Click here to enlarge |
Each hex equals six miles.
000.020: The town of Heiselburg. Its temple possesses a vast collection of statuary from across the known world, depicting many gods and saints. There is a matter of dispute among certain cults as to which saints some statues depict.
001.013: The town of Elbern. An alliance of the guilds accuses the elven district of conspiring against them. The elves insist that they only want to be left alone, but the guilds aren't afraid to incite the prejudice the townsfolk holds against elves if they need to.
001.040: A castle sits on a ridge on the moors here. It has been claimed by a gang of bandits, who perform raids on nearby settlements and extort travelers for taxes.
006.021: The Convent of Saint Theodoric, a convent devoted to Eostre. The nuns here tend to the crops, and local rumor holds that it is unwise to anger them, lest they call a blight upon the fields.
002.026: The city of Althatten. It is built over a natural hot spring, and possesses some of the oldest bathhouses in the Crownlands, which are marvels of architecture in their own right, richly adorned with murals and sculptures.
003.018: This castle belongs to Count Rutger von Thornmund, a noble fiercely loyal to the Emperor's cause. He is noted as a fierce general, and he commands a great army that he will not hesitate to point at whoever he feels is causing a problem for him or his liege.
003.040: The town of Halestein. It has a sizeable population of dwarves, and they have dug great vaults under the town, some of which plunge especially deep - and hold forgotten treasures.
004.015: The city of Schefflenz. The city is home to a trade guild that prides itself on its independence, and refuses to do business with the League of Three Crowns or other foreign guilds. The League is intent on getting them to break their embargo, but the guild refuses to budge. Rumor has it that more underhanded means may soon be employed.
004.036: The village of Hohenfichten. One of the townsfolk, a young woman named Gerlinde, claims to have been abducted by the Fair Folk, but managed to trick them into letting her go free. She knows of a hidden grove nearby that leads to the realm of Faerie, and knows some of the dangers that await therein.
004.038: The town of Rodenbech. Here lives Loren Nielsen, an Imperial tax collector who lives in a large and elaborately decorated house. The townspeople detest him as a show-off who flaunts his wealth, not to mention his profession. He is in possession of an official certificate from the Emperor that entitles him to free travel without needing to pay taxes or for stays in inns.
005.022: This castle belongs to the Order of the Pierced Spur, an order of knights-errant who pride themselves on traversing the roads to perform heroic deeds in service of anyone in need they may find. They are happy to take on new members, but to join, one must be a knight, and hold oneself to the code of chivalry accordingly.
005.024: A ruined tower sits in the woods here. It once belonged to a necromancer before it burned down in an experiment gone wrong - and his creations, freed from their master's control, have begun to go haywire and terrorize nearby settlements.
005.027: The Monastery of the Golden Oar, a monastery dedicated to Olmo, sits on a rocky promontory over the water here. The monks are in possession of a dinghy with a magical golden oar that can stay the course of any storm, and will grant it to anyone who can prove they need the aid of such a treasure.
005.034: The village of Gablenz. The town well sits over a warren of rat men, and they have been sneaking into the village at night to kidnap children from their beds and press them into service as slaves in their mines.
006.033: The city of Immesheim. It sits beneath a great dam on the Maurna River, which it depends on to keep the city from flooding. If the dam was broken, the city would be swept away - something that multiple would-be besiegers have attempted to take advantage of through the years.
007.022: The town of Oeringstadt. The town cobbler is regarded as the greatest in the Crownlands - in fact, he studied under a leprechaun he caught long ago, and requested to learn the fairy's knowledge of shoemaking instead of receiving his treasure. He is capable of repairing any shoe, and even imbuing them with magic, if the right ingredients can be found.
007.027: The village of Rorenhof. The town has of late been beset by giant rabbits - the creatures have been laying waste to the fields and destroying crops, but they are the sacred beasts of Eostre, and harming them will invoke the goddess's wrath.
008.034: The town of Minchen. It is the site of a grand apple festival every harvest season, where cider flows in abundance. At the festival, apples are judged for their size and smoothness; the orchard that produces the most beautiful apple receives a prize.
008.037: The village of Bregete. It has been taken over by goblins, and the townspeople have fled into the forest for their safety.
009.017: The town of Simmelburg. It is a free port of the League of Three Crowns, and thus is not under direct control of the Crownlands. The League has, however, had difficulty expanding its reach thanks to the resistance they have faced from the guilds of Schefflenz (see hex 004.015).
