At the end of August, I made a post about an idea for a game engine/dice system. We spent quite a bit of the last month doing pretty extensive playtesting to see if it should replace the d100 based system that we have been developing Bloodfall to work for. After several iterations, we’ve concluded that we are going to be sticking with the d100 hybrid system that we had been developing but we learned a couple of interesting things along the way!
Lesson One: Dice Pools are hard to balance!
It turns out that actually dice pools run into some pretty weird to fix problems pretty quickly. First of all, because of the way that adding even one more die changes the probability curve of a roll trying to create the sense of advancement that we want just doesn’t work super well. This also creates a problem where if you have any two opponents who are of differing skill levels to each other it heavily favors the more skilled opponent to a degree that we found to not give the vibe we wanted out of the game.
Lesson two: Legibility Is very important!
While the system initially sounded great to us while we were writing it, trying to run the thing proved very quickly to be unwieldy in a way that just did not work the way we hoped. There were too many things to keep track of with each roll (especially using a VTT!). Which die was the Body Die again? Which one was the Power Die? How many dice? Plus what?
In order to have a system we feel comfortable putting out for people to play games with we want the basics to be graspable within the first five times you use them. Don’t get me wrong we love systems complexity and crunch but it should not get in the way of understanding the core thing that you’re doing.
Since then we’ve been hard at work designing Bloodfall. I also have a few other things coming down the pipeline soon. I’m working on an article on Social Combat that should be finished later this week or early next. In addition to Bloodfall I’m also working on two smaller games: Hauberk! a standalone wargame for old school fantasy roleplaying games and Amulet: Second Age a game based on the 1974 Rules with all of the Supplements with some concepts ported over from Bloodfall. I hope to have Hauberk! ready to release before the end of the year. I’m also working on some party construction supplements that will be usable with any fantasy roleplaying games whether they be old school or modern.
Also, just a reminder that I do have a Patreon that I will be posting these articles on at least twelve hours before they go up here! It would be easier to post more often with more support, so if you want to see more from me drop a few dollars a month there. Also at some point soon I want to start doing streams while I’m worldbuilding or designing.
In the process of developing the projects that we have going on here at Red Lily Adventuring we came across a problem: How do we make these systems unique and having their own feel while maintaining the feeling that they were developed by the same people? We wanted some sort of “brand identity” for lack of a better word. A specific hook that answers that the question “Why Red Lily Games over game from any other tabletop company?”. (Which is a very good question as a lover of tabletop games in general.)
After a lot of deliberation we came up with an answer: We need a unique dice mechanic/game engine that can be transferable across games while being able to be varied slightly to serve the needs of each game. So we buckled down and blew through dozens of ideas until we settled on what is now the RLA Tabletop Games Engine.
The simple version can be explained as follows: When rolling a Skill Check, the player rolls 2d10 + a number of d10s equal to the Skill Level of the rolled Skill + the appropriate Ability Modifier as determined by the Referee, they are trying to equal or beat a variable Difficulty Value that has been set by the Referee.
The first 2d10 are the Aptitude Dice which consist of the “supernatural” causation die (the Will Die, the Mana Die, the Matrix Die, etc.) and the “natural” causation die (the Body Die). These Aptitude Dice represent the fact that any player character has some level of baseline skill regardless of their level of training in a specific field. The “supernatural” causation die represents the “animating force” that pervades a setting (the net, the quintessence, the spiritus mundi) and the “natural” causation die represents the baseline physical capability of a player character. Rolling 1s and 10s on these dice can have varying effects on the results depending on the specific game system/setting and the specific sort of check (for example a 1 on the Mana Die when rolling to cast a spell could increase a pc’s corruption by demonic forces).
Skill Levels vary from 0 to 5 and denote how many d10 should be rolled as Skill Dice. Ability Modifiers vary from -5 to +5 (we haven’t worked out the underlying scores). We settled on 0 to 5 (no Skill Dice to 5d10 Skill Dice) because the particular curves created by these values mean that we can set the Average DV as 25 and have that remain challenging to middling skill and only really becoming truly trivial when you max out a particular skill (end game characters should feel powerful in their specialties).
Ability modifiers of -5 to +5 allow the system to feel like the Stats have an effect without it being outsized and overshadowing the Skills and powers that the player has chosen to invest time and effort into.
There are a lot of other nuances to the game engine and it will also probably see some minor revisions post playtesting but I have a feeling this core system will remain relatively intact as time progresses. Bloodfall and its weird/dark fantasy super far future pseudo-Renaissance remains our main focus but we have a couple of other projects simmering in the background: a low fantasy truly medieval setting currently codenamed “Mythic Europe” and a cyberpunk/near-future science fiction setting currently codenamed “Net Jockeys/2091. I expect to be able to provide updates on the work usually once a week unless life intervenes.
