Key to Numbered Hexmap

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Map Descriptions for the Carceres et Dracones campaign

The Numbered_Hexmap

Scale = 15 miles to the hex

Barbarian Settlements[edit]

  • 11:04: Toxandria: This area is settled by the Neo-Toxandrians, a group of foot babarians closely related to the Salii. Through a combination of luck, military strength, and diplomatic pressure, the Neo-Toxandrians were able to win the unprecedented right to settle within Imperial territory. It remains to be seen if this was worth doing; they are now heavily taxed and required to supply many men for the Imperial armies. Discontent grows...
  • 14:03: Twaria: The chief settlement of the Twarings encompasses not only members of their tribe but also subject members of other tribes. The Twarings are cousins of the Salii, although the two groups have long been rivals. The Twarings are viewed as a menace to Centralia and to the Transfrigidian holdings of the Hpyerborean Province.
  • 17:04: West Chasuarii: This is the prime settlement of the "West Chasuarii" under their West-King. The Chasuarii have a long reputation as fierce foes of the Empire, but they have also provided many soldiers for the Empire's legions. The Chasuarii are not as mighty as they once were, and pressure from tribes from the Interior has driven them right up against the river. They may soon be forced to cross, but whether they attempt to cross the river as conquerors or supplicants remains to be determined...
  • 18:06: East Chasuarii: This is the main settlement of the "East Chasuarii" under their East-King. The tribal division is something of an arcane process, poorly understood by outsiders; the two groups are not rivals.
  • 22:06: Intiga: This is a large and growing barbarian town. It has even recently erected a 20' wooden wall. It is a stopover point for barbarians (either solitary adventurers or entire small tribes) heading west or southwest from the Interior. It is rumored that sometimes evil spirits or savage holdouts from the dense forests to the north come out to cause trouble.

Cities[edit]

  • 03:12 Ascolais: This city was once surrounded by gentle rolling woodlands, but over the centuries great deforestation occured in order to supply the Imperial Fleets of the Mare Nostrum. Today Ascolais has a reputation as a city of poets, dreamers, sorcerors and scholars. It is a relatively wealthy city, due to its proximity to many rich farms and to the wine country, although much of the wealth remains in the hands of the owners of great latifundia or under the control of merchants from other areas.
  • 04:04 Occita The provincial capital of La-Isla. Much trade in lumber occurs here. The citizens of Occita are patriotic and identify closely with the interests of both the Empire and the Imperial Core. Most trade revolves around the exportation of lumber and the importation of staples and luxury goods unavailable in La Isla. This province is a safe and well-defended one due to the strategic importance of its prime export. It is garrisoned with enough troops to repel the occasional testing forays of the sea barbarians.
  • 10:09 Colonia Magna It is the provincial capital and although Salla has begun to eclipse it in many ways, it is still the most important city in the province. Originally settled by veterans given land-grants following the Imperial conquest of Centralia, it soon rose to prominence due to its excellent location. The population has fallen somewhat during the past several generations and more and more trade is stolen by Salla, but Colonia Magna is the best place to find ex-patriate communities of foreigners, powerful merchants, provinicial movers-and-shakers, etc. Its intrigues are often beyond the ken of inexperienced persons from the countryside or small towns.
  • 11:16 Salla Hundreds of years ago, it was one of the first Centralian settlements to come under Imperial control. It is now a great city. Most trade from the Imperial Core enters Centralia via the docks of Salla, as bringing in goods via ship is far easier than crossing the mountains located on the southeast of the map. Salla also sees ships from many other provinces. It is a cosmopolitan and dangerous city, famed for its gladiatorial arena and its thieves. The surrounding territory is largely a noisome malarial swamp. It is not unknown for newcomers to the city to succumb to fatal fevers.