009.023: The city of Bossau. It is known for its powerful guild of butchers and boasts many meat markets. Some of the butchers would be willing to obtain the carcasses of more exotic beasts to prepare a truly unusual dish.
009.028: The town of Kolmsmark. It is a vassal of Duke Marwin (see hex 009.029), who wishes to exert more control over the town, but the villagers are more loyal to the Emperor, and the Duke has considered taking matters into his own hands if need be.
009.029: This castle belongs to Duke Marwin von Hessmark, a powerful noble in the area. The Duke is in the possession of great wealth, and he is keen to flaunt this by dressing in elaborate finery and insisting on being accompanied by guards in exquisite armor wherever he goes.
009.040: The city of Marbrook. It is home to one of the largest temples of Kerne in Vardessy, which functions as an arena and holds contests of arms on festival days.
010.027: An abandoned monastery sits on the side of the road here. The monks were slain by a manticore, which has since taken up residence in the halls. Their spirits still haunt the monastery, urging travelers to turn back.
010.032: The village of Geithandorf. The people here are superstitious and wary of outsiders ever since one of the townspeople was stricken with lycanthropy after being cursed by a witch. He remains locked in a cabin in the woods outside of town, driven mad by hunger.
010.034: The village of Frieding. Rumors speak of a nearby shrine to Reynard, commemorating a time he tricked Morthanos. Those who pray at it will have the opportunity to cheat Death once without needing to make a check.
011.023: The village of Lauchsfeld. The people are under the thumb of an ogre named Hanswurst who demands tribute from the town, threatening to eat them if they do not comply.
011.041: The village of Rekowitz. The largest inn in town is run by a charlatan who enjoys ripping off travelers, charging them steep prices for stiff and thin-sheeted beds. The rest of the town plays along with his scheme, hiding their wealth to pass themselves off as poor and destitute so it seems that they can't afford any better.
012.014: A wrecked ship sits on some rocks jutting up from the water here. A necklace that will allow the wearer to hold their breath for three hours straight can be found in its cargo hold, along with 200 GP.
012.035: A shrine to Torvald sits here, guarding the sealed demon Jinnor the Bloody. The demon cannot leave the silver urn he is bound to, but he has begun to corrupt the surrounding area, causing the wildlife to become unusually aggressive and the woods to grow unusually foreboding.
012.040: The town of Herkensen. The local temple of Marseah is home to a guild of thieves who pose as pilgrims and beggars, pickpocketing travelers and demanding alms, which they then use to support the town's actual poor.
013.022: The town of Obersbach. The local burgomaster has vowed to make a strong stance against crime, and the town guard is especially strict, with criminals being hanged for so much as petty theft.
013.029: This castle belongs to Lord Ricohard van der Berg. He is a staunch believer in hospitality and will gladly offer a room to any travelers, but insists that they join in his feasts and hunts - regardless of where they were headed, or how urgent their quest might be.
013.038: The village of Heimarsdorf. It was recently settled by its namesake, a merchant named Heimar Hofwegen, who has dreams of it becoming a great city one day, but only time will tell if the young settlement can prosper.
014.002: The town of Leiger. It is a free port of the League of Three Crowns, and sees considerable traffic from Kvesland and Togarmah. The Order of the Hammer has set up a fortress-monastery here as well, one of the few outside of the Levic Marches.
014.037: The city of Holzhausen. The city boasts a large dwarven quarter, and many accomplished dwarven smiths may be found here - but they are an insular people who deal little with those outside of their community.
015.009: A knuckerhole - a deep watery pit in which dwells a water dragon - is here. This knucker is a lazy, placid beast that spends most of its time hibernating, but occasionally awakes to devour livestock.
015.010: This castle belongs to Baron Arke von Troisch, who rules over the small island of Gelt. Though the island is small and poor of resources, and his men ill-equipped, he insists that he is a noble who deserves respect as any other.
015.021: The village of Tullner. The village is built around an old standing stone that depicts a bear pierced with arrows. One who makes an offering at the stone will receive the effects of a bear's endurance spell until their next long rest.
015.026: A hermit named Reinford Hauer lives in an old tower here. He receives visions of the future and will impart them to those who ask, but he is ill-tempered and less than personable, preferring to be left alone.
