You are on page 1of 11

HEXHUNT: LAND SOLO FANTASY ADVENTURE

LAND
interpreted as a holy site or sacred ground, whereas
Market can be interpreted as a town, or a larger settlement
In this section you will such as a city.
• generate the terrain, giving life to all hexes Water, can be interpreted either as a sort of lake, or, if
• assign a season and schedule weather events placed at the edge of the map, as coastline of a larger body
• decorate the terrain with points of interest and of water, such as a sea. Additionally, if you have Mountain
dungeons or Hill on your map, you may choose to draw a river
• Enrich the land with a shared history
following the lines of hexes, preferably reaching a
• give settlements their characteristics, including
local history, economic activity, governance, coastline. For this, you may consider that settlements
shops, goods and services available usually tend to be around bodies of water such as lakes,
• assign a religious identity to settlements coastlines, or rivers. Also, you may choose to add roads
connecting settlements.

Generating the Terrain You may choose to colour the hexes with coloured
pencils , or use symbols to indicate the terrain type.
Keep in mind that creating your map does not mean
As the lone adventurer, you will travel through
that whatever is located within the hex is also visible. For
different climes and regions during your adventures. So it
that, you will need to explore each hex.
is highly recommended that you generate a map full of
And if you want a more detailed map, you can roll an
different geographical elements as the first thing. The
additional d6 and refer to the table below for all cards.
easiest way of doing it is to use an empty hex map given in
this section along with the rules. You will see that the
hexes are coded in the sample provided for ease of use. Location 1-2 3-4 5-6
Although it is recommended to consider one hex roughly Hearth Crossroads Linear Nucleated
10 kilometres wide, you may alter this depending on how
Altar Pilgrimage Monastery Temple-
detailed you would like your map to be.
Hub town
To generate your province follow these simple steps:
1. Get the Location cards (♥️) --all ten of them, and Hill Butte Kuppe Tor
shuffle. Forest Open Dense Very dense
2. Draw one card and reveal it. This defines the
Plains Moorlands Marshes Steppe
terrain type of your starting hex.
3. Roll a d6. This represents the number of hexes Market Administrativ Religious Commercial
the terrain type covers. Consult the table provided e
below. Water Swamp Spring River*
4. Shuffle after each draw and repeat the process
Rift Canyon Ravine Crater
until all map is covered.
Mountain Dome Folded Volcanic

Location 1 2 3 4 5 6 Barrens Dunes Dry lands Volcanic


plains
Hearth 1 1 1 1 1 1
Altar 1 1 1 1 1 1 *For River, roll 3d6 and add 6 to the result. Then,
Hill 1 1 2 2 3 4 starting from a suitable acre within the hex, draw a river
covering # number of acres, while keeping the common
Forest 1 2 2 3 4 4
sense in mind, # being the sum. Rivers tend to flow from
Plains 2 2 3 3 4 4 higher to the lower ground, usually connecting with a body
Market 1 1 1 1 1 1 of water such as lake or sea.

Water 1 1 1 2 2 3
Rift 1 1 2 2 3 3
Mountain 1 2 2 3 3 3
Barrens 1 2 2 2 3 3

Note: It is recommended to use the A1 hex as the base --


some sort of settlement; be it a town, a campsite, or a
village, and continue from A2.
Hearth, Altar and Market represent settlements, Hearth
can be interpreted as a village or a hamlet, Altar can be

1
HEXHUNT: LAND SOLO FANTASY ADVENTURE

2
HEXHUNT: LAND SOLO FANTASY ADVENTURE

cave, the ruins of a temple, a monolith, or an unholy


Season and Weather shrine.
After generating your map, it is time to set the seasons For each hex you enter for the first time,
and weather events. Firstly, draw a random card from the 1. Roll a d6. If the result is 1,2, 3 or 4, it means
deck, then consult the table below to set the season for the there's nothing interesting around. Otherwise,
map. move on to the next step.
2. Roll 2 d6s. Consult the table below, based on the
Suit Season terrain type.