I haven’t had the opportunity to post in quite a while but work on the Bloodfall Campaign System has been proceeding at quite a steady pace. As such I figured that posting to update y’all on this progress would probably be a good idea. So for anyone new reading this for the first time, let’s answer that pressing question: What is the Bloodfall Campaign System?
What is the Bloodfall Campaign System?
Put simply, the Bloodfall Campaign System is an all-in-one fantasy tabletop roleplaying and miniatures wargaming system. It is a d100 roll under percentile system somewhat in the vein of games like Mythras, Runequest, or Stormbringer but also pulls design influences from classic Rolemaster and TSR era Dungeons & Dragons. The system features a fully playable wargame and a detailed Realms system for the management of player and non-player character domains. The setting of the system, the world of Ereth, is influenced very deeply by the sword & sorcery fiction of the early 20th century (Michael Moorcock, Robert E. Howard, Fritz Leiber, Clark Ashton Smith). Its magic system is based heavily upon historical occult practice from the medieval period and classical antiquity. The enitre system will be released using the Open RPG Creative License (ORC License).
The Actual Production Timeline
The Bloodfall Campaign System Essential Rules (the first release for the system) will be broken down into 4 books and an introductory pamphlet.
Book 2: Of Realms & War Chapter 1: The Realm Chapter 2: The Manor Chapter 3: The Realm Turn Chapter 4: Raising Armies Chapter 5: Campaigning Chapter 6: Intrigue Chapter 7: Human Realms Gazetteer
Book 4: Of Depths & Wilds Chapter 1:Creating Depths Chapter 2: Stocking the Wilderness Map Chapter 3: Weather Chapter 4: Adventure 1 Chapter 5: Adventure 2 Chapter 6: The War of _____ (campaign idea)
The first release will be Book 1: Of Warriors & Wizardry and then we will move onto to Book 3: Of Beastes & Bounty. These will be the only two books that you will need to play the game system as a class fantasy roleplaying game. After this we will decide whether to move to release either Book 2 or Book 4 next. Once all of the books in the Essential Rules are completed they will be released as a bundle and we begin a Kickstarter to be able to release an edition with fully bespoke art.
Supplements and The Future
Once the Essential Rules have been completed we will move on to supporting the game with supplements both for the wargame aspect (Faction Supplements) and the tabletop roleplaying aspect (additional vocations, ancestries, general rules supplements, and adventure modules. We have big plans and many ambitions for the possibilities of the Bloodfall Campaign System and hope that you join us on our journey!
This room has been stripped bare of all of its furniture leaving the slick mossy stone construction exposed to the elements. The air in this room is hot and heavy, with a sickly sweet smell drafting in from the southern end.
We’ve been making a lot of progress over the past few days since we last updated y’all on the progress on the current build of Bloodfall. We were stuck with very little progress for a little while as we had to do multiple passes on the Profession systems and progression in order for them to make any sense. In the next few days we should be able to finish up designing all of the Novice Professions and all of the Origins. The entirety of the Magick system will take a bit longer but we have made considerable progress and are almost finished with everything that we need to open back up the Bloodfall Open Table. The major factor now which progress might be slow on is the Faction system but we have made considerable strides behind the scenes in perfecting that. I hope to have another update early next week. It does look like we will need to delay the restart of the Bloodfall Open Table until the week of the 15th but I assure you it will definitely be worth the wait! If you like what you see here, reminder that I do have a Patreon and the support helps bring more content to the blog and makes developing Bloodfall all the more easy, plus you get to see everything except the Dungeon24 posts early!
It’s been a busy holiday season over here at Red Lily Adventuring! I’ve been hard at work revising Bloodfall. It’s amazing how creative projects can change from their original intentions. The game is now much more a homage to the old Stormbringer RPG and old Warhammer Fantasy along with the very solid and obvious AD&D influences. The current version of the rule is about 1/3rd or so done, so I expect to have enough to start running playtest sessions and my open table again by somewhere in the second week of January. Hopefully that means the full rules will be done some time in mid to late February. Cross your fingers!
In addition to the long term Bloodfall project, I’ve been working on a lot of stuff that will be going up on the blog very soon. Continuing the Setting Up The Sandbox series with some thoughts on settlements and low level domain play and a few new surprises. I also hope to be able to post a new detailed hex with a small dungeon once every week in 2024.
Finally, I’ve been working with a couple of friends and we have a very exciting project planned for early next year. We will be kickstarting a setting guide and domain game supplement for Pathfinder 2e sometime around early March. So be on the look out for that.