015.032: A cave in the hillside here leads to a nest of spider-people (stats as a drider). They possess the power to shapeshift, and often take the form of beautiful women to lure villagers from nearby settlements so that they can devour them.
015.040: The village of Immernerhof. A huntress named Isabella lives here; she is in the possession of a magic quiver that, if left empty on a full moon, will spontaneously generate 3d20 arrows.
016.011: The village of Ulfmund. The largest settlement on the island of Gelt, it is still a sparse, hardscrabble community of fishermen that hug the coastline, though they occasionally trade with passing merchants.
016.020: The city of Konnersburg. It is currently under siege by a raiding party of Northmen, and awaits aid from the Empire.
016.030: The Bee and Bramble, a roadside inn catering to travelers along the King's Road toward Helmn (see hex 030.033) and Falkenau (see hex 036.022). It brews its own mead, which is regarded as a local delicacy by travelers and merchants heading this way.
016.038: The village of Kostoff. A halfling settlement, one of the townspeople has found a talking snake in the bushes not far from town, and the people have begun to turn to the snake for guidance.
017.034: A fey castle lies deep in the woods here. Its walls have no gate in sight, and fairy archers are ready to defend the walls if one attempts to climb them, but a great treasure vault is contained within.
018.001: The town of Stemisburg. An important port for trade, it is frequented by Northmen both for trading and raids, and the Emperor keeps a military garrison here to protect the city in the event of the latter.
018.003: The city of Hallenstein. Many years ago, the Emperor Baldric I named the city as a planned destination on the Imperial Itinerary, but died before he could arrive there. Since then, his palace has sat abandoned, and rumor holds that it has become a lair for thieves and brigands...or worse.
018.005: This castle belongs to Countess Hendrina von Ankern. She is concerned about the danger posed by the Northmen, and has proposed an order to block all trade with them to keep them out of the ports under her control. The Northmen will surely see this as a declaration of war.
018.008: The town of Aperdorf. It has a close trade relationship with a clan of Northmen, and many Northmen have come to settle in the town.
018.014: The village of Rutzen. The people here are followers of the Old Faith, clinging to their old druidic traditions; they are fiercely insular and do not speak to outsiders.
018.030: The city of Meilern. It celebrates Weyland as its patron god, and its guild of blacksmiths has close ties to the local cult, granting it a position of power in political matters.
018.038: The Abbey of Saint Fenne, a convent dedicated to Marseah. In keeping with the values of the goddess of mercy, the nuns here will take in any travelers and provide them with meals and beds, though they are rather lacking in comforts.
018.0401: The city of Hinterburg. The city is built over an extensive system of catacombs, with some passages running as far as the World Beneath.
019.041: The town of Hochheim. It is built over the burial mound of an ancient king, and as of late, the people have begun digging foundations for a new temple, which threatens to intrude on the sanctity of the king's burial chambers. The spirits of his soldiers have been seen in the night, trying to frighten off the builders. And if that doesn't work, greater misfortune may be on the way...
020.008: This castle belongs to Rutherford the Black, a bandit whose men have been preying on caravans in the area. His forces have allied with a nearby tribe of orcs, and they have pledged to each others' mutual defense.
020.038: A ruined castle sits here. It once belonged to a knight named Sir Marius of the Crow, who was afflicted by a curse that caused him to live on in death. Now a death knight, he challenges any passing knights to a duel, even as his body has become decayed.
021.011: The town of Vierwitz. It celebrates a yearly festival in which pigs are released into the street; whoever can catch a pig and corral it in their house gets to eat it.
021.024: The Monastery of the Holy Spear, a monastery devoted to Voltan. They were once in the possession of a spear wielded by a paladin in days past, but it was stolen from the monastery long ago, and the monks would be happy to see it returned.
021.027: This castle belongs to Lord Albrecht Meinard. A cruel and ruthless tyrant, he possesses a menagerie of many strange beasts - his favorite is a giant snake he will not hesitate to offer his prisoners up to.
021.029: The Abbey of Saint Sieger of Unterhofen, a monastery devoted to Mimir. It boasts a great archive of texts, and many scholars come here for their research.
021.031: The village of Elsanz. The people have as of late been afflicted by elves from the nearby woods kidnapping their children, and they have grown ready to form a mob and storm the woods if the thefts continue.
021.033: The Abbey of the Eternal King, a monastery built to safeguard the vault where Gustav I, the immortal first Emperor of Vardessy, lays slumbering, awaiting when he will be needed most. See here.
