What better way to end the Year of the Gazetteer than with one last hex map? This one covers the Tennurhaf. As there's a lot of empty space, each hex equals twelve miles.
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001.024: A longboat is wrecked here, frozen in the ice. The spirits of its crew still haunt the ship, and will drive it to continue its raid if it is released.
001.040: The village of Gilsfjord. The village is built along the cliffs of a narrow fjord, with bridges and causeways spanning the gap; one must be careful not to make a misstep.
004.014: The island of Vindarland. Its sole inhabitant is a hermit wizard named Bjartur Thorirsson, who can commune with the birds and calls on them to spy for him, warning him of intruders.
005.031: The village of Kalfafir. A recent settlement in the Frozen North founded by exiles from the mainland, the people are fearful of what the harsh winter will bring, and are unsure if their supplies will last them.
006.016: The island of Bildsfel. It was once settled by Northmen, but was abandoned due to the harsh winters. Now, it is home only to a few flocks of hardy sheep that graze on the shores - and whatever treasure the Northmen may have left behind.
006.029: A ruined city lies buried under the ice here. The buildings are huge, and seem to have been constructed by giants - but who knows what might lie beneath the catacombs?
007.017: The island of Holmar. A hoard of 22,000 GP in gold and other treasures is held in an old barrow here, stashed by a raiding ship to retrieve later.
008.031: A cave on the hills overlooking the coast here is home to a remorhaz. The Northmen of nearby settlements fear "the Ice Worm" and refuse to go near its home.
009.021: The island of Hofselland. An enchanted longboat is moored in a cove here - it will sail and row itself as long as a song is played continuously to amuse the spirit that dwells in its figurehead.
011.032: The village of Jasund. The headman, Knut Angmarsson, is hopelessly in love with a selkie named Dagny who lives somewhere along the coast, and will happily reward anyone who can bring the two together.
012.001: The village of Bersa. As a secluded settlement in the Frozen North, it rarely sees trade, and the people are strapped for supplies. Some, in fact, have begun to make offerings to demons in the hopes of surviving the winter - and the demons have begun to make plans as to how they can bring the settlement to ruin by spreading chaos.
012.008: The village of Kalda is the largest settlement on the island of the same name. There are many runestones on the island, some of which date back before the current settlement, and some of which have never been decoded. Some fear that they may prophesize the sinking of the island itself.
013.031: A stone circle sits on the moors here. A group of druids gather here to conduct rituals; they know of spells to assume the shapes of animals, and spend much of their time in the wild consulting with beasts. Many animals on the peninsula fear the coming of humans to the Frozen North, and the druids are wont to take their side.
013.034: The village of Skarfane. It is the site of a major fur market where the locals trade with clans from the mainland, and has developed plenty of markets and taverns, making it one of the largest settlements in the Frozen North (which still doesn't mean much).
017.031: The village of Leirhofn. The members of one clan are secretly trolls using magic to disguise themselves as humans - they stay inside during the day (as sunlight will cause trolls to turn to stone), but are expert craftsmen and can make magical items. If their secret is revealed, the rest of the villagers will surely take up arms against them out of fear.
018.034: The village of Skorrey. The people here are facing a slew of cows drying up, depriving them of milk - in reality, a witch named Hilda Finnsdottir lives nearby, and is using a tilberi to steal from them.
020.034: The village of Eskholt. A local hunter is said to have a magic bow with arrows that never miss their targets, even going around rocks and trees to reach his quarry. Surely, though, he won't be willing to part with it so easily.
021.014: The island of Morvellir. The locals are fond of riddle contests and will challenge any outsiders to such a game, offering fabulous prizes if they can outwit them.
023.015: The island of Jokulsfirir. Although uninhabited by humans most of the year, it is the site of an annual althing where the inhabitants of the surrounding islands meet to discuss law and hold court. There are merfolk who live just off the coast - and the constant incursion of land-dwellers has begun to disturb them.
023.033: The island of Kersyr. It was used as a penal colony by a kingdom on the mainland many years ago, and while it has been ages since anyone was exiled there, the island still has a reputation of a rough place run by pirates, thieves, and cutthroats.
024.032: The island of Tagnupr. Recently, a great sea monster has beached itself on the shore, and the people have celebrated the bounty of food brought by such a catch. But why are they starting to turn green and develop scales?
025.007: The island of Storolfland. The skeleton of a long-dead dragon lies at the center of the island; many alchemists have sought after the creature's teeth and bones as reagents for their spells. But it is said that the dragon's spirit still watches over the island, and it may not part with them so easily...
026.005: The island of Rykinsvik. A sea stack (a tall, narrow pillar of rock rising from the water) just off the coast of the island is topped by an ancient monastery where great treasure is kept - of course, getting to there is a problem in itself.
