The Trap Hex – "What's Inside?"
This hex hides something, powerful, forbidden, and possibly cursed. No one knows what it truly is until someone steps inside to claim it. But the moment you try, it triggers. Could be treasure, could be a trap, could be the end of your campaign/reign. The only certainty: once you go in, there's no turning back.
The first post in the thread must involve a character breaching an ancient vault or ruin that cannot be scanned or scryed. The reward, or punishment inside is revealed only in character.
Complication: Once opened, the hex must be resolved to its end; retreat is not an option. The challenge ends with either great reward... or devastating consequence.
(Examples: release of a plague, a collapsing time loop, or awakening an old god.)
The Sacrifice Hex – "One Must Fall"
Capturing this hex means giving something up. Maybe it's the stronghold that guards your flank. Maybe it's a supply route. Either way, taking this spot locks you out of another. One strategic location is secured, but the other is lost.
Challenge: Simultaneously, two key hexes become vulnerable, this one, and another adjacent.
To claim this Challenge Hex, a faction must abandon influence over the second hex. That hex becomes a dead zone: it cannot be reclaimed for 30 days.
Narrative Hook: The terrain is unstable, cursed, or strategically entangled; claiming one triggers the collapse or corruption of the other.
The Trial Hex – "Trial by Fire"
This hex is a crucible. It seethes with danger from raging firestorms, to collapsing terrain, or a battlefield that seems to shift and think. Entering means submitting to the environment's wrath. No fleets. No allies. No reinforcements. Only those willing to face the fire and prove their worth.
To claim this hex, a faction must send a minimum of three PCs into the heart of the storm. Once the challenge begins, there is no aid or extraction.
Challenge: Only one character may emerge unscathed. The others must die, be permanently maimed, or otherwise written out of action. The story is yours to tell, but the cost must be paid in blood.
Narrative Hook: This place could be a sentient arena, an ancient dueling ground, or the heart of a dying world. It calls to warriors, champions, and fools alike, and devours all but the strongest.
The hex cannot be taken by force. Not this time. A power dwells here—corporate, arcane, or otherworldly. And it offers a deal.
To claim the hex, a faction must roleplay a binding deal or pact with a neutral or hostile NPC, PC, or Force Entity. The terms must be permanent, written, and public.
Challenge: Breaking the pact later will immediately forfeit the hex, and three random Challenge Hexes will appear adjacent.
Narrative Hook: The deal could involve forbidden knowledge, smuggling Sith relics, sheltering a known war criminal, or outlawing Jedi within the faction's space.
This hex is a mirror; not literal, but thematic. It reveals the worst version of you. Entering it brings you face to face with your darker self.
To claim this hex, each participating PC must face a version of themselves twisted by fear, greed, or ambition in combat or conversation.
Challenge: One character must embrace their darker self by the end of the thread. This means a turn, betrayal, or transformation.
Narrative Hook: Is it a Force nexus playing tricks, or a mind parasite embedded in the terrain? You don't leave the mirror the same. yhis is a mirror, and it always reflects something back.
The Betrayal Hex – "The Knife Inside"
This hex turns allies into enemies. Something here twists loyalty be it political pressure, ancient curses, or simply greed. The hex can only be taken through treachery.
To claim this hex, a PC must betray their faction mid-thread. It must be irreversible. Defection, sabotage, or an act of public betrayal with consequence.
Challenge: The traitor must survive, but their faction cannot aid them. If they die, the hex is lost. If they succeed, the hex is gained, but the faction they turned on cannot challenge for a new Challenge Hex for 30 days.
Narrative Hook: This site could be a throneworld, a hidden archive of blackmail, or a Sith ritual circle that only grants power through betrayal.
The Beacon Hex – "Light the Fire"
This hex is a call to arms. A signal begins to broadcast across systems. ancient, powerful, undeniable. Every nearby faction hears it. Ignoring it risks losing control of the region.
To claim the hex, the initiating faction must post an open thread that draws at least two outside factions into the event, willing or not. There must be conflict. There must be consequence.
Challenge: At least one outside faction must suffer a narrative loss: the death of a PC, the loss of a ship, or the forfeiture of a valuable NPC/world.
Narrative Hook: The beacon may be a distress call, a Jedi holocron reactivation, a forgotten throne awakening, or bait for something far worse.
The Crown Hex – "Claim the Throne"
This hex is a former capital, buried deep in ruin or shadow. But its legacy remains powerful, symbolic, and dangerous to ignore.
To win this hex, the faction must elevate a new leader or figurehead in-character. This must be roleplayed publicly and acknowledged ICly across the faction. The previous leadership must step aside, die, or become subordinate.
Challenge: The ascension must trigger political fallout, internal conflict, schism, or exile of at least one character or faction-aligned NPC.
Narrative Hook: This could be the tomb of an ancient monarch, a throneworld once ruled by Sith or Jedi, or a fortress AI that only bends the knee to someone worthy.
The Heirloom Hex – "Blood Claims Blood"
This hex contains something once lost, likely an artifact, relic, or birthright with deep history tied to a character's bloodline or culture.
To claim this hex, a named PC must prove their claim in character, not through power, but through legacy. They must write their connection and defend it against challenge from at least one rival.
Challenge: If the challenger wins, they claim the prize and the hex. If the claimant wins, the item is restored to its rightful owner, but their past is now part of the faction's future. Secrets, debts, or enemies may follow.
Narrative Hook: Works great for Mandalorians, royal bloodlines, Force cults, or characters with buried pasts and lost names.