Thoughts On Hexmapping Part 1

As I’ve been working on Bloodfall and prepping for an old school sandbox campaign that I’m trying to start soon I have become increasingly troubled by the problem of hexmapping and enamored by the old Judges Guild Wilderlands products that I’ve had in my library for years now without much consideration. After a lot of time, consideration, and pursuing both Reddit and every OSR blog I could find, I have devised a very idiosyncratic and probably overly detailed system of creating a hexmap that serves my purposes. I was especially inspired by Welsh Piper’s Hex-based Campaign Design posts, Engine of Oracle’s Random Terrain Tables For Fantasy Hexcrawls, and Bat In The Attic’s How To Make A Fantasy Sandbox. Did the world really need another series of blogposts about hexmap generation? No, it probably doesn’t but alas here we are, for I am cursed with this affliction by the undying forces of Chaos! Hexcrawling and souls for my lord!

In this system hexes have three types: world (30 miles), regional (6 miles), and local (1.2 miles). This gives us world hexes with an area of roughly 780 square miles, regional hexes with an area of roughly 31 square miles, and local hexes with an area of roughly 1 square mile. Each world hex will consist of 19 whole and 12 half regional hexes, (the same goes for the number of local hexes a regional hex contains. If we wanted to go further we could break down the local hexes into an equal amount of roughly quarter mile “subhexes” with an area of roughly 14 hectares but I have seen no general reason to do this as of yet.

To start we will use Template A (found in the zipfile at the end of this post) which is 27 regional hexes wide and 19 regional hexes, giving us a regional area of about 15,903 square miles or a region just a little bit bigger than the country of Montenegro. First, if you wish to have any specific features like an idea for a coastline or a range of mountains place those in their respective areas of the map.

If you don’t have any specific ideas, pick a world hex to start in, I recommend somewhere near the center of the map. You can either choose or randomly determine the dominant elevation and dominant terrain of this starting world hex. If randomly determined the elevation of the starting world hex will be Lowland (1d6-1 times 100 feet, with negative values equaling zero) 60% of the time, Subalpine (1d10+5 times 100 feet) 30% of the time, and Alpine (1d8+1 times 1,000 feet) 10% of the time. Then use the following tables to determine the dominant terrain depending on the dominant elevation.

Lowland World Hex Terrain Table
1d8Terrain
1Desert
2Farmland
3Marsh/Swamp
4Plains
5Heath
6Deciduous Forest
7Water
8Steppe
Subalpine World Hex Terrain Table
1d8Terrain
1Badlands
2Desert
3Deciduous Forest
4Bare Hills
5Forested Hills
6Moors
7Coniferous Forest
8Fen/Bog
Alpine World Hex Terrain Table
1d8Terrain
1Bare Mountains
2Desert
3Deciduous Forest
4Forested Mountains
5Plains
6Snowcapped Mountains
7Peatland
8Coniferous Forest

Now that you have a starting world hex, we need to populate the rest of the world hexes. For each world hex that shares a side with the starting world hex roll 1d100, 50% of the time it will have the same dominant terrain as the starting world hex, 25% of the time it will have a terrain which is considered “secondary” to the starting world hex’s dominant terrain, 17% of the time it will have a terrain that is considered “tertiary” to the starting world hex’s dominant terrain, and 8% of the time it will have a terrain which is considered “quaternary” to the starting world hex’s dominant terrain. Consult the tables below for these types for each dominant terrain.

