Hex Map: Kul Moren Mountains Region

This region of the Lands of Harqual is a legacy of the Shackled City Adventure Path that I ran many years ago for group of players/friends—Brian, Gerald, Rob, and Scott. And the game ended before the final adventure was played, I consider it a major successes as a DM. Plus, the PCs from that game are now major NPCs in the Dominion of Cauldron and the surrounding region.

Now, this region is more than just a SCAP legacy. It is also where I’ve placed Mor’s End, the old EN World City Project (ENWCP), which was created by a number of members of that gmaing community. In fact, Mor’s End is very close to Cauldron and in many ways it is central to the regions economy, as it stands at a key point along the Milvius Waterway on the northern shore of Lake Anoria.

Since the end of the SCAP adventure, I have advanced Kulan’s timeline, which greatly affected Cauldron, Mor’s End, and reset of the region. The Dominion of Cauldron is now known as the Realm of the Silver Hand and is ruled by Hezekiah Grofus. The Archmagus is the closest Cauldron has ever come to having a king even though Cauldron is still a feudal republic. Many think it is inevitable that Cauldron becomes a Monarchy, even though Grofus doesn’t have a wife or any legitimate children. Argo Flameheart has tried, unsuccessful, to marry off his old friend but The Orphan King would rather work on his latest arcane experiments in his massive tower, which lies outside the city.

Mor’s End hasn’t been as lucky as Cauldron. When war broke out between Cauldron and the Diabolic Enclaves, Mor’s End was caught in the middle. Cauldron has kept the Warlords of Flame from conquering Cauldron but they couldn’t keep the masters of Flamerule from annexing the Domain of Anoria. This has made ‘my’ Mor’s End a darker place than the standard ENWCP. While Mor’s End still has a Lord Mayor, he is little more than a figurehead. The true power lies with a man named Tarsus Oliverio (male Tahrannuti human). Tarsus treats Mor’s End as his own personal dictatorship, but he must answer to the Warlords of Flame.

The other key land in the Kul Moren Moutains is the newly self-proclaimed Monarchy of Kul Moren. The Dwarven Holds are now aligned more to Cauldron than to Mor’s End. When Anoria fell to the Diabolic Enclaves, the dwarves of Kul Moren refused to bow down to the Infernals of Flamerule. Led by Kragg Arduun (male high dwarf), Toryn Stonecutter, and The Stone-Heart Wizard (male hill dwarf), the dwarves beat back the war machine of the Infernals. The dwarves were aided by Toryn’s companions, the Order of the Silver Hand, which helped vs. the powerful vile magicks used by the Infernals. While the three dwarves rule Kul Moren equally, Kragg is most likely to proclaimed Thane of Kul Moren. Toryn is happy in his role as Master Smith, and The Stone-Heart Wizard is the land’s Master Arcanist.

To the northeast of Anoria, Cauldron, and Kul Moren lies the lands of the Diabolic Enclaves. Ruled from the City-state of Flamerule, these lands are filled with darkness, evil and devils—both figuratively and literally. The City-state of Fire and its vassal communities are ruled as an Infernal Dictatorship. Flamerule has nine tiers, which are built down into the earth. The tiers are ruled like the layers of the Nine Hells. Each tier is controlled by a Warlord of Flame with the Ninth Warlord being the ultimate ruler of the city-state. There are over 500,000 evil souls living in the city-sate with roughly 10% of those being devils. (The number of devils in the entire Infernal Dictatorship is roughly 2% of the overall population.)

Other lands officially in the region: Caloric (The City of Spires) – a powerful arcane city-state; Calot (Barony) – a small rural self-proclaimed monarchy; and Pretensa (Principality) – a newly self-proclaimed Monarchy/Theocracy that once used be part of the Kingdom of Izmer to the west. Caloric is the strongest of these three lands due to the city-state’s large population (98,000). However, Pretensa is growing in influence in the region due to the strong ties that it has formed with Cauldron and Kul Moren. Calot relies much on the goodwill of the Dominion of Cauldron, but its ruler, Baron Davil Forestwind (male half-elf) worries that Cauldron might be growing too powerful to keep the Dominion from annexing Calot. He has sought the aid of Tiberiu Cojocaru, High Prince of Pretensa (male Kunnian human), in helping with diplomatic relations with Cauldron.

Other lands shown partially on the map: Liran, Minar, and Verdalf.