Frontier Garrisons[edit]

  • 00:07: Castra Nova: Built less than ten years ago, this frontier garrison is intended to protect against the sea barbarians.
  • 05:02: Noviodunum: This frontier garrison is built on the site of an ancient Wildling hill-fort.
  • 07:05: Castra Caecilia: This frontier garrison is intended to protect Ostia Lexoviorum.
  • 10:02: Campus Alarii: This frontier garrison is inteneded to protect Fer Aquila; its troops are decent but quite barbarous.
  • 13:03: Iulia Victrix: Close to the lands of the Twarings, the troops at this frontier garrison sometimes see action during harsh winters when groups of barbarian exiles or the like try to cross the Frigidus. Pirate raids are also not unheard-of.
  • 16:05: Castra Magna: The soldiers here are the elite---as far as Centralian frontier garrisons go. This post is the most likely to see action.
  • 17:06: Flavia Centraliorum: Although not quite as exciting as Castra Magna, Flavia Centraliorum also defends the main crossing area.
  • 18:00: Portus Iulianus: The soldiers of this garrison see frequent action against the sea barbarians. A vicus populated by fishermen surrounds the castrum.
  • 20:09: Verona Nova: This frontier garrison is intended to stop barbarians from slipping across the Frigidus and into the woods as they did during the Bad Years. Recently this post has been a quiet one, but rumor has it that a witch in the nearby woods is killing soldiers.

Legionary Encampments[edit]

  • Hex 03:04: Legio XXXI Antiqua Constans: The Thirty-First Steadfast Ancients are one of the oldest legions in the Empire and had a long and illustrious history before being stationed in La-Isla many years ago. The Thirty-First has a core of well-drilled infantry as well as a large section of both dragoons and cavalry to respond rapidly to any incursions by sea barbarians. Were someone foolish enough to attempt to establish a large bandit gang in the province, he would be opposed by detachments from the Thirty-First Steadfast Ancients.
  • Hex 14:01: Legio III Classica: The Third Classicans are a legion originally raised from classiarii---marines. The Third Classicans are the southernmost of Hyperborea's two legions, and their main responsibility is guarding the southern and eastern areas of Hyperborea from the sea barbarians. They also frequently serve to guard Tournai and the surrounding remnants of Imperial Transfrigidia from the foot babarians. The Third Classicans include many dragoons (mounted infantry) who exercise strategic use of horses, but they fight almost exclusively on foot, as their main foes (the sea barbarians and the foot barbarians) do the same.

Ruined Cities[edit]

NB: Only ruined cities are detailed below. Ruined towns---let alone ruined villages---are beyond the scope of the hexmap. Since hexes are 15 miles across, most hexes will have a village, hamlet, thorp, or some sort of inhabitation. EDIT: Or more than one! If you're away from a paved road, fifteen miles is a long way.


  • 14:05: Glenum. Glenum was once one of the most cultured provincial cities in the entire Empire, famed for its forae, its academies, and its kilns. During the Bad Years, disorganization within the Empire allowed the foot barbarians to cross the Frigidus and torch Glenum. Now this charred husk has an evil reputation. Ghosts of its former residents haunt miserable alleyways, and its ruinous buildings are home to an unsavory assortment of outlaws, cultists, witches, and runaway slaves and peasants. From time to time, river-pirates make their home here, and the remnants of the Imperial Frigidus Fleet must contend with them.
  • 18:04: Rema Transfrigida. This city was once the capital of Transfrigidia Faliscana, but now almost all Imperial holdings northeast of the Frigidus have been abandoned and the province of Transfrigidia Falisca is no more. Although the foot barbarians grow more civilized with every passing decade due to contact with the Empire, many of them, especially recent arrivals to the frontier, still shun urban life. Thus, after it fell to the barbarians, Rema Transfrigidia, was allowed to fall into disrepair and was abandoned. Most of its surviving Imperial citizens fled across the river to the town of Rema Cisfrigidia. The rich farmlands once surrounding Rema Transfrigidia have been abandoned and become overgrown. Rumors state that evil spirits from the pine-woods have entered the city, and the barbarians now shun it, although occasionaly large parties of armed barbarians will enter the city and haul off marble, brick, and other building materials to use in the construction of new dwellings in their own villages.
  • 18:13: Transmontania Magna. During a particularly cold winter during the Bad Years, barbarians slipped across the Frigidus, made their way unnoticed through the woods, and took the city. The destruction was so great that the surviving citizens established the town of Tranmontania Nova in the former suburbs of the city. Transmontania Magna is fairly tame as far ruined cities go. One might run across the odd runaway slave or skulking outlaw, but in general treasure obtained in the ruins is going to be the result of diligent searching rather than wresting gold from foes.