I hope all of you have had a wonderful holiday season and that your 2024 is productive and filled with joy!
My initial guessed date of having a decently finished product on the Rules Compendium for around Christmas is going to need to be pushed back into probably early February as after playtesting and a lot of internal discussion we have decided to go into a heavy set of rewrites. The largest is switching from a Traveller style 2d6 system to a roll under percentile system lightly based on Chaosium’s Basic Roleplaying Universal Game Engine (the one that powers their in-house games) for a multitude of both design preference and boring legalish reasons. We are excited then to be able to publish Bloodfall under the ORC License when it is ready to see the light of day. Along with this underlying system rewrite comes a whole slew of things which we are excited to change to make for a better play experience. To hold y’all over while we work on this, here’s the first of many sneak peaks attached to this post. I hope to have another Setting Up The Sandbox post up next week. Happy gaming this weekend!
I won’t pontificate for too long on the placement of rivers. It is possibly one of the most discussed subjects in the whole topic of producing maps for fantasy roleplaying games. I will therefore remain concise. It is recommended that you place rivers in ways that make good sense and set them up to flow downhill into larger bodies of water. Lake hexes (bodies of water that take up at least one whole 6 mile hex should have at least two rivers leading into them but feel free to exercise your own judgement.
Step 3: Placing Settlements
Now almost just as much ink has been spilled in the tabletop blogosphere about cities and settlements. The system that I’m about to describe here isn’t necessarily breaking new ground but I am going to be synthesizing several ideas in this system. The main things that I’m drawing upon are Medieval Demographics Made Easy, Traveller’s Universal World Profile, Welsh Piper’s Cities & Settlements article and Medieval Demographics online tool, and this article by Bat in the Attic about using the UWP in a fantasy context.
The Universal City Profile (UCP) The Universal City Profile, or UCP as I will call it from now on, is an alphanumeric code that is intended to portray a brush over of information on the hex map to make it into a more useful tool for running at the table. The UCP read as follows:
Resource Potential (RP) The Resource Potential score is determined by rolling 2d6-2 to produce a range of 0-10 (A). This represents how rich in non-agricultural resources the area the settlement is built on is.
Local Water Supply (LWS) The Local Water Supply score is determined by rolling 2d6-7 and adding or subtracting the appropriate modifiers to produce a range of 0-10 (A). Add +6 if the settlement is within 1 hex of a river. Add +4 if the settlement is within two hexes of a water hex. Add +2 if the settlement is in a forest hex. Subtract -1 if the settlement is in hill hex. Subtract -2 if the settlement is in a mountain hex. Subtract -6 if the settlement is in a desert hex. This value is automatically 10 if the settlement is in a swamp hex.
Local Agricultural Potential (LAP) The Local Agricultural Potential score is determined by rolling 2d6-7 and adding the Local Water Supply score to produce a range of 0-10 (A). This represents how fertile the farms and herds which are managed immediately outside the settlement and are used to feed the people of the settlement.
Population/Settlement Class (SC) The Settlement Class of a settlement is determined by rolling 2d6 and then adding the appropriate modifiers based on RP, LWS, and LAP, as well as its proximity to other settlements, as detailed below. This will produce a range of between 0 and 15 (F). The minimum population table is in units we will call families, which consists of 5 people.
If the settlement’s RP is 2 or less, subtract one. If the settlement’s LAP is 2 or less subtract one. If the settlement’s LAP is 3, 4, or 5, add one. If the settlement’s LAP is 6 or greater, add three. If the settlement’s LWS is 0, subtract two. If the settlement is adjacent to a settlement with a Settlement Class (SC) of C or higher, subtract six. If the settlement is within two hexes of a settlement with a SC of C or higher, subtract three. If the settlement is adjacent to a settlement with a SC of 9, A, or B, subtract four. If the settlement is within two hexes of a settlement with a SC of 9, A, or B, subtract two. If the settlement is adjacent to a settlement with a SC of 6, 7, or 8, subtract two. If the settlement is within two hexes of a settlement with a SC of 6, 7, or 8, subtract one.
Fortification Level (FL) This signifies what sort, if any, of fortifications (castles, keeps, etc.), that the ruler of the settlement lives in. This is determined by rolling 2d6 and adding the appropriate modifiers as detailed below.
If the SC of the settlement is C or higher, add six. If the SC of the settlement is 9, A, or B, add four. If the SC of the settlement is 6, 7, or 8, add two. If the SC of the settlement is 3, 4, or 5, subtract two. If the SC of the settlement is 2 or less subtract four.