021.040: The village of Kaminsdorf. Lately, a clan of Caravaneers arrived in town to trade. They have honest intentions, but the town headman is prejudiced against them and is looking for an excuse to drive them off.
022.002: The city of Vosdiek. It was established by an order of monks devoted to Voltan, and their abbey still sits at the center of town, where the abbot exerts considerable authority, though he has little involvement in the day-to-day lives of the people - who have begun to feel that they can better trust the guilds to deal with their problems.
022.005: A tribe of orcs live here. Their village is located on top of a hill, and they have turned the whole hill into a fortress, surrounding it with watchtowers and palisades and raining arrows down on intruders from above.
022.013: Ravensbrucke Abbey, a monastery devoted to Morthanos. The abbey keeps a number of ravens, and the monks have learned their language, using them to seek out the dying and report their findings so that the monks may pray for the safe journeys of their souls. To see a raven of the Abbey is thus considered an ill omen.
022.035: The village of Brechen. A small halfling community, the village is known as the home of some of the finest pipeweed in Vardessy - an appellation that its caretaker, an old farmer named Emmon Fairbairn, wears with pride.
023.008: The Convent of Saint Waldetrudis, a convent dedicated to Marseah. The nuns here are renowned for their expertise in the healing arts, and many pilgrims come here hoping to have their afflictions cured.
023.014: The village of Hochweig. A local boy recently discovered an old Northman sword buried nearby - and has become possessed by the spirit of an ancient warrior, going around picking fights with people. Despite his slight frame, he possesses supernatural strength.
023.033: The village of Geatendorf. Its populace depends on the local hero, an old knight named Sir Gerard, to protect them against threats. He still boasts of his heroic deeds, but he has gone soft in his old age and can't manage the feats he used to - not that he would ever admit that, of course.
023.039: The village of Urbecke. It is an important center of trade in the region, and possesses a great market where goods from all over the Crownlands can be bought.
024.006: The dwarven fortress of Zevud. Though the dwarves here govern themselves and make their own laws, they still pay a tithe to the Emperor, and are considered Vardessian subjects. Some of the older dwarves of the hold feel as though they have no right to owe taxes to a foreign crown.
024.022: This island is home to the reclusive wizard Ana von Rier. She has enchanted the island with lush groves of apples, but anyone who consumes the apples will be turned into a goose; this is her way of keeping away bothersome traffic.
024.025: The village of Dienboldt. A local trapper has obtained the sealskin of a selkie, unaware of its true properties. He intends to sell it at the market, but the selkie will take whatever means are necessary to track it down.
024.028: The village of Wegenstein. Several of the townspeople have formed a cult of demon worshipers who seek to take over the village; the rest of the town has no idea of their ulterior motives.
025.003: The town of Schiedenbeck. There are many wild horses that live in the surrounding plains; the local lord, Gotthold Abensturm, would be happy to receive one as a mount, but no one he has sent has been able to tame the beasts.
025.008: The village of Etzmanning. A treasure trove is buried beneath the corner of the butcher shop - guarded by the angry spirit of its owner, a greedy merchant who buried his wealth so that no one could take it from him even in death.
025.015: The city of Halsten. Its town hall is dominated by a large clock with elaborate mechanisms to depict moving figures and scenes, a gift by the dwarven craftswoman Deduk Ushririden. Many of the city's clockmakers have sought after her secrets so that they might produce such a wonder.
026.013: Estedt Abbey, a monastery ostensibly devoted to Voltan. In reality, the monks are undercover members of the Hounds of the Emperor, spying on activity in the area.
026.027: A stone circle sits by the road here. An order of druids still gathers here to pay homage to the rites of the Old Faith, but as of late, the ley lines have been disturbed after one of the stones was stolen, and the druids need it back, as they fear they will lose communion with their ancestors.
026.035: The town of Etzmann. A peddler has recently come into town, selling carved animal figurines. These include a set of ivory goats, but he is unaware of their true properties, as their command word is engraved on them in Quel'Ahman and he does not speak the language.
026.039: The city of Unterhofen. The city is home to a noted wizard named Isidor Knochenmus, who teaches a number of apprentices here, though one must show great magical aptitude to get his attention.
027.004: The town of Neideroden. The sewers are home to a clan of subterranean goblins that live off of refuse, and occasionally emerge at night to steal trinkets that catch their eye.