♠ Winter
Note: Alternately you can follow these two steps for all
♥️ Summer hexes before you begin your adventure. You may think this
♣ Fall would take the sense of exploration away from the game,
but it might also invigorate this sense; since it would give
♦️ Spring
you, the adventurer, a brief survey of the surroundings. To
streamline this process, just roll 2d6 with different
colours, one serving as the result, and the other as the
Now that you have set the weather, roll a d6 per day and terrain type.
consult the table below to determine the daily weather
It may be helpful to signify the points of interest on
event.
your map with numbers, noting what the number refers to
on somewhere else.
Roll Spring Summer Fall Winter
1 Cool, Cool Brisk, Freezing, Roll Condition
rainy dewy foggy
1 Foundations only
2 Cool, Cool, windy Brisk, Cold, windy
windy windy 2 In ruins

3 Warm Hot, sunny Chilly, Cold, snow 3 Crumbling


rainy
4 Worn
4 Warm Hot, sunny Chilly, Cold, snow
5 Slightly Aged
rainy
6 Recently built
5 Warm, Warm, Chilly, Cold, rainy
sunny sunny windy
6 Hot Warm Cold Cool
You may not know where to locate the point of
interest in the hex, since 10 kilometres is pretty wide for a
human individual! To determine where the point of
You have two ways to determine the weather events in
interest is located within the hex, roll 2d6 and consult the
Hexhunt. You can simply take the roll as face value and
graphic below:
consider the day as it is given in the table, based on the
season. Alternatively, you can use the gradual method: for
this, Start with the 3-4 value given in the table. Then, roll
a d6 every day. If your roll is higher than 4 (5 or 6), it
means that the weather altered, moving it one row higher
in the table into the fifth row. The next day, roll another
d6 and compare the result with the current weather (now
5). If the roll is the same (5) the weather condition is
similar to yesterday, if it is lower (1,2,3 or 4) it means the In the image above, each section within the hex is
day’s weather event is the one described in the lower row called an acre and roughly contains 5km2 of an area. If the
(4), and if the roll is higher (6) then the weather event result of your 2d6 is equal to the card value, you can place
given in the sixth row is your current weather condition. the point of interest either on acre 1 (a1) or use the card
value as the acre number. (a#). Otherwise place the point

Points of Interest of interest into its specific acre.


When you arrive at a point of interest, it triggers an
During your travels, when you enter a hex, you may event -i.e. drawing a card from the game deck. For detail,
encounter some points of interest. (POI) A point of interest check Events section.
is anything that may lead to more adventure (or trouble!).
Depending on the type of terrain you are in, it may be a

3
HEXHUNT: LAND SOLO FANTASY ADVENTURE

4
HEXHUNT: LAND SOLO FANTASY ADVENTURE

Dungeons
During your travels throughout the land you will Quick Dungeon Generation (Delta’s Cave Dice
stumble upon caves, lairs, dens and alike (collectively Method)
known as dungeons) –some of which you might want to Alternately, you can quickly generate a dungeon with a
explore. In such cases, use the procedures described below, single roll of a d6. Roll your die and refer to the table
to generate and explore the underworld. below:
First, get a fresh copy of the dungeon hex grid
provided at the end of this document. Then starting at the Roll Result
hex marked with X, generate the chamber you’re in. Roll a
d6 first for the width and then another for the length of the 1 Dead end
chamber you are in and consult the table below. The values 2 Short corridor
for width and length are given as number of hexes.
3 Long corridor
4 Small chamber
Roll width length No. of exits Exit Exit
location direction 5 Intersection (four-way)
1 1 1 0 (dead Ceiling Blocked 6 Large chamber
end) (ascent)
2 2 2 1 Left Straight
Locks
3 3 3 1 (locked) Right Slight left
Use the table below to try and unlock the door.
4 4 4 2 Back Hard left
5 5 5 2 Front Slight
right
Roll Method of unlocking

6 6 6 3 Floor Hard 1 Brute force: Roll a BODY check.


(descent) right 2 Discard a ♠ card.

Then mark the area as indicated by the width and 3 Discard a ♥️card.
length rolls. (You may draw this area freely, in any shape, 4 Discard a ♣ card.
as long as the enclosed area fits the boundaries set by the
5 Discard a ♦️card.
rolls.) This will serve as your first chamber in the dungeon.
(Any part of a dungeon is called a chamber.) After that, roll 6 Lockpick: Roll a MIND check.
a d6 for the number of exits in the chamber and consult the
table above. If it has exits, roll another d6 for the location
of each exit. (And if the roll result is a descent, it indicates
another level of the dungeon below.) Then, roll another d6
for the direction of each exit –you can do this last step
when you are about to go through that exit.

