Along with my thoughts on the process of hexmapping I want to chronicle the process by which I actually set up the Sandbox for my weird 1974 D&D campaign. For this I will be using my own tables, Welsh Piper’s hex templates, and a template that I’ve whipped up myself. I will be mapping with 30 mile world hexes, 6 mile regional hexes, and 1.2 mile local hexes because these match up the best to movement rates in my experience.
First, I used Azgaar’s World Generator until I got a continent of roughly the shape I wanted. Then, I opened the image I downloaded from the generator up into Photoshop and cropped it to fit into the hex area of the template that I created and will attach to this post. This produces a land area roughly the size of Central Europe. From there, I divided it up into countries based on what looked right off the map, this part is much more of an art form than a science.
So after deciding upon the countries, their names, and their borders. I chose one nation to focus on first. As a result, this series will follow the development of the Kingdom of Thaolor. Once the focus of my efforts was decided upon, it was time to move onto the next step, which is cropping down the map to focus just on the Kingdom of Thaolor and determining its demographics. Since the vibe I was going for here was Late/Post-Roman Britain before the Anglo-Saxon migrations, so the population density of this kingdom is about 40 people per square mile.
With that information determined we were ready to go over to Welsh Piper’s Medieval Demographics Online to figure out how many cities we need to place. Plugging in our population density, a history spanning about 1,200 years of inhabitation, and the knowledge that Thaolor occupies about 85,800 square miles (a little bigger than modern day Austria) we learn that we have one massive city of about 17,000 people and eight smaller cities of about 10,000 people each. We can skip naming most of these cities now, we will come back to that but we can name the capital just as guide. The result is the below map which will serve as an excellent guide as we move forward.
Next we open up the sector template (use the hexRegional_5mileScale template from the Welsh Piper temaplates) in hexographer (this is the template we are using to drill down to a 6 mile per hex scale) and begin to fill in the terrain using the process described in my Thoughts on Hexmapping Part 1 post. I’m going to start with Sector E2. Once we finish that we can begin to stitch them together in Photoshop, which will be a time consuming but worthwhile process.
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.
The Chosen of Nergal are the once human followers of the Demon God of Pestilence who underwent his unholy rites to rise again as his undead servants. They seek to spread the salvation of Nergal’s grace far and wide, praying for a day when the world in enveloped in holy pestilence and the paradise of undeath can be realized.
Chosen of Nergal Medium Undead, Chaotic Evil (Chaotic) Armor Class 16 (chain mail) Hit Points 94 (12d8+40) Speed 30 feet
STR
DEX
CON
INT
WIS
CHA
15 (+2)
11 (+0)
12 (+1)
10 (+0)
16 (+3)
13 (+1)
Saving Throws WIS +5, CHA +3 Skills History +2, Religion +2, Perception +5, Athletics +4 Damage Resistances Bludgeoning, Piercing, and Slashing from non-magical weapons Damage Immunities Necrotic, Poison Condition Immunities Exhaustion, Poison Senses Darkvision 60 feet, Tremorsense 30 feet, Passive Perception 15 Languages Common, Abyssal Challenge Rating 4 (1,100 XP) Proficiency Bonus +2
Festering Aura.Any creature that starts its turn within 10 feet of the Chosen of Nergal and isn’t at full hit points takes 1d6 necrotic damage as the wounds on its body become infected and fester, the creature must then make a DC 13 Constitution saving throw. On a failed save the creature is poisoned for one minute.
Spellcasting. The Chosen of Nergal is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a long rest. It has the following cleric spells prepared:
Undead Fortitude.If damage reduces the Chosen of Nergal to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the undead cleric drops to 1 hit point instead.
Turn Resistance. The Chosen of Nergal has advantage on saving throws against any effect that turns Undead.
Actions
Pestilence Hammer. Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 11 (2d8+2) bludgeoning damage plus 7 (2d6) necrotic damage.
Putrid Salvation (1/Day). The Chosen of Nergal offers up a prayer to the Demon God for the salvation of those it has slain in combat. It targets the corpses of up to three humanoids within 30 feet of it. Those targets are then raised as Undead Warriors*. The raised creatures are considered friendly to the Chosen of Nergal and hostile towards any creatures hostile towards it.
*Undead Warriors use the same stats as zombies
Published by: River Lynds/Red Lily Adventuring Published on: 09/27/2023
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