See here for the full-sized version of the map.

Kul Moren Mountains Region

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Hex Map: Thunder Mountains Region

I had finished this map and posted it on Facebook last month, but I just realized I never got around to posting it here. This map now replaces my previous design of this region including my older Thunder Rift hex maps and my Thunder Lands (East) map created using Campaign Cartographer 2. Hexographer allows me to put more details on a larger map than with CC2, so I’ve switched to it almost exclusively. When (or if) I get CC3, I might switch back or use both program at once.

Like with the Cold Barrens map I posted, this map doesn’t have any political division lines on it. I don’t really like using those for World of Kulan although I might use them at a closer scale. (One hex on this map equals 24 miles.)

The key region of Thunder Mountains Region is, of course, the Thunder Mountains. The heart of the region revolves around the southern half of the mountain range and the lands directly to the west and south of it. To the west of the mountains is the Barony of Liran. To the south is the Free City of Yuln, which is also known as the Sovereign City. Liran and Yuln control most of the arable lands in this region, although they don’t have a complete monopoly on food crops. And neither of them control the Thunder Rift in the southern part of the mountain range.

Yuln has more political power, and it is not wise to upset Harian Mal or try to break his feudal grip on Yuln and the communities that pay homage to him. Baron Edward Gaill II of Liran is a little more amiable to outsiders, but he has little tolerance for orcs and half-orcs due to the constant skirmishes his people have had to endure versus the Black Kingdom of Thunder Orcs. Orc raids are commonplace and it is nearly impossible to root the orcs out due to the high Widowfall Cliffs that surround the western half of the mountain range.

To the east of the Thunder Mountains are the lands known collectively as the Strandlands. Ruled, somewhat, from the walled town known as Ironsoul, the communities of the Strandlands are collectively a Gerontocracy (rule by the aged) and a Stratocracy (rule by the military). It is a complicated place with a lot of traditions and taboos. The rulers of the Strandlands are known as The Gerousia, which acts a senate consisting of 25 members, as well as the Seven Lords of the Strand. The peoples of this land, which is also known as the Freeholds of the Strand, are surprisingly welcoming to outsiders, as long as newcomers seem battle tested. The people here love freedom and refuse to elect any one single ruler; they have no patience for tyrants.

There are several numbered locales on the map due to space constraints for writing text on the map using Paint.NET. (The full-sized version of the map is linked below.)

  1. The Tower of the Guardian Knights
  2. Duskriver
  3. The Monolith
  4. Lancaster Inn
  5. Skar’bir Keep
  6. Blood Pits of Hratgurir
  7. Thohemehar
  8. The Hammer of Fire
  9. Obsidian Spire
  10. Silvervale
  11. Gapgard Castle
  12. Echovale
  13. Reikmahk Plantation

Full-Size Image

Thunder Mountains Region
Thunder Mountains Region

New Map: The Thunder Rift Region

I’ve finally redone this region for the Lands of Harqual. I had a previous hex map for it, but it wasn’t based on the continental map I’ve now done for Harqual, so I had to revise it. I’ve recently increase the size of the Lands of Harqual in comparison with the world’s other continents, such as the Fallenlands and Kanpur. This change has significantly increased the size of my homebrewed version of the Thunder Rift.

Correction! Each hex on this map is equal to 15 miles. (I had mistakenly thought that each hex was equal to 30 miles per hex but I forgot to take into acoount that I’d used a regional map for the Thunder Lands as my overlay map in Hexographer.)

People familiar with the Thunder Rift will likely be able to note certain locales that match the official version; however, I’ve renamed all of the towns and villages of the rift so that don’t fixate too much on the official version. I once had the main Thunder Rift book, but I sold it because when I bought it used, it didn’t have the map with it. (This was before discovering that many fans had recreated the maps online for their own purposes. Hindsight and all that.)

Also on this map are lands that exist near the rift. To the north and northwest are the orcish lands known as Kingdom of the Thunder Orcs, which is ruled from Vish’Na’Ka. To the west and southwest are the mountain vales allied to either Thunder Pass or the Barony of Liran. To the south is Lake Henagan and the various communities that pay homage to either Liran or the Sovereignty of Yuln. To the southeast are the wild Sallow Plains and its unruly clans. To the east are the Brand Hills, which separates Yuln’s influence from the Strandlands, which lies to the northeast.

Thunder Rift Revised
Lands of Harqual: Thunder Rift