Use the guide image above for exit directions.

5
HEXHUNT: LAND SOLO FANTASY ADVENTURE

Culture Roll Econ


omy
Culture Governance History Deity Landma Threat
rk

As the first step after creating the territory, it is a good 1 Agric Semi- No Rebelli Jupiter Memori Raids
ultur nomadi organisatio on al
idea to create a common background, or an overarching e c n
theme that covers all the land, so that it provides the
context and setting to your adventures. To create a series 2 Husb Religio Warlords Occupa Venus Grove Weak
andr us tion ruler
of historical events; roll two d6s for ancient, three d6s for y
middle period, and again two d6s for recent events, then
3 Com Artistic Rich Famine Saturn Walls New
interpret these into a chronologically coherent history. merc merchants religion
e

Roll Ancient Middle Recent 4 Mini Scholar A council of Natural Mercur Bazaar Harsh
ng ly priest disaster y climate
1 Cataclysm Disaster Feud
5 Craft Martial Noble Cult Mars Temple Political
s families activity rivalry
2 Rise of an Invasion Plague
empire 6 Fores Civic Patriarch Plague Earth/ Ruins Immigrati
try/ Moon/ on
3 Fall of an Decline of a Raids Fishe Sun
ry
empire kingdom
4 Explorations Rebellion Weak ruler
5 Migration War, crusade War, conquest
6 Legendary Cult activity New Cult
Hero

Once you’ve got yourself a mapped out terrain, you


may populate your villages, cities, and towns to give more
life into your map by rolling 2d6s, and referring to the
tables below:

Roll Hearth Altar Market


1-2 Crossroads Pilgrimage Hub Administrative
3-4 Linear Monastery Religious
5-6 Nucleated Temple-town Commercial

Roll Size Hearth Altar Market No. of Shops


shops Bonus
1-2 Small 50- 100- 250+ 1d6 +1
100 200
3-4 Mediu 500- 1000- 2000+ 2d6 +2
m 750 1500
5-6 Large 2500- 4000+ 5000+ 3d6 +3
3000

Once you get the subtype and population of the


settlement, you are ready to determine the details of the
settlement; how the people earn their living, what their
culture is based around, how their system of governance
works (if any), what their history is mostly based on, what
the famous place is, and what the biggest threat to that
particular settlement’s existence is. For this, roll 7d6s and
refer to the table below.

6
HEXHUNT: LAND SOLO FANTASY ADVENTURE

Goods, Trades and Services in Weaver: They weave cloth and linen out of wool, cotton, or
flax, in addition to basic types of rope. Specialized versions
Settlements include Sailmakers, and Ropemakers.

These are the services that are common across all To determine how many shops are available in a
types of settlements. For villages (Hearth), roll 3d6s, and settlement, roll # d6s (one for small, two for medium, and
assign one type of common services. For towns (Altar), and
three for large size settlements) and add the bonus. Then
cities (Market) roll 6d6s, two for each type.
refer to the table below, and simply roll a d6 for each shop
(or choose as you see fit). Alternately, you can choose to
Roll Lodging, Food & Crafts & Trades Transportatio
Drink n roll # number of times, from each category from the table
below, # being the number of shops available in the
1 Almshouse Blacksmith Carter settlement.
2 Boarding House Merchant Messenger
Roll Agricu Husband Commerce Mining Crafts Forestry Fishery
3 Provisioner Leatherworker Porter
lture ry
4 Hostel Miller Saddler 1 Carpe Cartwrig Slave Clay pit Brewe Falconer Boatyar
nter ht market ry ’s hut d
5 Inn Potter Stable
2 Baker Cattle Goldsmith Quarry Winer Timbery Sailmak
6 Tavern Weaver Boat for hire y Ranch y ard er