Towns[edit]

  • 01:03: Aulercia: This La-Islan town is filled with lumber-mills and woodcutters.
  • 01:10: Santonium: This town is a prosperous, quiet farming town, although it is a little too vulnerable to the sea barbarians according to the town fathers who have been petitioning for a wall to be built.
  • 03:16: Autia: Located in the prosperous wine-country, Autia is relatively safe. While not yet threatened by barbarians, bagaudae are sometimes a threat in the surrounding areas.
  • 04:00: Constantia: This Hyperborean town is not far south of Duroliponte and is also close enough to the province of La-Isla to be fairly wealthy. However, the sea barbarians are a growing threat...
  • 04:08: Eburonium: This town was sacked during the Bad Years, but has now recovered for the most part. As with Santonium, the town fathers fear that a raid from the sea barbarians may come.
  • 06:06: Ostia Lexoviorum: This town serves as a port connecting Colonia Magna with the provinces of La-Isla and Hyperborea and lies at the mouth of the Tarus River. The remnants of the Tarus River fleet serve to supress piracy along the river and to help defend Ostia Lexoviorum. The town also has a wall surrounding its core, but the outer areas would be vulnerable to attack.
  • 07:09: Noviomagus: This town largely serves as a stopover for merchants coming to or from Western Centralia as well as being an exporter of agricultural goods to Colonia Magna.
  • 10:13: Colonia Flavia: One of the few rapidly growing towns in the province, Colonia Flavia benefits from a good location and a population swollen by refugees from more dangerous areas of the province. Colonia Flavia is almost large enough to be considered a city. Neither its sewer system nor its entertainment facilites are large enough to serve its growing population, and plague or riots may result.
  • 11:02: Fer Aquila: This town is still not wholly Faliscanized, and its inhabitants speak a most vulgar Quotidian. It is located close to the mouth of the Frigidus and serves a valuable strategic purpose. Although it was sacked several times during the Bad Years, it is thought to be relatively safe these days, as any large push by the foot barbarians would likely be aimed at Rema Cisfrigidia. The Frigidian Fleet sometimes docks here.
  • 13:01: Tournai: Also known as Tornacum, this town is still in Imperial hands and is under the administrative control of the Hyperborean Province. Various barbarian tribes such as the Salii dwell here, but they have long been semi-Faliscanized and have provided troops to the Empire for generations; their elite are well-educated and cultured. The core of this town has a stout wall, and many of its inhabitants are discharged veterans. If this town falls, it likely be due to treachery rather than force of arms.
  • 14:00: Fulvia: This town lies across the channel from Tournai, and is also home to many legion veterans. The people of Fulvia fear that if the legion leaves, they will be subjected to the depradations of the sea barbarians. Fulvia is a relatively wealthy town, but not nearly as wealthy as it once was, as the loss of the province of Transfrigidia Faliscana reduced the amount of trading passing through greatly.
  • 16:06 Rema Cisfrigidia There's definitely trade coming up from the Centralian heartland, as well as from the Imperial Core and from other provinces such as Hyperborea. Rema Cisfrigidia is a bit rough-and-tumble what with barbarian traders and soldiers, but is reasonably cosmopolitan for a mere town; many of its residents are descendants of refugees from the ruined cities nearby. For adventurers looking to cross the Frigidus, Rema Cisfrigidia is a good place to equip, make contacts, etc. There's a good deal of construction occuring, as a city [town] wall is in the process of being built. However, it's not close to completion, so a concerted barbarian attack would easily take the town barring a miracle or the arrival of a mobile legion.
  • 17:13 Transmontania Nova It's built in the former suburbs of the ruined city of Transmontania Magna (18:13). It's something of a backwater, but not too rustic. Nearby Transmontania Magna is fairly tame as far ruined cities go. One might run across the odd runaway slave or skulking outlaw, but in general treasure obtained in the ruins is going to be the result of diligent searching rather than wresting gold from foes. Please note the frontier troops at 20:09; they're there to prevent barbarians from slipping across the river during a bad winter, sneaking south through the forests, and then looting---as was the case when Transmontania Magna was taken.