Codex

Hellion Hills

Wilderness · part of Westwilds

The Hellion Hills mark the northwestern terminus of the Wurmspine range, where the great mountain chain fragments into a chaotic jumble of volcanic peaks, smoking…

Type
Wilderness
Within
Westwilds
Contains
1 place
Borders
1 realm
Peoples
Elnir · Goshwen · Lacirean · Seyiki · Etherweaver · Grayls · Vyanoweir · Myushli · Glivornaxi · Griebi · Hedroscobbi · Shazuihni · Tarni · Thrygun · Uihonaii · Troenka

The Hellion Hills mark the northwestern terminus of the Wurmspine range, where the great mountain chain fragments into a chaotic jumble of volcanic peaks, smoking vents, and treacherous ravines. The fire ley line cuts directly through this region, and the land shows it—the hills run hot, the air tastes of sulfur, and the ground itself seems to simmer.

The name isn't metaphorical. These hills are hell to cross.

Geography

The Hellion Hills stretch roughly twenty miles east to west, forming a natural barrier between the Westwilds proper and the more hospitable Wurmspine territories to the south. To the east lies the Guiles, a dense forest that provides the only significant shade in the region. To the south, the hills descend into Kobuk, where the Coghead goblins have made their refuge.

The terrain is brutal: sharp volcanic rock, unstable slopes, sudden fissures that vent superheated steam without warning. The fire ley line keeps the ground temperature elevated year-round—snow never settles here, even in the deepest winter. In summer, the hills become genuinely dangerous; heatstroke claims unprepared travelers before the terrain does.

Scattered throughout are remnants of old volcanic activity: obsidian flows, collapsed lava tubes, and hot springs that range from pleasantly warm to instantly fatal. The hills don't actively erupt; the fire ley line keeps the energy diffuse rather than explosive. But they smolder constantly, and new vents open without warning.

Inhabitants

Few things live in the Hellion Hills by choice.

Fire Drakes: Small, aggressive, and territorial. They hunt in the cooler hours of dawn and dusk, preying on anything they can catch. The ley line energy keeps their populations high despite the harsh conditions.

Ash Crawlers: Insectoid creatures that burrow through volcanic soil, emerging to feed on anything organic that dies in the heat. They're not dangerous individually, but they swarm corpses within hours.

Fugitives: The hills' reputation keeps most people away, which makes them attractive to those who don't want to be found. Criminals, exiles, and the occasional hermit scratch out existences in the few habitable spots, trading the dangers of the terrain for the danger of civilization.

Travel

Crossing the Hellion Hills is possible but inadvisable. The terrain is treacherous, the heat is punishing, and the only reliable water sources are the hot springs (which require careful testing—some are drinkable, some will dissolve flesh).

Those who must cross typically hire guides from Kobuk's Coghead goblins, who know the hills well enough to avoid the worst hazards. The goblins charge steeply for this service and accept no responsibility if clients ignore their advice.

The fire ley line can be traced through the hills by following the hottest ground—useful for mages seeking to tap its power, dangerous for everyone else. Walking the ley line means walking through the most geothermally active areas, where the ground may give way without warning.

The Codex of Alaria