3 Farm Dairy Jeweller Mine Papyr Trapper’ Smokery


us s Hut
Almshouse: Richer settlements such as temples, or big works
cities offer food, shelter and basic medical treatment to the hop
poor, free of charge. 4 Olive Hunter’s Weaponsm Foundry Glass Reed Trade
Boarding house: Usually found in richer and more Farm Lodge ith works gatherer port
populated settlements, this type of establishment includes hop
any building other than hotel offering lodging and meals 5 Orcha Livery Armourer Coal Mason Apiary Netmake
for compensation. They are not to be found in villages or rd mine ’s r
Lodge
minor places of religious importance.
Provisioner: A travelling type of merchant, usually with a 6 Vine Tannery Marketplac Brickyar Olive Cooper Wharf
farm e d press
simple cart, or a mount, they offer food, and various
simple equipment for sale.
Hostel: They provide lodging and basic food in exchange
for a donation to the maintainer, which is usually a temple For religious and administrative buildings (which are
or a monastery. usually in Altar, and/or Market) roll an additional 2d6s and
Inn: An establishment providing accommodation, food and
add the results to your settlement.
drink, mostly for travellers. Inns are usually found in the
countryside.
Tavern: A type of alehouse, some of which, can also Roll Altar Market
provide lodging either in the common hall, or in some
cases in private rooms. 1 Mortuary Prison
2 Infirmary Fountain
Blacksmith: Specializing in iron-work, they produce tools,
nails, horseshoes, etc. Skilled blacksmith may also 3 Library Watchpost
produce/repair arms and armour. In small settlements, it 4 Shrine Fort
is mostly a single-furnace workshop, whereas in towns
and cities, it is probably bigger. Requires iron ingots for 5 School Town hall
production, along with coal for operation. 6 Temple Tower
Leatherworker: Making best use of hides, leatherworkers
produce leather clothing (belts, pouches, boots, etc.) and
other leather equipment such as harness that might be Agriculture
needed in daily life. They require hides and skin to work. Carpenter: A workshop where wooden furniture, tools, etc.
Specialized versions of leatherworkers include Armourers, are produced and repaired.
Saddlers, and Bookbinders. It requires leather for Bakery: All kinds of pastries, including bread are produced
operation. at the bakeries, which are mostly found in larger
Merchant: A seller of all sorts of items, they are usually settlements, as in villages, people tend to bake their own
travelling from one settlement to another, connecting the bread.
routes of trade. Farm: Agricultural land dedicated to the production of
Miller: Wind-, river-, animal, or even human powered vegetables, cotton, flax, or grain such as corn, wheat or
mills grind grain such as wheat or corn to produce flour. It rice.
requires grains such as corn or wheat for operation. Olive farm: An orchard of olive trees, these farms produce
Potter: They produce various household items such as olives which can be sold as it is, or used for the production
urns, pots, pans etc. out of clay. It requires clay for of olive oils.
operation.