026.014: The village of Miklagaror, the largest settlement on the island of Hafnarsland. The people here have long fought a blood-feud with the elves at hex 027.013, and per the Northern customs of weregild they have no intention of stopping any time soon given how much blood had been shed on either side.
026.031: The island of Halkelstyr. To this day it is protected by the spirit of one of its first settlers, Isa Heimsdottir - if the island is attacked, she and her warriors will rise from their barrows to rally to its defense.
027.013: A village of elves live here. They inhabited the island of Hafnarsland before the coming of the Northmen, and they resent them for cutting down the forests they dwelt in. They will not be satisfied until the Northmen are pushed into the sea, regardless of how many of their number they lose in doing so.
030.001: The village of Olafsvellir. It is built around a natural hot spring, which keeps this area relatively warm even this far into the Frozen North; for many travelers, it is a place to restock and rejuvenate themselves. Some even claim the waters have healing properties.
032.021: A coven of night hags dwell in this cave. Nearby islands seek out their aid to pronounce prophecies, but they always demand a heavy price for those who seek their aid (usually demanding clients offer their firstborn to be eaten).
032.030: A ruined fort sits here, the site of a failed colony. It has since become home to a clan of trolls who claim the fort as a source of shelter.
033.027: The island of Hyrning. The trees here grow vines with grapes as large as watermelons, and so strong that eating one is enough to leave a man drunk.
035. 038: The ruins of a castle built by giants sits in the mountains here. It is said they dug mineshafts that go deep into the earth, once used to excavate mithril.
036.039: The village of Meofell. Many of the inhabitants are halflings who were exiled from their original home one way or another and came to settle here; like most halflings on the continent they are not particularly adventurous and prefer to be left alone, even if they have adjusted to the harsh ways of the North.
039.014: A magnetic mountain rises out of the waves here. Though not strong enough to attract metal objects, it does throw off any compasses used - and has claimed several ships that followed their compasses only to crash on its slopes.
039.035: The island of Hoalar. The cliffs here are home to harpies that prey upon ships, carrying rocks out to sea and dropping them on any vessels that get too close.
040.015: The island of Alfellstrond. It is home to a single clan of fiercely insular settlers who deem all outsiders to be in league with demons trying to bring misfortune unto the people.
041.004: This fortress, built into the side of a volcano, is home to a clan of fire giants who use the volcano as a forge to build great weapons. They are in a kin-feud with the frost giants at hex 046.003, and have waged war with them for many an age.
042.036: The island of Kollsloekr. The island is a holy site to Kord, the god of strength; to that end, at the island's althing many contests of strength are performed.
043.030: The village of Durfansdalr. The local headman is rumored to be in possession of a pair of corpse breeches, granting him fantastic wealth.
044.007: The village of Glaumsteinn. The people here are fierce raiders, and their longboats frequently prey on islands to the south and settlements along the coast.
044.016: A tower of black stone rises from a small island here. It belongs to the necromancer Bjorn Flame-Tongue, who uses it as an observatory to study the stars - and to house the bones he seeks to animate as his servants.
044.035: The village of Orrostud. Fishermen from the town have reported seeing sahuagin swimming in the ocean nearby, getting closer and closer to the shore. Are they planning to launch an attack - and if so, why?
045.024: The village of Eiriksstadr. It holds the althing for the surrounding islands at the grounds of a large temple dedicated to Olmo, where offerings are made to calm the sea.
046.003: This fortress belongs to a clan of frost giants that have long warred with the fire giants at hex 041.004. So far, their war has not involved the human settlers of the Frozen North, but as the settlements grow closer to the battlefields, it may only be a matter of time...
046.014: The island of Orrostudtalr. Runestones left here tell of the voyage of a longboat that sailed far to the west, but was never heard from again (it lies frozen at hex 001.024).
048.028: A whirlpool sits at the center of three small rocky islets here. Each islet is the domain of a sea hag, and the three of them use their magic to keep the water churning so they can lure in sailors to their doom.
048.040: The island of Helgahvall. Local legend holds that a noted raider centuries ago buried a great hoard somewhere on the island, but no one knows where - and the villagers have been in fierce competition to uncover it.
049.001: A frozen city built by giants lies in a valley here. Far beneath the ice, in their vaults, are kept grotesque monsters created through magical experiments - perhaps it was they that caused the city's doom.
052.009: The village of Hvanndalr. A local, Thazi Gunarsson, is an esteemed champion at glima wrestling, thanks to his enchanted boots. He will offer them to anyone who can best him at such a contest - but that is an easier task said than done.
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