
GM Tribal
GM, 6 posts
Sun 19 Feb 2023
at 00:49
  • msg #1

The Vast Area Legend

Travel & Exploration

Hex Size:
Size is non-existent within the Vast, only time. Hexes do not relate to any true determined distance, length, or size.

Travel (Small Hex):
Quick Travel: 12 hours / -4 Surprise Check (Move quickly, but less observant of dangers)
Moderate Travel: 18 hours / +0 Surprise Check (Moderate movement, more aware of dangers)
Slow Travel: 24 hours / +4 Surprise Check (Slow movement, highly aware of dangers)
Fully Explore: 30 hours / +0 Surprise Check (Find Ruins, Dangers, and Points of Intersest)




Legend

Hex 0812:
Safe Settlement = Crimson Rock. Named after the dark red hued stones that scatter the landscape. Homes and buildings have been carved into the largest stones that reside around a glistening clear pool of clear water. Well defended and militaristic settlement. Population 300.

Hex 0912:
Ruins = The Corroded Fields. Large perfectly circle 'fields' of rotted and dry tall vegetation. Strange sounds of clicks and screeches echo from within the rustling leaves and stalks. Occasional winding paths lead inside...

Hex 1212:
Point of Interest = The Resting Stone. Named this for the shallow caverns that pockmark this side of the Obelisk that offer safety from The Vast. Travelers from Stonemeadow {1514} and Crimson Rock {0812} often rest here on their trek too or from each other. Treat as an unoccupied Safe Settlement.

Hex 1310
Ruins = The Burning Abyss. A cavern carved deep into the side of the obelisk that radiates intense heat. Those who have ventured inside say that it slopes steeply into the earth and gets hotter with each step.

Hex 1314:
Danger = Ghasts, Sand Haunts, and Black Specters all common (1-4) in this area.
Ruins = Village of Nightmares: Village of petrified wood ruins. Many buildings have fallen or crumbled but some still stand hiding unknown lore and oddities within. This area is very dangerous and known for the cannibalistic ghasts and ghosts that call it home.

Hex 1408
Danger = Shadow Hounds and Blackjackets both common (1-4). Abnormally intelligent and utilize pack tactics. Under control of something perhaps?

Hex 1513:
Ruins = The Old City. A former settlement of Stonemeadow that was wiped out by a plague nearly a century ago. What remains are rotted ruins, Shadow Hounds, and occasional Bloodcaps. The Amber Well, a resource for Nectar, resides within the center of the ruins but has been claimed by Grx'alt, a brutal cyclops that delights in savagery but is occasionally open to talk.

Hex 1514:
Safe Settlement = Stonemeadow. A 'new' settlement made up of the survivors of the plague that wiped out the Old City nearly a century ago.

Hex 1616:
Ruins = Keycross. A former outpost for travelers who were headed south from the Old City. Once a Safe Settlement, it is now mostly ruins that lay unprotected from the Vast. Several of the outpost towers are said to have hidden treasure chambers beneath them. Certainly they would have been raided and empty by now...right?

Hex 1713:
Point of Interest = The Rusted Vault: A rusted iron safe vault of massive proportions. Estimated to be nearly 800' square, a huge hinged door with an equally large dialed lock sits on the Northern side.

Hex 1815:
Danger = Medusa Lair. Whip Vipers, Sorrow Rats, and Scarab Swarms common (1-4) here. Stone statues of humanoid and beasts alike dot the landscape in eerie poses.
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