Mapping a Hexflower
The Task:
To design the contents of a Hexflower - a region
on a larger map - for use in Mythic Bastionland - a TTRPG by Chris McDowall. The
project goal (documented HERE) is a map of a Realm produced by twenty designers
- not so much collaboratively as stitched together from our individual efforts.
The Realm is to be named ‘Woland’. So close to Poland? Or is it a place of
misery, or indeed excitement! Perhaps it is simply named after a particularly
notowious wuler. I shall never ask. It’s a fine task - as much fun as the ‘Rich
Prep’ involved in designing one’s own Realm to run the game.
I randomly selected
a Hexflower from the map - it contained a Holding - one of the Landmarks I would
need to describe - and I decided it would be an insular, possibly rebellious
place, and set about creating an isolated region of ancient forest - a forest so
old it had another forest growing on its bones.
The Barrowode
The entire region;
the petrified remains of vast, primordial trunks. This fallen forest of stone
now serves as the bedrock for the - merely ancient - greenwood which has grown
atop it. The abundance of flora climbs and delves great heights and depths,
along the slopes and slants of the hulking rocky lattice: The bones of its
arboreal ancestors, entombed in stone.
On the deep forests southern edge, the
ways are easier to traverse and - though still heavily wooded - are less wild:
Orchards, managed by the druids, stretch along a peaceful valley as far as the
eye can see.
The Barrowode is rich with life. It teems with Chubchicks and
Long-haired Trufflers, as well as the sacred herds of agile Goldhorne, and
flocks of mysterious Warrabat, known as the Tree-tenders. This natural wealth
provides nourishment for both hunters and predators alike, though even the
resourceful folk who dwell within the Wode, acknowledge the superiority of the
Wolf-martens, who hunt in packs; ranging from the highest branches of the canopy
- to the deepest crumbling coves.
Wolf-marten
Snarklar, Boarent, Fangfleigh
VIG
9, CLA 16, SPI 6, 3GD
Hunt in a pack of d6+2. Fang and Claw (2d8), Never
surprised. Sense the weakest target.
May automatically flee if any of the pack
are wounded.
The Holding
Barrowode - the Holding - is built amongst the highest
tangle of ruined stone trees; its denizens: An eclectic tribe of druids,
hunters, trappers and foragers - are all unified in their reverence of the
ancient stone forest itself.
Much of the Barrowode interior (K9) is impenetrable
to all but the most skilful of climbers - and even they require guidance from
those Wodefolk who have studied its hidden ways.
Barriers bar the way to all but
two borders of the Hex containing the Holding: Used purely to accentuate the
insularity of the region.
The Ruler of Barrowode - The Cawler - is inaugurated
each Spring, in a ceremony marked by speeches of defiance toward the Seat of
Power. They are bestowed with three Chains of Office - one for each season - and
at the end of each they must shed a chain; bestowing it upon a potential
successor. Whoever wears the most chains, wields the most power in the
Barrowode, and so - by the End of Harvest - it is usual to see the incumbent
confer their chains on two different potential successors. The existential
responsibilities of the region then typically fall on three worthy individuals,
and it is typical for the office of ‘Cawler’ becomes a triumvirate during
Winter.
Very occasionally the Incumbent, at the end of Winter, will bestow their
final chain upon a third beneficiary, which necessitates an election for the
following year. Most usual of course is that they will bestow a second (or
third) chain upon their favoured successor.
The timing of the inauguration
itself is something of an act of rebellion; occurring immediately after the
out-going Cawler has made a solitary pilgrimage to the Seat of Power for the old
feast of Sceptremass, where they pledge allegiance before disappearing into the
wilds: Never to return to the Barrowode.
And so the attitude of the Holding
toward the rest of the Realm is one of independence and isolation, which confers
upon them their greatest strengths and weaknesses. The Wodefolk rely on their
fortified position and wealth of game to preserve their hermetic existence,
granting access only to those who offer no threat to their way of life. Yet,
they are often found wanting, particularly of metalwork, or domesticated
livestock, which they prize; though they do everything they can not to appear
too desperate for that which they lack.
