Sixteen hexes north, one northeast of Alakran.
We move back to the course of the Shi-Ar as it tumbles through cliffs and canyons, a path navigated only by skilled traders on their way to or from the town Zalpuwa in Dalzuna province. The hills between are desolate, roamed by only a few herders of sheep and goats. Watching over the passage is the age-old impregnable fortress Tar-Gam the Ocher Standpoint, manned by twenty archers and twenty spear of the 4th Company under Lieutenant Gashanti, and reinforced by two battle wizards and a seasoned chaplain of Set. The moat-like waters that pool around the base are home to poisonous river eels.
The lands east and west of this forbidding fort make for easier passage. If an off-map encounter from the north is rolled, it is either an innocent herder of the hills with business in the lowlands (1-3 on d6), a spy from the governor of Dalzuna, who is beginning to take his responsibilities as a vassal of the Tiamat cult seriously (4-5), or a probing incursion of a squad of spear-and-sling borderers from Dalzuna, on the lookout for the infrequent foot patrols that set out from Tar-Gam. If Shasari does not mount a more credible defense than it currently can, it will soon have trouble not just in the south and east, but also in the north. To this end, independent operatives may be sought to mount a raid on one of the enemy fortresses in the northwest part of the hills.
But those fortresses are beyond our scope, because this is where the description of Shasari ends. I will be taking a mid-year break from updating the hexcrawl, then (sometime around next weekend) posting a summary map of Shasari, and then a series of general posts about the setting before resuming to the west of the 6 hex radius zone around Alakran. Be well, readers!
thank you!
ReplyDeleteLooking forward to more!
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