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@mattbenner.bsky.socialOct 8, 2026, 2:35 PM

Finally addressing the centerpiece of the desert area. Hex 0913 - The spearpoints.

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#dnd
#shadowdark

Check out my new website at www.mbmakesthings.com where you'll find my free class for Shadowdark, The Knight

Five stone spires reach upwards from the centre of the desert each home to many Tusked dwarves and all but one besieged from below. Hex 0913 - The Spearpoints.0913 - The Spearpoints
Five immense spires reach into the sky at the centre of the desert. The largest of the tusked dwarf holds but also the most isolated.
Terrain: desert, cannot become lost, the spires are too large a landmark to miss.
Encounters: low frequency, desert.
Foraging: Food standard/Water scarce.
The Mercantile Spire
Five spires make up the tusked dwarf city known as the spearpoints. Visitors are usually restricted to the southernmost spire known as the mercantile spire which is managed by the city's traders guild. Here mined ores and dwarven forged weapons and armour are offered in trade for food and resources. The poorer traders instead offer equipment crafted from bug chitin harvested from their foes underground. 
The Bulwark Spires
The spires to the north east and west are collectively known as the Bulwark Spires. Their top levels house much of the population whilst the lower levels are defensive positions, constantly manned and often under attack. The deepest parts of these spires are overrun and adventurers are occasionally employed to traverse these caverns to end particularly dangerous threats, allowed to loot the ruins to supplement their rewards. Each spire is the dominion of a particular dwarf family. The north spire is home to the Longtusks who only shave their tusks in defeat. The east spire is the home of the bloodbeards whose dark red hair foreshadows their dark and bloody outlook on the world. Last are the inhabitants of the west spire the sagaborn whose songs of hope and ruin echo through their halls.
The Thronehold Spire
The central spire is known as the Thronehold and is the domain of the ruling clan, currently the deadbreaker clan. Outsiders are barred from this spire except in the most dire of circumstances, even audiences with clan leaders are likely to be enacted in the neighbouring spires. While the central spire is the most secure this is for good reason as it contains the only dwarven mines not breached by the overhive and it's continued production allows all the other spires to protect against the demonic swarm.
@mattbenner.bsky.socialSep 9, 2026, 5:36 PM

I return at last with another hex, apologies for the long break. Today is all about illusion and the ethics of seeking help from secret cults.
Hex 1113 - The Arch Hiding Gold.

#ahexaday
#dnd
#shadowdark

A natural stone arch stands out where the jungle meets the desert. Hex 1113 - The Arch Hiding Gold.1113 - The Arch Hiding Gold
At the edge of the desert, standing out from the flat sands to the west and green jungle to the east a formation of rocks makes a low archway that shimmers strangely from afar but seems perfectly normal up close.
Terrain: Jungle, 1:6 chance to become lost.
Encounters: Medium frequency, Southern Jungle.
Foraging: Food standard/Water standard.
Illusionary arch
The stone arch is in fact a complicated illusion covering the entrance to a hidden tunnel complex. Approaching the archway without knowledge of what it hides will cause a creature to become disoriented and change direction without realising. Those with knowledge of magic and the arcane may be able to notice the illusion and even dispel it with appropriate spells. Those who know what the illusion hides can simply walk through the arch finding themselves at the entrance of a wide tunnel that slopes downwards.
The Tunnels Below
Inside the hidden tunnel connects to a labyrinthine complex of stone corridors and artificial caverns that house a cult of the Golden Lord. Most cultists will question the presence of outsiders but are not immediately hostile believing any who made it through the illusion are likely to be allies. If the illusion was dispelled then the wizard leader of the cult will know if this but will still start off with negotiation rather than violence.
The Cult's Purpose
This hidden sanctuary acts as a watch post to keep an eye on the spearpoints. The Golden lord knows of the overhive and the struggles of the tusked dwarves. Such a powerful chaotic force as the overhive is seen as a serious threat by the law cultists and with some persuasion they could be convinced to assist the dwarves of the spearpoints. However working with cultists always has its downsides. Pushing back a menace like the overhive would give them legitimacy and the other powers in the region might embrace them or attack the dwarves for working with enemies of the nation.