The Warbands
The Barrowode maintains two
warbands - The Cawlers Guard and The Marten Pykes, the first of which serves the
Cawler directly, and the second are often dispersed; tasked with protecting the
region at large. These well-trained warriors are fearsome defenders of their
territory, but would be considerably less effective if forced to fight outside
the Barrowode.
The Cawler Guard
Syra, Franck, Lydiana
VIG 13, CLA 10, SPI 13,
4GD
A2 (Feathered gambeson, shield)
Shortbow (d6, long) shortsword (2d6, hefty),
shield (d4)
Hoots and whistles - The battle-tongue of their order. May Deny when
fighting in Forest
The Marten Pykes
Dolder, Barwent, Agnes
VIG 10, CLA 13, SPI
10, 2GD
A1 (mail)
Longbow (d8, slow), Martenpike (d10 long), dagger (d6),
Shadowy cloaks of leaves and feathers. Always act first when fighting in Forest
Cackhand (A Curse) (K8)
Curses are an obstacle on the map - hidden from the Players.
Mechanically they make travelling from the Hex more risky, as if ‘Travelling
Blind’.
The North of the Barrowode is under an eternal malaise, one kept in
check only by the fervent ministrations of the Wodefolk. The ‘Cackhand Curse’ as
it is known colloquially, refers to the proliferation of the Cackhand Fungus - a
bright pink toadstool, whose broad plates cause no problem for the local flora
nor fauna, but strike humans down with increasingly devastating symptoms: The
first are dimmed vision and the persistent odour of rotting excrement; both of
which last until exposure is ended. Should exposure persist; there follows the
weakening of limbs and trembling extremities by which the Cackhand gains its
name. The victim begins to lose motor skills, and weakens considerably the
longer they spend in proximity to the fungus (d6 VIG loss, when ending a phase
in the Hex).
The Inseparables (A Monument & Site) (K10)
Monuments are another
discoverable Landmark, which provide the Player Characters an opportunity to
restore their Spirit (One of their measured Virtues). I decided to create a Site
for this Monument, which offers Players further scope to explore and interact
with the Sites denizens.
South of the fertile orchards, atop the only mountain
in the region, and towering above its summit: The last two stone trees still
standing, are miraculously twisted about one another in a dizzying corkscrew,
hundreds of feet tall. Maintained by the druids: This wonder of nature is known
by the Wodefolk as ‘The Inseparables’, and is considered their most sacred site;
playing host to many of the region's festivals and devotions.
1 - A broad
stairway begins its climb at the roots of the vast stone trunks. Teams of
painted acolytes practice a dance with staves.
2 - A camouflaged trapdoor amidst
a stand of poplar, leads into the ancient root system and up into the trunk.
Guarded by two Marten Pykes in a camouflaged hide. The internal shaft within one
of the twisted stone trunks is only accessible by a series of ladders which
collapse unless certain levers are pulled. Even with knowledge of these traps, a
climber must lose d8 VIG should they proceed to the top.
3 - A broad platform,
sheltered with wide panels of woven leaves, circles the intertwined stone
trunks. At polite intervals, Druids meditate alone.
4 - The stairs end, the way
up continues by means of a caged lift: A Horn sits beside it. From a covered
gantry, three acolytes practice archery.
5 - Acolytes raise the lift when given
the signal from below. The uppermost platform offers a magnificent view. The
Barrowode to the North resplendent with the trappings of the Season! A hidden
doorway leads inside the twisted trunks. The passageway inside is guarded by two
chained Wolf Martens.
6 - The treasure room of The Barrowode. Shelves laden with
precious herbs, dried fungi and amphoras of mysterious concoctions, line the
walls of the vault. A cross section of trunk, 12 ft wide (the Oaken Eye) is
displayed on a waist-high dais in the centre. A hidden exit leading to the
booby-trapped ladder shaft lies beneath the dais.
The Oaken Eye: Once per day,
The Oaken Eye can be asked three questions about recent events in another forest
Hex in the realm. With the correct incantations spoken, it can also focus on any
named target within that Hex. The Oaken Eye communicates strangely and may take
a toll from its user.





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