A score of 12 or higher indicates a FL of A, which means that the settlement contains a full Castle (an internal Keep and surrounding curtain wall). A score of 11 indicates a FL of B, which means that the settlement contains a standalone Keep. A score of 10 indicates a FL of C, which means that the settlement contains a standalone stone Tower. A score of 9 indicates a FL of D, which means that the settlement contains a wooden Hall or Manor House. A score of 8 or less indicates a FL of X, which means that the settlement contains no such fortifications.
Wall Level (WL) This signifies what sort, if any, of wall or fence encircles and encloses the settlement. This is determined by rolling 2d6 and adding the appropriate modifiers as detailed below.
If the SC of the settlement is C or higher, add six. If the SC of the settlement is 9, A, or B, add four. If the SC of the settlement is 6, 7, or 8, add two. If the SC of the settlement is 3, 4, or 5, subtract two. If the SC of the settlement is 2 or less subtract four.
A score of 12 or higher indicates a WL of A, which means that the settlement has a high stone Curtain Wall. A score of 11 indicates a WL of B, which means that the settlement has a wooden Palisade. A score of 10 indicates a WL of C, which means that the settlement contains a low stone Fence. A score of 9 indicates a WL of D, which means that the settlement has a Hedge. A score of 8 or less indicates a WL of X, which means that the settlement has no such Wall or Fence.
Government Type (GT) This score indicates what sort of system of government that the settlement operates under. This is determined by rolling 2d6-7 and adding the settlement’s SC.
Government Type Table
Score
Type
0
Clan Patriarch/Matriarch
1
Council of Clan Elders
2
Aristocratic Oligarchy
3
Athenian Style Democracy
4
Temple Complex Rule
5
Aristocratic Republic
6
Feudal Noble
7
Colonial Charter
8
Bourgeois Republic
9
Centralized Bureaucratic Republic
10 (A)
Tyrant/Dictator
11 (B)
Petty King
12 (C)
Federation of Freemen’s Guilds
13 (D)
Theocratic Republic
14 (E)
Theocratic Dictatorship/Kingship
15 (F)
Inquisitorial Oligarchy
Law Level (LL) The Law Level (LL) of a settlement indicates how much the authority of the ruler interferes with the lives of its inhabitants, what sorts of weapons that PCs can carry in the settlement, and is used as a modifier on certain sorts of checks. It is determined by rolling 2d6-7 and adding the Government Type to produce a range of 0-10 (A).
A LL of between 0-3 means that PCs can carry any sorts of weapons openly in the street. A LL of 4-7 means that PCs can carry swords and daggers but cannot openly carry weapons of war (polearms, spears, hammers, etc). A Law Level of 8 or higher means that PCs may not lawfully carry any weapons other than daggers, which must not be carried openly.
Technology Level (TL) The Technology Level of a settlement indicates the level of technology that the settlement has access to and produces. For our purposes, this will always be 5, which indicates a level of technology consistent with the period between 1000 CE and 1300 CE.
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
1d8
Terrain
1
Desert
2
Farmland
3
Marsh/Swamp
4
Plains
5
Heath
6
Deciduous Forest
7
Water
8
Steppe
Subalpine World Hex Terrain Table
1d8
Terrain
1
Badlands
2
Desert
3
Deciduous Forest
4
Bare Hills
5
Forested Hills
6
Moors
7
Coniferous Forest
8
Fen/Bog
Alpine World Hex Terrain Table
1d8
Terrain
1
Bare Mountains
2
Desert
3
Deciduous Forest
4
Forested Mountains
5
Plains
6
Snowcapped Mountains
7
Peatland
8
Coniferous 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
Type
Terrain
Dominant
Badlands
Secondary
Desert (Subalpine)
Tertiary
Bare Hills
Quaternary
Heath (1-3) or Bare Mountains (4-6)