0027.006: This castle belongs to Baron Lars von Alst, and functions as a toll gate on the road. The Baron is a greedy man who exerts heavy tolls from travelers, and is always coming up with new excuses to impose taxes.
027.008: The city of Halzemich. It is an important trade center for northern Talhoff, and there are several influential trade guilds with representation on the town council - many of whom are staunch rivals, and many of whom plot against each other behind the scenes.
027.011: The village of Nenter. The village is situated at one end of the bridge over the Hember River, and the townspeople report sightings of a troll dwelling under the bridge and preying on travelers and merchants crossing.
027.037: The town of Malene. A local woodcarver has become so skilled at his craft that the puppets he carves have a habit of coming to life.
028.016: The town of Bronnskeisel. The town is home to a cartographer named Adalinda Oster, who has many maps of the surrounding area and beyond for sale, and will pay handsomely for new maps or information for her maps.
028.025: The city of Wilhelmsthal. It was founded by one of Gustav I's most esteemed knights, Sir Wilhelm of Klareswassen, and to this day, his tomb is often visited by those who seek his valor in battle.
028.033: This mine was once dug by dwarves and left abandoned for centuries. Lately, the government of Helmn (see hex 030.033) has begun to expand operations there, but the lower levels are still uncharted - and it is rumored they may hold untold treasures.
028.036: The city of Sottenmar. The local monastery is devoted to Mimir, making it a center of learning, and a prominent university has sprung up here, where many esteemed scholars lecture.
029.010: The village of Arndorf. There have been sightings of an owlbear in the hills to the east, and the village headman has placed a bounty on the beast for anyone who can bring back proof of slaying it.
029.013: This castle belongs to a gang of river pirates who prey along the Hember. They know the location of the stone circle at hex 032.016, but keep it closely guarded.
029.017: The city of Wernshassen. It has served as an Imperial residence several times, and has grown quite wealthy and influential for such a reason, with many nobles settling here.
029.30: A stone circle sits on a hill here. If blood is spilled on the altar at its center, whatever creature spilled that blood will receive the effects of a charm of heroism until the next sunrise.
030.033: The city of Helmn, one of the Three Great Cities of the Crownlands. See here.
031.011: The city of Oberslach. It is the home of a famed Swordbrother named Karl Aarden, who is growing old and looking for a protege to carry on his legacy.
031.013: A ruined castle sits in the forest here. It is home to a vampire lord, who lays dormant in the crypts beneath the walls, unaware that his castle has fallen into ruin.
031.019: A shrine dedicated to Meili, the god of roads and travelers, sits here. It contains an inn and bathhouse for travelers to rest.
031.027: A tribe of elves live beside the lake here. They make offerings to the spirit of the lake - including gold and other treasures they loot off the bodies of intruders.
031.031: This castle guards a narrow pass on the way to Helmn (see hex 030.033). The captain of the guard here is quite fond of falcons and keeps several in one of the towers; rumor holds that she can speak their language and uses them as scouts.
032.016: A stone circle sits in a clearing here. The pirates at hex 029.013 have stashed a hoard of buried treasure here, containing 4905 GP's worth of gold and jewels, plus a scroll of clairvoyance and a lantern of revealing.
032.030: The city of Neiderhof. Originally founded by settlers from Helmn (see hex 030.033), it has grown into a city in its own right - and the locals take great pride in their regional identity, but wish that the Emperor would grant them the same recognition he grants Helmn.
032.034: This castle belongs to Lord Johannes Hartmann, a feudal subject of the Abbot of Helmn. He is loyal to the Abbot and will take any measures necessary to advance his goals.
033.019: The village of Armsen. The villagers know of a number of trails through the woods where the fair folk have been known to lead travelers astray, and will serve as guides if needed to help wayfarers navigate the paths.
033.023: The town of Vardessmund. Located at the mouth of the Vardess River, it functions as the coastal harbor for Falkenau (see hex 036.022), and most goods reaching the capital by sea pass through here before being ferried down the river.
033.033: This mine belongs to Lord Hartmann (see hex 032.034). Much of the labor is performed by slaves and serfs, and they have been plotting a revolt.
033.039: The town of Reinbolden. The town square holds a statue of a bull with jeweled eyes; if the town is attacked, the bull will come to life to stand in its defense.
No comments:
Post a Comment