7
HEXHUNT: LAND SOLO FANTASY ADVENTURE

Orchard: A garden of fruit trees, usually dedicated to a few Quarry: A type of open-pit mine to excavate granite,
types of fruit are produced in large quantities, depending marble, limestone, plain stone or sandstone. Once the
on the climate of the region. natural resource is depleted, quarries usually turn into
Vine farm: An agricultural facility specialized in producing lakes.
grapes, which are either sold as fresh fruit, or used for the Mine: A facility set up to extract valuable materials such as
production of wine, vinegar, and raisins. iron, silver, gold, copper, tin, and salt from the earth,
usually as ore. There are different types of mining sites;
artisanal (small-scale), surface mining, and underground
Husbandry mining.
Cartwright: This workshop produces all kinds of carts and Foundry: A type of workshop where metal is cast into
wagons for various purposes, requiring timber for the shapes, including ingots for the use of other industries.
most part. Bronze is a main product of foundries as it is an alloy.
Cattle Ranch: A facility close to grazing grounds such as a Coal mine: A specialized type of mine; which can be set up
meadow, it is a place where animals are bred. Usually a as surface mining, or underground mining, the facility
Poultry is attached, producing eggs. extracts coal from the ground, which is valuable for its
Dairy: Usually attached to a cattle ranch, this workshop energy content; a must for other industries.
produces dairy products such as milk and all kinds of Brickyard: A facility where bricks are made, fired, stored
cheese. and sold.
Hunter’s Lodge: A guild-like facility for all hunters, it
provides game meat, fur and hide of wild animals. Crafts
Livery: Usually attached to grazing grounds, it is a place Brewery: A type of workshop where ale is manufactured. It
where horses are bred for any means of use. requires some sort of grain such as wheat (in addition to
Tannery: It is the kind of workshop where hides and skins some herbs) to operate.
obtained from animals are turned into leather for use. Winery: A type of workshop where wine is manufactured.
Usually placed outside the city as it is a smelly facility. They are usually close to either the source of raw material
for wine (grape), or the source of steady demand.
Papyrus Workshop: A cornerstone of cilivization, papyrus
Commerce workshops are where the paper is made from the raw
Slave Market: An open space with various types of material of reed. More advanced workshops expand their
products (labour, leisure, trade, military slave etc.) production to various types of tomes for use. Such
collected across the land available, it also includes workshops are usually established near the centres of
auctions, in which the rich outbid each other to show off civilization and learning, such as libraries, monasteries, or
their wealth. It provides all kinds of humanoids for all large temples.
purposes. Glass Workshop: Out of simple sandstone, these craftsmen
Goldsmith: Specialized craftsmen, the goldsmiths can produce glass for windows, or general use glassware such
make gold rings, amulets, anklets, bracelets, and all kinds as vials.
of decorative accessories. Because of its aesthetic rather Mason’s Lodge: As master craftsmen, they are usually
than functional nature, coupled with the fact that the found where there’s a demand for building large
required material being expensive, goldsmiths are usually structures, such as city walls, or large temples.
found in rich cities. There are also silversmiths who Olive Press: A workshop where the picked olives are turned
produce same kind of accessories but out of silver. into a precious product; the olive oil. In addition to the raw
Jeweller: Similar to goldsmiths in function, jewellers make material, they require barrels, and various types of pots, if
accessories out of rough gemstones. they are larger workshops serving a larger settlement.
Weaponsmith: A rather specialized and industrialized
version of a talented blacksmith, weaponsmiths produce Forestry
weapons in large quantities, usually for organisations such Falconer’s Hut: Specialized in breeding and training birds
as a state or a mercenary band. In addition, there are also of prey such as hawks, falcons, and occasionally eagles and
specialized weaponsmiths such as swordsmiths (producing owls. Falconry can be a hobby, a business, or a means to
swords), bowyers (producing bows), arrowsmiths survival, depending on its location. Occasionally, there’s
(producing arrows) etc., where demand is high and also a kennel attached to a falconer’s hut, which offer
constant. trained dogs and hounds.
Armourer: Another type of specialized blacksmith, the Timberyard: Usually located near a forest, a timberyard is
craftsmen produce and repair armour (both metal and a place where raw logs and other wood products are
leather). processed, stored and sold. These workshops can vary in
Marketplace: An open, agora-like space for buying and size, depending on the number of personnel, equipment,
selling all kinds of products, these spots are usually one of and demand, from a few people to fifty and more.
the most important places in a city, connecting them with Trapper’s Hut: This hunting lodge where amateurish to
the outer world. Attached, there are usually warehouses, highly experienced professional hunters meet and plan
granaries, and other types of buildings for stockpiling. their routes, as well as repair their equipment, which
provide game meat, hides and skins for the locals.
Mining Reed Gatherer: A raw material required for the making of
Clay pit: A quarry or a mine for the extraction of clay, paper, reed gathering is an activity usually done in
which is needed for producing pottery or bricks. There is wetlands where the plant grows.
usually a brickyard nearby. Apiary: A craft popular for its product, beekeeping can be
done by amateur villagers to high-functioning workshops

8
HEXHUNT: LAND SOLO FANTASY ADVENTURE

where demand is high. In more advanced versions, there’s Slave: prostitute servant, farmer, herdsman, labourer,
a brewery attached, where an alcoholic drink with honey; guarding
mead is produced. Lower class: farmer, shepherd, construction worker,
Cooper: barrels Maker of barrels, this workshop is mostly
minstrel, mercenary, yeoman
popular among the tradesman of breweries, and wineries,
Upper class: herald, tax collector, captain, fishmonger
in addition to other types of traders who ship goods from
one place to another. Coopers can also produce trunks, Clergy:
chests for personal and industrial uses. Nobility:

Fishery
Boatyard: Coastal towns, villages, or cities have yards Religion: Cults and Deities
where boats in various sizes are produced, which can be Since there’s no overarching religious institution; local
used to navigate the seas, rivers, or lakes. Larger orders, national and regional religious organisations, as
settlements with an interest in projecting their economic
well as countless variants of the same beliefs can be
or political power can specialise in vessel building, turning
these yards into shipyard, where they build ships. encountered. Below; you may find some examples of the
Sail maker: Mostly attached to a shipyard, sail makers, main lines of faith which are more mainstream throughout
who make sails out of linen, can also be specialised tailors the world, although the list is far from complete.
who make small-scale sails for boats.
Smokery: It is a storage building, and a workshop Most cults are local and location-oriented; meaning that
combined, where meat or fish is cured with smoke. their prominence and prevalence are relative to the
Trade port: A building where trading vessels dock in and
distance one stands to the religious centre (usually also the
unload and load. They are usually surrounded by a depot,
tavern and individiuals from all walks of life. point of origin for the belief) of the cult. Depending on the
Net maker: A producer of nets, depending on the size of size of the settlement it is originated, the influence of a
the settlement, this workplace can be anything from a cult varies. For a village-like settlement (meaning it’s a
small hut to a busy workshop. Net used in fishing is minor deity or a newly-established faith, or a group of
produced and repaired in this type of establishment. heretics), its main area of influence is the surrounding six
Fishing Wharf: A structure which serves the fishermen in
hexes, besides the religious centre. (approximately 455
harbouring their boats, loading and unloading their cargo.
km2). For town-like settlements, (Altar, or equivalent) this
Usually, there’s a fish market attached to it.
includes the second ring of hexes, in addition to the
neighbouring hexes, (1235 km 2). And if its centre is a city-
People like dwelling, its area of influence a third, outer ring of
hexes.
Additionally, whenever you want to provide a detailed
description of a non-player character (NPC) or a group of
By using the table below, you can create your own cults
individuals, you can refer to the table below to determine
quickly. Or you can use it in combination with the ready-
their social class, and their position within that particular
made cults given above.
class by rolling 2d6s.

R RESIDE Outcast Slave Lower Upper Clergy Nobility Ro Celestia Theme Clergy Holy Offerings
ol NTS Class Class ll l body site
l 1 Jupiter Nature: Females of a specific Spring Gemstone
1 Outcast Traitor Prisoner of Freedma Account Acoly Scholar Animal(s), family line
war n ant te Seasons

2 Slave Criminal Foreigner Farmer Civil Monk Warrior 2 Venus Civilisation: Males of a specific Plains Bronze
Servant Horsema Agriculture, family line coins
n Writing,

3 Lower Leper Indebted Laboure Craftsm Divin Comman 3 Saturn Retribution: Any, trained and Grove Silver
class r an er der War, Famine, initiated coins
Death, Justice
4 Upper Rapist Soldling Artist Scribe Heale Land-
class r owner 4 Mercur Other world: Any, naturally gifted Altar Gold coins
y Demon(s), only (test)
5 Clergy Spy Slaveborn Soldier Military Exorc Spirits,
Officer ist Patriarc Ancestors
h
5 Mars Heresy: Elected Cavern Sacrifice:
6 Nobility Fugitive Temple- Fallen Mercha Arch- Sovereig corrupt cattle
slave owned Noble nt priest n family version of a
member cult

6 Earth/ Demon Winners of a contest Mounta Sacrifice:


Moon/ only in human
Below, you can find some occupations for individuals from Sun
different social classes.
Outcast: beggar, burglar, vagabond, smuggler,
dungeoneer, gambler

