brine.dev

hexcrawl, hexy, adventures, sandbox, soco, ttrpg

The Southern Coast

2025-2-21

The Southern Coast, despite its rugged terrain, enjoys a mild climate shaped by soft sea breezes and rolling coastal fog. Passage to the northern kingdoms is best conducted by sea; circumventing the Sorrow Mountains and the West Marshes. This land once served as a sacred druidic sanctuary until the Northern Kings, seeking an isolated location for their most notorious criminals, ordered the construction of a prison; or as one King coldly declared, "a place to throw our trash." To contain their prisoners through mystical means, they recruited the celebrated magi Naz Yagul and Uma Fane. The crown also funded missionaries, ostensibly to support the prison's operations while attempting to convert the resident druids.

With these foundations of civilization in place, the Southern Coast draws settlers eager to carve out new lives in this frontier.

WHAT IS THIS?

The Southern Coast is a system-neutral, regional setting designed for sandbox exploration and adventure. Details are intentionally left vague to seamlessly integrate with YOUR campaign. The setting provides enough flavor to spark imagination while remaining flexible enough to use as-is. GMs are encouraged to modify or ignore content to best suit their table.

SITUATIONS

  1. Loggers in the Starwoods have been attacked by a creature they claim is a wendigo. They've sent a desperate plea to the Monastery for aid. Boss Bartok’s crew [#1405] is barricaded in camp after losing two men and a third wounded.
  2. The ghosts in Greever's Lighthouse [#0209] summon The Crown's Fury with their beacon. The ship rises and falls with the tide, captain and crew bound to its deck while Ida remains trapped ashore. They signal desperately across the water. The treasure is real, but protected by ghost pirates. A bargain might free them both if struck before the tide turns.
  3. A local herbalist seeks brave adventurers to retrieve herbs that grow deep within the West Marshes, promising silver and potent potions as reward. He discreetly supplies the followers of both "The River" and the Lost Druid; knowledge that would please neither party.
  4. Dakota Lancaster (Ranger, King's Hound, The Chain), an infamous game hunter and friend to the Northern Kings, will pay handsomely for help capturing a live wendigo... though a freshly-bitten logger would work just as well; easier transport north.
  5. A Duke's son found a treasure map leading to the Isle of Wights and has not been heard from for a week. His last letter mentioned white berries that heal any wound. The Duke offers silver for his return, dead or alive.
  6. One of The River's followers [#0502] has broken a Fae contract. She wears a magical mask that shows observers what they least wish to see. Lord Ebonchain's (Fae Lord, Debt Collector, Calculating Gaze) caravan hunts her, but even Fae eyes slide away.
  7. The Prison of Mon is quietly investigating why their binding runes are weakening. They suspect the Hag Kalg but it's actually the Lost Druid syphoning their power.
  8. Meric Blackwood (Assassin, The Rope, Calculating) arrives at Yagul Fane posing as a royal messenger, hunting a King's bastard hidden among the Dustfolk since infancy. The child is marked with the King's sigil. Magistra Elden Korr (Enchanter, Northern Accent, Inquisitor) is eager to help, hiring the party to assist in rounding up Dustfolk for "inspection". By dawn, the first to resist is found hanging; a royal seal pinned through his tongue.
  9. Maude's bees [#1004] are dying and Harlan's famous hops [#0904] are the likely cause. Both businesses are crucial to the Monastery's beer production. Druidic sabotage is the real culprit; poison masked as natural blight, targeting the monastery's economic power.
  10. Jailers report Hag Kalg [#0305] whispering in an unknown language; prisoners in adjacent cells complain about dreams of a dark dragon. Through these dreams she's building a network. Dreamers wake weary and their shadows not quite their own.
  11. The Hollow Sister [#1403] plots her return to the Starwoods. She requires the ashes of her rotting tree [#1505] returned to her; a favor owed in return. A Lamp Boy leads the party to the Border Lands [#0307] where she waits to make her offer. Burning that cursed ground will announce them to every root and raven in the forest.

RUMORS

  1. The Isle of Wights is aptly named. It's overrun with wights looking to add to their number. Nobody comes back from that wretched place.
  2. Some crazy druid up in the mountains has got himself a harem and is performing miracles!
  3. Yagul Fane's original towers got swallowed by the sand. The new ones stand atop but shrink a bit each year. "Some of my people still know the way down. Wouldn't go myself... but valuable things down there, they say."
  4. Have you ever known purveyors of magic and religion to get along? There's tension between Yagul Fane and the monastery... count on it.
  5. "Laugh. Go on. I've been in that tower. You know how many poor girls have jumped from those rocks?" She looks you dead in the eye. "And they always get the blood off them stones by morning. Them ghosts light that beacon; call that wretched ship right up from the depths".
  6. "The mists are their breath. The Lost Druid says they'll return once their food source is replenished. Dragons! Can you believe it?" He says it like it's good news. "I came to see it happen."
  7. "Council's looking to put friendlier faces on the Fae Court... if you get my meaning." He refills your cup without being asked. "My employer finds this... very interesting... and so do I."
  8. "Oh, Maude's honey? Ones with the mushroom jars? Monastery pays triple for those." Leans in. "Say it helps 'em see more clearly." Laughs. "Fucking Monks!"
  9. "The Abbess? She rides up that mountain more than God requires. Warden's a handsome man, I'll give him that."
  10. "Watch for runes in the dunes. Nomads call them twilight portals. But careful! You might end up leagues away... or worse".
  11. "Stones? That Bone Cairn's hiding dragon eggs! That's why they fidget at night. And they're gonna hatch!"
read more