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430675-sample
430675-sample
e
This book describes a procedure to To use this generator, you will need a
generate a pseudo-feudal world with complete set of dice (d4, d6, d8, d10,
a hint of magic. It is in no way d12, d20, d100), as well as a d24 and
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intended to be historically accurate, a d30.
realistic, exhaustive or definitive.
Instead, it tries to give a solid base to If you do not have a d24, you can
flesh out with personal tables and emulate one by rolling 1d2 and 1d12.
ideas. It can be used as a preparation If a 2 is rolled on the d2, add 12 to
tool for campaigns or solo play. It the roll of the d12.
also allows a DM to discover a new e
world along with their players. Same with the d30, it can be emulated
by rolling 1d3 and 1d10. Depending
The general idea of the book is to on the result of the d3, add the
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start from the bigger picture, then go following to the roll of the d10:
in more and more detail. Starting
with a general map of biomes and • On a 2, add 10,
features, we progressively generate • On a 3, add 20.
landmarks, settlements, dungeons
and lairs. Eventually, with the help of
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Hex Map
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Generating a sandbox with the help Here are the symbols used in this
of this book starts by creating a hex book for the different biomes:
map with diverse biomes. Use the
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template provided with this book or
another one but remember that this Grassland
generator was written with 2 miles
hexes in mind (2 miles ≈ 3.33 km). Forest
Miles are used since the original
roleplaying game used imperial units.
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Marsh
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Mountains
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Biomes
1) Starting hex Then, generate the 6 hexes around it
by rolling on the second table. Start
1-4 Grassland with the one on top then continue
5-6 Forest clockwise, until you have 7 hexes.
7-8 Hills
9 Marsh
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10 Mountains
2) Next hexes
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1-5 Same as previous hex
6 Grassland
7 Forest
8 Hills Ex: the rolls are 2, 9, 9, 6, 7, 3 and
9 Marsh
10 Mountains translate to grassland, marsh, marsh,
e grassland, forest, grassland.
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Once these 6 hexes have been However, another way to expand the
generated (the “points” of the map is to keep generating layers. To
snowflake), roll for the next ones, do so, repeat the two previous steps.
using them as starting points, to
complete the layer: In the picture below, we have gone
through the “snowflake” step and also
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generated the following hexes.
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After this step, the hex map already
has reached an interesting size (19
hexes). We recommend stopping at
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this point. To further expand the
hexcrawl, repeat the procedure
several times and stick the resulting One more step is needed to complete
hex maps together. This is the the layer and the hex map:
method used in the rest of the book.
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Encounters per Biome
Grassland Marsh
2 Dinosaurs 2 Moth-men
3 Ogres 3 Mushroom-men
4 Gnolls 4 Frog-men
5 Orcs 5 Trolls
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6 Goblins 6 Skeletons
7 Giant rats 7 Crocodiles
8 Wolves 8 Zombies
9 Bandits 9 Orcs
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10 Berserkers 10 Lizard-men
11 Worgs 11 Snake-men
12 Werewolves 12 Hydras
Forest Mountains
2 Ents 2 Giants
3
4
5
Giant spiders
Ogres
Bears
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4
5
Griffins
Dwarves
Kobolds
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6 Goblins 6 Orcs
7 Wolves 7 Bears
8 Kobolds 8 Wolves
9 Bandits 9 Bandits
10 Elves 10 Berserkers
11 Dryads 11 Smilodons
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12 Werewolves 12 Vampires
Hills
2 Manticores
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3 Basilisks
4 Ogres
5 Orcs
6 Goblins
7 Giant rats
8 Wolves
9 Bandits
10 Beastmen
11 Giants
12 Wyverns
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Features
Features are the prominent things 1) Starting hex
that can be found inside the hexes. It
does not mean there is nothing else in For a traditional campaign (first
the area but it is either less going into a dungeon, then exploring
interesting to the characters, well the wilderness at higher levels), the
hidden or has yet to be discovered. first hex always contains a village
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and the second one a dungeon.
Use the following tables to generate
the outline of the features. The If you are not interested in this kind
following chapters provide tables to
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of campaign, simply roll (or choose)
generate each type of feature in more a settlement for the first hex, then
detail. roll for the next hexes.
The picture below shows a possible
numbering system for the hexes. 2) Next hexes
When sticking several small hex
maps together, keep the same e For all of the following hexes, roll on
numbering but use a capital letter to this table and sub-table:
reference each of them.
1-3 Landmark
4 Settlement
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5 Lair
6 Dungeon
Settlements
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1 Hamlet
2 Village
3 City
4 Castle
5 Tower
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6 Abbey
Here is an example of legend:
Landmark Tower
Hamlet Abbey
Village Lair
City Dungeon
Castle
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Factions
Factions are groups of individuals Political map
who have something in common. It
may be beliefs, origins or the will to When determining faction
survive. territories, big and small settlements
(castles and cities versus towers and
Members of a faction are not abbeys) must be distinguished.
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necessarily homogeneous. There
sometimes can be treachery, lying Big settlements have a domain of 7
and even infighting. hexes (the one they are located on
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and the 6 hexes around).
Inside of dungeons, monsters belong
to multiple factions which rarely If multiple domains of this type have
work together. That is why dungeons common hexes, there is a 3-in-6
do not lead to the creation of a chance they actually belong to the
faction on the hex map. same faction (roll once per pair of
domains). That does not mean there
Outside of dungeons, some locations,e are no tensions between the lords. If
institutions or monsters lead to the they do not belong to the same
creation of a faction: faction, these hexes are clearly
contested areas.
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• Settlements: castles, cities,
towers and abbeys,
• Lairs (intelligent monsters),
• Criminal organizations & guilds,
• Dragons and wizards
encounters: these beings are
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Domains Relationships
Castles/Cities For each possible pair of factions
with neighboring territories (or
Hamlets and villages located in the contested hexes), roll 2d6:
domain of a castle/city must pay a
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tithe to the local lord but are under 2 Open war
their protection. 3-5 Hostility
6-8 Indifference
9-11 Peace/Trade
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Towers 12 Alliance
If a hamlet, village, lair or dungeon
is located in a neighboring hex of a Events
tower, there is a 1-in-6 chance that
the inhabitants are magically Roll 1d6 to see if there is an event. If
enslaved by the wizard living in the
e the result is 1, roll 1d6 on the
tower. In that case, the domain of the following table to determine whether
wizard includes both hexes. the event:
1 Ended earlier
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Abbeys 2-4 Is happening now
5-6 Will take place in the future
Hamlets and villages located in the
contiguous hexes of an abbey are
part of the same parish. Then roll 1d12 to generate the
nature of the faction event:
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Lairs 1 Assassination
2 Celebration
In most cases, lairs belong to 3 Curse
individual factions. But when there is 4 Holy quest
another lair housing the same 5 Hostage situation
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Random Encounters
When a random encounter happens
in the wilderness, roll 2d6 on the
following table:
2 Dragon
3 Other faction
4-6 Faction
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7 NPCs
8-11 Biome
12 Wizard
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Dragon and Wizard mean that the
next lair/tower generated will be
their lair/house, respectively.
encounter:
1-4 Only one
5-6 Multiple
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even to use a software such as
Hexographer. 4 Hills Dungeon
5 Forest Abbey
6 Hills Dungeon
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7 Mountains Dungeon
8 Hills Landmark
9 Hills City
10 Hills Village
11 Hills Landmark
12 Grasslands Dungeon
13 Grasslands Landmark
14 Forest Lair
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16
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Forest
Hills
Marsh
Tower
Village
Landmark
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18 Mountains Landmark
19 Marsh Lair
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