Badlands (Subalpine) Terrain Types
TypeTerrain
DominantBadlands
SecondaryDesert (Subalpine)
TertiaryBare Hills
QuaternaryHeath  (1-3) or Bare Mountains (4-6)
Bare Hills (Subalpine) Terrain Types
TypeTerrain
DominantBare Hills
SecondaryBare Mountains
TertiaryDeciduous Forest (1-3) or Coniferous Forest (4-6)  
QuaternaryDesert ( (1-3) or Marsh/Swamp (4-6)
Bare Mountains (Alpine) Terrain Types
TypeTerrain
DominantBare Mountains
SecondaryBare Hills
TertiaryForested Mountains
QuaternaryDesert
Coniferous Forest (Alpine) Terrain Types
TypeTerrain
DominantConiferous Forest (Alpine) 
SecondaryConiferous Forest (Subalpine) 
TertiaryDeciduous Forest (Alpine)
QuaternaryForested Hills (1-3) or Moors (4-6)
Coniferous Forest (Lowland) Terrain Types
TypeTerrain
DominantConiferous Forest (Lowland) 
SecondaryForested Hills
TertiaryDeciduous Forest (Lowland)
QuaternaryMarsh/Swamp (1-2), Water (3-5), or Farmland (6)
Coniferous Forest (Subalpine) Terrain Types
TypeTerrain
DominantConiferous Forest (Subalpine) 
SecondaryConiferous Forest (Lowland) 
TertiaryDeciduous Forest (Subalpine)
QuaternaryForested Hills (1-3) or Moors (4-6)
Deciduous Forest (Alpine) Terrain Types
TypeTerrain
DominantDeciduous Forest (Alpine) 
SecondaryDeciduous Forest (Subalpine) 
TertiaryConiferous Forest (Alpine)
QuaternaryForested Hills (1-3) or Peatland (4-6)
Deciduous Forest (Lowland) Terrain Types
TypeTerrain
DominantDeciduous Forest (Lowland)
SecondaryForested Hills
TertiaryConiferous Forest (Lowland) 
QuaternaryMarsh/Swamp (1-2), Water (3-5), or Farmland (6)
Deciduous Forest (Subalpine) Terrain Types
TypeTerrain
DominantDeciduous Forest (Subalpine) 
SecondaryDeciduous Forest (Lowland) 
TertiaryConiferous Forest (Subalpine)
QuaternaryForested Hills (1-3) or Moors (4-6)
Desert (Alpine) Terrain Types
TypeTerrain
DominantDesert (Alpine)
SecondaryDesert (Subalpine)
TertiaryBare Mountains
QuaternaryBare Hills (1-3) or Farmland (4-6)
Desert (Subalpine) Terrain Types
TypeTerrain
DominantDesert (Subalpine)
SecondaryDesert (Lowland)
TertiaryBare Hills
QuaternaryBadlands (1-3) or Farmland (4-6)
Farmland (Lowland) Terrain Types
TypeTerrain
DominantFarmland
SecondaryPlains
TertiaryStepped
QuaternaryDeciduous Forest (1-3) or Coniferous Forest (4-6)  
Fen/Bog (Subalpine) Terrain Types
TypeTerrain
DominantFen/Bog
SecondaryMoors
TertiaryForested Hills
QuaternaryHeath (1-3) or Water (4-6)
Forested Hills (Subalpine) Terrain Types
TypeTerrain
DominantForested Hills
SecondaryForested Mountains
TertiaryMoors
QuaternaryFen/Bog (1-3) or Peatland (4-6)
Forested Mountains (Alpine) Terrain Types
TypeTerrain
DominantForested Mountains
SecondaryForested Hills
TertiaryBare Mountains
QuaternaryFen/Bog (1-3) or Water (4-6)
Heath (Lowland) Terrain Types
TypeTerrain
DominantHeath
SecondaryMarsh/Swamp
TertiaryMoors
QuaternaryFarmland (1-3) or Fen/Bog (4-6)
Marsh/Swamp (Lowland) Terrain Types
TypeTerrain
DominantMarsh/Swamp
SecondaryMoors
TertiaryHeath
QuaternaryFarmland (1-3) or Fen/Bog (4-6)
Moors (Subalpine) Terrain Types
TypeTerrain
DominantMoors
SecondaryForested Hills
TertiaryFen/Bog
QuaternaryForested Mountains (1-3) or Heath (4-6)
Peatland (Alpine) Terrain Types
TypeTerrain
DominantPeatland
SecondaryMoors
TertiaryFen/Bog
QuaternaryForested Hills (1-3) or Heath (4-6)
Snowcapped Mountains (Alpine) Terrain Types
TypeTerrain
DominantSnowcapped Mountains
SecondaryBare Hills
TertiaryBare Mountains
QuaternaryFen/Bog (1-3) or Water (4-6)
Steppe (Lowland) Terrain Types
TypeTerrain
DominantSteppe
SecondaryPlains
TertiaryDeciduous Forest (Lowland)
QuaternaryHeath
Water (Lowland) Terrain Types
TypeTerrain
DominantWater
SecondaryPlains
TertiaryFarmland
QuaternaryHeath (1-3) or Marsh/Swamp (4-6)
Desert (Lowland) Terrain Types
TypeTerrain
DominantDesert (Lowland)
SecondaryBare Hills
TertiarySteppe
QuaternaryWater (1-3) or Farmland (4-6)

After all of the world hexes on the map are populated, it’s time to drill down and populate the regional hexes with elevations and terrain. Since there are 19 whole regional hexes per a world hex (and the center one already has its terrain populated we can then fill out the rest using the following tables (you can just fill out the hexes on the borders of each world hex with what makes the most sense).

Non-Water Hex Regional Terrain Table
1d100Terrain
01-60Dominant Terrain
61-72Secondary Terrain
73-84Tertiary Terrain
85-95Quaternary Terrain
96-00Water
Water Hex Regional Terrain Table
1d100Terrain
01-70Dominant Terrain
71-82Secondary Terrain
83-94Tertiary Terrain
95-00Quaternary Terrain

Continue the series:
Part Two


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