Wednesday, March 11, 2020

Thule Island - Hex Overview

Thule Island
Thule Island is only four partial 6-mile hexes but it is crowded with potential. At some point I will do close-ups of each hex but for now the overview of the island will have to suffice.


Midnight sea - Land drops off precipitously. The water is dark and rough and even the fish don't like the area. A number of ships have been lost sailing north of the islands and now most avoid the area.

Hex 0101
  • Dagru - A castle controlled by a Keltoi noble that has pledged allegiance to the March Lord of Thule. Dagru is the hub of most rebel activity against the Imperial presence and the Lady of Dagru has been insufficiently aggressive in putting rebel activity down. Rumors suggest she covertly aids the rebels.
  • Fire Mountain - The volcano glows and constantly spews smoke and is visible for hundreds of miles. On the far side a vent allows magma and poisonous gas to vent, peacefully away, releaving pressure.
  • Firehammer Chantry - Built on the side of Fire mountain is a fortified complex built by the wizard Oslof Firehammer.
Hex 0102
  • Adina, Free City of - The main town on the island, The Free City of Adina has a charter directly form the Emporer so they are outside of the March Lord's control. The town council maintains a nice balance between Imperials and Keltoi, between Lough worshipers and those that follow the Old Faith. There is even an old step pyramid in town where an ancient, and very secretive, cult worships.
  • Blood Mountain - Once the site of a famous old faith monastery, now only ruins and legends of lost treasure remain. The mountain was named because the large amounts of iron in the rock have turned the mountain red. Many of the streams and rivers that drain the mountain are also red which has made local legends colorful to say the least.
  • Chaos Cuts - A series of limestone sinkholes known to be frequently infested by bandits, chaos worshipers, or worse. Cholson the wicked (one of the Seven Wizards) had a lair in the Cuts to study the chaos, as a result many strange chaos mutations are falsely attributed to his craft.
  • Cuska - "The" Keep. Cuska acts as a basetown for expeditions to the Chaos Cuts and serves to protect the Northern land route to Bejtune. 
  • Mount Thule - The tallest mountain on Thule said to be honeycombed with limestone caves that have been exploited and enlarged by the underground dwellers.
Hex 0202
  • Bad Knob Mountain - A rather dry, windy place best known for the Helpeak complex
  • Claw Mountain - A mountain best known for its resemblance to a claw.
  • Gatefell -  A temple complex dedicated to Lustria. The temple is famous for its steam baths, and heated and chilly pools and has been called a man-made wonder of the world.
  • Helpeak -  The site of a Templer complex. The complex was built by priests of Kanaris but taken over by the Templars during the crusade, they now use the complex as a base of operations as they patrol around the island looking for trouble.
  • Mount Boring - A tree covered mountain best known for the Titan Berserk, a large statue on the summit that has drawn nature spirits and thus become a Holy Place for the Old Faith with a temple and everything.
  • Mount Tow - A high hill known as the site of Khaz Morni Rukh battlefield. Both Imperials and Keltoi. Spirits infest the site so it has become a minor Holy Site for the Old Faith that have built a shrine on the spot.
  • White Mountain - Known for the white rock face that stands out at long distance. 
Hex 0203
  • Bejtun - A castle with small settlements that is the seat of the March Lord and thus has only a small Keltoi population.
  • Broken Fang - A rather uninteresting mountain except it is shaped somewhat like a broken fang. Ee the Deadeyes (one of the Seven Wizards) built a chantry on the summet, it is believed her tomb was built beneath.
  • Ealfa - The mountain fortress home of Lough Templars that defends the settled southern parts of Thule Island from the more rugged north.
  • The Sands - The bay is shallow and during the hour or so when the tide is at its lowest one can walk across the bay, at other times it is a navigational hazard. The area is common with cheap merchants that 'beach' their ships on the sands in order to do repairs without a proper dry-dock.

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