6 Villains

  1. Punctilious Redgrave. Believes the gods' monopoly of ambrosia is tyrannical and must be broken. His agents have infiltrated religious orders and intend to be excellent worshippers so as to get into the afterlife and bring it down from within, or rise in the ranks and gain direct access to the archon.
  2. George the Piper. A master multi-instrumentalist who has made it his life's mission to record and perform the music transmitted between the stars across the dark waves of the humpbacked sky. His music is highly technical but mostly unlistenable to an uneducated ear. Its performance and practise also undermines the hypostasis and can initiate spontaneous psychic osmosis in the listener. Most of George's previous band mates are now raving loonies, amorphous beasts, or psychopomps.
  3. The Accident Man. When you want someone dead but don't want to make a fuss, you hire the accident man. He's expensive but has never failed, or at least the people he's been paid to kill have never failed to run afoul of a tragic, terminal accident. His involvement is invisible, he's not an arrogant man. Just leave the money and the name with the mistress of the Bunking Barn and everything will be sorted.
  4. Crow Father. The city of Bedef has a crow problem. When anything dies within its walls it is left out in the street; when an animal is slaughtered an extra one is killed in the square; when a homeless person can't afford room at the work house and can't stay awake, all given to the crows and their babies. When the crows go hungry the city falls sick, plagues and famines flash through neighbourhoods, the crows will get their meal. It is dangerous to be a stranger in Bedef, but you'll never struggle to find room and board.
  5. Miss Kinsey is one of, if not the (though the city does not like to deal in definitives), most famous socialites in Troika. No party is perfect unless her vast unmanageable bulk and sharp eyed, sharp toothed factotums are there. Every host dreams of the day they convince her to eat from their table, but none have done so far. Her tastes run deeper.
  6. Organ the Barbarian has taken a stand against cities. Not of any particular people or sort, but as a general principle. Organ considers them to be a yoke around the necks of the poor, one which must be ripped off. But he's not mad, he knows that the universe has an almost unlimited supply of civilisation and so only hopes to encourage social change through example and threat; by ravaging and despoiling to such an extraordinary degree that people reconsider the order of things and address his issues. His recruiters are a common site in town squares and village greens handing out literature to disgruntled unwashed masses.

6 Hexes in Wartime

  1. Field nurses have set up a small hospital-fort, its stone walls are mossy and damp. Treatment is free but the sister-porters enforce ceasefire within the walls, with all fines being payable in blood donations. They will pay for the recovery of the wounded and the donation of organs.
  2. Mercykillers are digging up a graveyard and smashing the bones to dust so that they can't be used by their enemies. They have laid out all the possession of the dead on the grass with labels on, noting where they were found. If you come back later everything will be neatly reburied.
  3. A native collective consciousness has taken residence in a colony of wasps inside a dead tree. It's a huge number of wasps artificially brought together by the ambient mind and it's struggling to feed this many and maintain the health of its body. In exchange for fruit it will offer insight into interesting goings on within 2 hexes.
  4. A huge pit occupies the entire hex. It descends vertically into a dark lake that is always in shadow. Trees at the edge of the hole are cleanly cut along the line of the cliff, trunks split as though sawn through. Anything flying over the lakepit falls into the water.
  5. A siege giant, sick of the war, sits in the shadow of a hill with his head in his hands refusing to move. The squad occupying the siege tower on his back are beyond shouting at him and are instead trying to reason with him. Some of the soldiers have settled into their temporary lives by the hill and are tumbling off the giant in a small military shanty. Some washing their hats in a nearby brook, chatting and laughing while the sergeant sits on the giants shoulder..
  6. A consultant wizard is strutting back and forth in front of a brass egg, muttering to himself. 4 assistants will prevent anyone approaching, explaining that the Great Sable Geoffrey is currently in talks with an unexploded chromatic time bomb and must not be disturbed. If they party returns at a later date the forest within this hex will be thicker and twisted and also brightly coloured. The conflicting hues make it hard to not trip over the undergrowth and doubles all travel times through the hex.

Get lost to Toika

Reasons you're here and together

  1. Got lost in a rainstorm and took cover with these people
  2. You hid in an unfamiliar room and the door didn't open the same way twice
  3. Followed a familiar road you've walked a thousand times but instead it led you to a crossroad, each from a different one and none leading back the way you came
  4. You were all dreaming of this place but the dream never ends
  5. Got lost in the fog and groped into one another
  6. Your boat was wrecked and here you all are, each a separate castaway
Your motivation is that you have nowhere else to go. You trust these people, you are each your only constant and destination.