Bare Hills (Subalpine) Terrain Types
Type
Terrain
Dominant
Bare Hills
Secondary
Bare Mountains
Tertiary
Deciduous Forest (1-3) or Coniferous Forest (4-6)
Quaternary
Desert ( (1-3) or Marsh/Swamp (4-6)
Bare Mountains (Alpine) Terrain Types
Type
Terrain
Dominant
Bare Mountains
Secondary
Bare Hills
Tertiary
Forested Mountains
Quaternary
Desert
Coniferous Forest (Alpine) Terrain Types
Type
Terrain
Dominant
Coniferous Forest (Alpine)
Secondary
Coniferous Forest (Subalpine)
Tertiary
Deciduous Forest (Alpine)
Quaternary
Forested Hills (1-3) or Moors (4-6)
Coniferous Forest (Lowland) Terrain Types
Type
Terrain
Dominant
Coniferous Forest (Lowland)
Secondary
Forested Hills
Tertiary
Deciduous Forest (Lowland)
Quaternary
Marsh/Swamp (1-2), Water (3-5), or Farmland (6)
Coniferous Forest (Subalpine) Terrain Types
Type
Terrain
Dominant
Coniferous Forest (Subalpine)
Secondary
Coniferous Forest (Lowland)
Tertiary
Deciduous Forest (Subalpine)
Quaternary
Forested Hills (1-3) or Moors (4-6)
Deciduous Forest (Alpine) Terrain Types
Type
Terrain
Dominant
Deciduous Forest (Alpine)
Secondary
Deciduous Forest (Subalpine)
Tertiary
Coniferous Forest (Alpine)
Quaternary
Forested Hills (1-3) or Peatland (4-6)
Deciduous Forest (Lowland) Terrain Types
Type
Terrain
Dominant
Deciduous Forest (Lowland)
Secondary
Forested Hills
Tertiary
Coniferous Forest (Lowland)
Quaternary
Marsh/Swamp (1-2), Water (3-5), or Farmland (6)
Deciduous Forest (Subalpine) Terrain Types
Type
Terrain
Dominant
Deciduous Forest (Subalpine)
Secondary
Deciduous Forest (Lowland)
Tertiary
Coniferous Forest (Subalpine)
Quaternary
Forested Hills (1-3) or Moors (4-6)
Desert (Alpine) Terrain Types
Type
Terrain
Dominant
Desert (Alpine)
Secondary
Desert (Subalpine)
Tertiary
Bare Mountains
Quaternary
Bare Hills (1-3) or Farmland (4-6)
Desert (Subalpine) Terrain Types
Type
Terrain
Dominant
Desert (Subalpine)
Secondary
Desert (Lowland)
Tertiary
Bare Hills
Quaternary
Badlands (1-3) or Farmland (4-6)
Farmland (Lowland) Terrain Types
Type
Terrain
Dominant
Farmland
Secondary
Plains
Tertiary
Stepped
Quaternary
Deciduous Forest (1-3) or Coniferous Forest (4-6)
Fen/Bog (Subalpine) Terrain Types
Type
Terrain
Dominant
Fen/Bog
Secondary
Moors
Tertiary
Forested Hills
Quaternary
Heath (1-3) or Water (4-6)
Forested Hills (Subalpine) Terrain Types
Type
Terrain
Dominant
Forested Hills
Secondary
Forested Mountains
Tertiary
Moors
Quaternary
Fen/Bog (1-3) or Peatland (4-6)
Forested Mountains (Alpine) Terrain Types
Type
Terrain
Dominant
Forested Mountains
Secondary
Forested Hills
Tertiary
Bare Mountains
Quaternary
Fen/Bog (1-3) or Water (4-6)
Heath (Lowland) Terrain Types
Type
Terrain
Dominant
Heath
Secondary
Marsh/Swamp
Tertiary
Moors
Quaternary
Farmland (1-3) or Fen/Bog (4-6)
Marsh/Swamp (Lowland) Terrain Types
Type
Terrain
Dominant
Marsh/Swamp
Secondary
Moors
Tertiary
Heath
Quaternary
Farmland (1-3) or Fen/Bog (4-6)
Moors (Subalpine) Terrain Types
Type
Terrain
Dominant
Moors
Secondary
Forested Hills
Tertiary
Fen/Bog
Quaternary
Forested Mountains (1-3) or Heath (4-6)
Peatland (Alpine) Terrain Types
Type
Terrain
Dominant
Peatland
Secondary
Moors
Tertiary
Fen/Bog
Quaternary
Forested Hills (1-3) or Heath (4-6)
Snowcapped Mountains (Alpine) Terrain Types
Type
Terrain
Dominant
Snowcapped Mountains
Secondary
Bare Hills
Tertiary
Bare Mountains
Quaternary
Fen/Bog (1-3) or Water (4-6)
Steppe (Lowland) Terrain Types
Type
Terrain
Dominant
Steppe
Secondary
Plains
Tertiary
Deciduous Forest (Lowland)
Quaternary
Heath
Water (Lowland) Terrain Types
Type
Terrain
Dominant
Water
Secondary
Plains
Tertiary
Farmland
Quaternary
Heath (1-3) or Marsh/Swamp (4-6)
Desert (Lowland) Terrain Types
Type
Terrain
Dominant
Desert (Lowland)
Secondary
Bare Hills
Tertiary
Steppe
Quaternary
Water (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).