Region: BRIGHT STONE BAY (Tiles: Y, S, Z*)
BRIGHT STONE BAY (Tiles: Y, S, Z*) The colonial center. Not St. Bastion—that's a fort. This is settlement, trade, the place where imperial ambition meets Antarctic reality and attempts negotiation. The bay itself offers protection from southern ocean storms—a natural harbor with shallow wetlands, reeds, and mud flats extending inland. Bright Stone Island (within Z) guards the entrance, lighthouse and fort combined, controlling access. House Kinnon operates here when they operate anywhere—naval faction tied up in slaving and accidental necromancy, the moral grey zone of colonial presence. Bright Stone Bay is where expeditions launch and, occasionally, return. Where indigenous peoples trade under duress. Where colonial law theoretically extends, though enforcement drops to zero three hexes out. Where Geometer surveys are organized, supplies are purchased at extortionate prices, and fresh recruits learn the difference between mapping Europe and surviving Antarctica. The Ulutak people—Tidal Folk of Austronesian heritage—trade here but live elsewhere, particularly around their sacred Winter Crest Island. They watch colonial growth with concern that's becoming hostility. The wetlands around the bay mirror Mother Marsh—navigable only by canoe, resistant to development, home to creatures colonial doctrine doesn't account for. The bay protects colonials from the ocean. The wetlands protect everything else from the colonials. What you need: Coin. Connections. Exit strategy.