9
HEXHUNT: LAND SOLO FANTASY ADVENTURE

Cult of Heavenly Mother (Venus) the questions from the believers in return to a donation
The followers of this cult believe in a heavenly mother offered to their temple. Once past puberty, the maidens are
who nurtures the earth through fertility in animals and sacrificed for the preservation of the oracular blessing
plants alike, through sex, beauty, and art, and on occasion offered by their deity.
punishes through war and famine, serving as the heavenly
judge.
Taboos
The clergy of this cult exclusively consists of women,
who, on special occasions such as holy days, offer sacred • sds
sex to believers, in addition to their routine sacred
prostitution in exchange for donations to the temple. Observancese
If a temple-member gets pregnant during sacred sex • sds
and gives birth to a girl, she reaches priesthood. And if she •
gives birth to a boy, she is cast out of the temple to serve
as a wandering servant of the Heavenly Mother, providing Cult of the Keeper Lord (Mars)
healing and midwifery services as well as priestly to the As believers of a god of war, death, and disease, the
believers. followers of this cult see their deity as the holder of the
ultimate truth of the afterlife, and consider him as the
Taboos ruler of the Underworld where dead souls reach. The deity
is considered as the keeper of the dead souls, whereas the
• sds
priests are known as the warden, helping the believers in
life until they meet their god.
Observancese The priests of the Keeper Lord are knowledgable about
• sds the workings of the body (and of course the soul) so they
• usually serve as a combination of healers and undertakers.
Cult of the Plough (Saturn) Opposed to sacrifice of any kind, the believers of the
The followers of this cult believe that the knowledge of Keeper Lord trust in their god’s power to collect anything
agriculture, upon which civilization is built, stems from he might want by sheer force.
their deity, whose domain later on expanded to include Armies usually have symbols of the Keeper Lord in
law, hunting, scribes and eventually war. their standards; depicting his bull-horned mace, hoping
Their deity is usually depicted as a warrior-like harvester to gain his favour in battle.
with a scythe (sometimes in the act of slaying a beast), the
priests of the cult are known for offering sacrifices in the Taboos
form of bodily mutilations. Most priests lack a finger or
• sds
two (never a thumb, though), while higher ordering ones
(usually high priest of a temple) lack a hand, or even a
limb. Observancese
The worship usually includes burnt offerings in the • sds
form of ox, sheep, lamb in addition to grain and bread. •
Oaths sworn by believers are also a part of the common
practices; believers bargaining sacrifices (including body Cult of the Horn (Jupiter)
parts) for the fulfilment of their wishes. Breaking an oath As the worshippers of the one of the older gods, the
would result in the banishment of the oathbreaker. followers of this cult see their deity as the builder of the
Gate of God temple in their holy city, a building which is
believed to be the first building in the oldest city of the
Taboos
world, constructed over the dead body of the snake-
• sds dragon which was killed by their deity’s magical dagger.
Usually depicted with a dagger in hand, the deity of magic,
Observancese city life, masonry, and civilisation, is believed to be the
• sds holder of all magical essence, which he keeps in his pouch.
• The priests of this cult carry a dagger and a pouch
(usually full of grain, or ground human bones), which they
Cult of the Ethereal Eye (Mercury) use in their human sacrifices on only one year of the day,
The followers of the Cult of the Ethereal Eye believe whom they usually flay and make pouches out of the
that the fates of men were scribed by their deity, who is victim’s skin –and whose bones are ground. The bone
often depicted with a clay tablet, or occasionally with a powder, when mixed with other ingredients, is also used
tome in his hand and a sceptre in the other. A god of as a sign of blessing -marking the believers’ foreheads
language, writing, wisdom and learning, as well as with a single horizontal line.
prophesying, the priests of this cult are usually divided
into two groups: the teacher-priests who scribe tomes on Taboos
all kinds of knowledge, and the maiden-seers who live in • sds
seclusion in isolated locations offering riddled answers to

10
HEXHUNT: LAND SOLO FANTASY ADVENTURE

Observancese
• sds

Cult of the Judge (Sun)


Although it is open for debate if he is the oldest or just
one of the older gods, the followers of this cult are certain
that their deity is the supreme god –ruler among its
equals, and the overseer of life under heavens, as his role
indicates that he has the final say. As the judge of rulers,
he is seen as the god of justice, morality, law and truth.
The clergy of this cult serve as judges where the
authority is granted to them by the ruler, and carry a short
sword as a symbol of their power. Yet, the sword is only for
ceremonial reasons and is never used –which is taboo.
This also symbolises the rational way against the instinct.
Any priest who draws his sword is stripped of all
authorities and banished.

Taboos
• sds

Observancese
• sds

11

You might also like