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Okay guys time to try this again. We're gonna build a hexcrawl. Each hex is 6 miles from center of edge to center of opposite edge, or roughly miles from corner to opposite corner.

I've already started the map a bit, O12 is plains, with a town build in a clearing. Let's call the town Brinsford.

We're going to build this hexcrawl with our posts. To post, click on the image I've posted, right click and click "Copy Image", then paste into MSPaint. You can change the land type in a hex by using color picker on the colors in the Key, then paint bucket to add them to hexes. I made sure the grid was black and white to facilitate this. Then, reupload the image. The next person copies your image, then reposts it, and so on.

RULES:
- You may change up to four blank hexes per post. They must all be the same land type. So you could do one forest hex, or two plains hexes, or three swamp hexes, or four hills hexes, but not two of one and two of another.

- Additionally, you may add one piece of fluff to a hex that doesn't already have fluff for it. It can be one of the hexes you just added.

- You may not change the land types of other anons' hexes. Nor can you edit their fluff.If someone else made it, don't fuck it up.

- Keep the thread on auto refresh so if someone posts a new map that overlaps with your own you can avoid posting duplicates.
>>
- If there does happen to be a tie or conflict on hexes, whoever posted first wins. If you notice a conflict please delete your post and try again. If you notice a conflict, do not use that map and wait for it to be deleted then try again.

- As for style of world, go for classic European fantasy but feel free to stretch things, build off of each others' ideas. Please don't do Barrier Peaks sci-fi shit, but that's just my personal taste, I can't really stop you.

- Please don't shit up the thread with garbage. If other people don't like your fluff because it's stupid porn shit, then they will ignore it.

I'm testing this out to see how it goes. The four-adjacent-same-terrain rule is to give the map some more coherence. I encourage people to cooperate even, building large forests and hills and mountain ranges. Try to make it look nice, even if it doesn't fit your particular tastes. Also, if you have concerns / suggestions about my rules and how they could be improved for a better cooperative hexcrawl creation experience, please respond to this post for me to see it. I'm gonna leave this thread up and come back later and see how it goes. I like crowdsourced hexcrawls and I want to see how /tg/ does at it.
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Okay I'm gonna bump this and start it off to give an example of what I was talking about.

On a rocky hill in the forests N12 is the crypt of a hero who died in battle against the gnoll armies three hundred years ago. In the crypt are the skeletal remains of his entourage, as well as his legendary sword which drains life from those it cuts. The energy in the sword awakened his spirit and he now wanders the crypt as a wraith.
>>
neat idea, Im too grungus to help.
>>
Also you guys can add a town to an already existent hex if you want, that's what I meant by "add fluff." Add up to four hexes of the same type, and one feature. Sorry if that wasn't clear.

>>61461667
Not sure what you mean by that but you don't need to be super creative, even generic fantasy junk helps. But if you're mobile posting I understand if you can't contribute.
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P11
The town of Pattersmede sits along a modest lake, which sustains a small fishing industry, and serves as the focus for the local festivals. Locals bathe in the lake every summer solstice, and the men frequently test each other's strength by attempting to swim its breadth during the winter. Travellers used to toss coins into its centre from a thin jetty, but after divers started taking advantage of that the trend quickly petered out, though it's unknown how much was ever deposited or recovered.
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Sounds fun.
>>61460915

The forests of O14 were once the site of a great battle, the furthest north the Gnolls had managed to push and the chunk of land where their armies were finally shattered, ending the war. If at a great cost.

While the intervening centuries have given these woods time to regrow after the war, there is no denying that this part of the forest is somewhat less thick, the trees here generally less ancient and gnarled. It's also fairly commonplace to find the broken or rusted arms and armor of those who fell that day.
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hope this isn't shit
the town of Thorn (E5) was settled for mithril mining, as The town is since long past it's boom, but the mine still provides a living for the few still living in the town. shaky relations with the cactus/succlulent-men who's ancestral grounds are the sole source of water (E3) have lead to a moderate amount of racism between the two races.
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>>61464251
Ayy, it's anon from >>61461803.

The craggy peaks around G6 cast the rain shadow which causes the desert to the north-west. All through the passes, numerous cairns lay scattered. Many of them are clustered around flagpoles, bearing simple designs with no affiliation with any well-known nearby group. It is said that ill luck befalls any who stay the night underneath them, but no one has the compulsion to trek up the windy, winding peaks to take them down.
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bump pls dont let this die it's coming along really good so far
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>>61465655
I'd participate, but I'm on my phone and the only image editing apps I can find are all for photos and lack the humble paint bucket.
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Desu
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Grown out so much as to be practically on the river itself, the city of Riverston is an important trading destination for the region.
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>>61466184
And I forgot the map itself. Of course.
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>>61466209
>H7

The corpse of one of the first Red dragons, which had grown to be larger then a mountain, before the first nations of the Earth united to bring it down over 1,000 years ago. Even still, it's corpse remains. Dwarves and more fiendish beings have colonized the corpse, mining into it's stomach to find rare gems and magical items that the creature had devoured, as well as the eternally burning Dragon Fire that still remains in the monsters gut after death.
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>>61466209
Considering that each of these hexes is meant to be 6 miles across, that's either a huge fucking river or a lake or some kind of big ol' fjord. Neat, keep it up.

Anyways, F5 is the home of dozens of exhausted mining operations. Thorn is just the latest in a series of settlements meant to claim wealth from the depths, though it may be the last. In any case, the region is riddled with tunnels and chambers, and rumors abound of untapped veins and sealed vaults.
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Added numbers down the other side.

Y12
Around here lies a great waterfall, as the landscape suddenly drops from the highlands in the general south-east to the flatter, more arable land in the centre. A number of small caves dot the rocks around the waterfall, weathered out by aeons of erosion. A few kobold tribes make their homes around here, where they can fish and hunt during the day, before retreating to their waterfront refuges, safe from the preying eyes of the rocs which live nearby.
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I marked the unmarked town of Pattersmede on P11, mentioned earlier in the thread. If it was supposed to remain unmarked for some reason feel free to modify.

The mountain of Q11 is an extinct volcano. A colony of large, tunneling insects inhabit the area, which the locals call Rockcrawlers. While undomesticated, they are docile enough when visiting the surface that the nearby humans can hunt them for a small income of meat without much risk.
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>>61467034
Oh, I meant the town just next to it. I referenced P11 because I wanted to talk about the water next to the town, not the town itself.
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>>61467122
Oh, so it's in the tile just above the lake? Or if you're talking about the plains tile with a town marked on it, I thought that was Brinsford.
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>>61467182
Oh, I can't even read the OP properly. Good catch.

Let's put another village there, as you've done. Fits well, since you're likely to have multiple villages fairly close together around flat, fertile land.
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bump to keep this thread alive through the night
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S1, S2, T1 and U1 are mountains
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>>61467933
OP here, I'll help you out.
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Adding more forest, but sadly no more words because my creativity has run out.
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Ah, the rolling plains. Soothing and majestic. And awfully hard to hide in.

In generations past a large tower was erected in N-11 after the war against the gnolls. Years later, after it became clear that another conflict wasn't likely anytime soon, the tower mostly fell into ruins. Despite this, the structure still provides both shelter and a vantage point, as well as serving as an easy landmark for travelers.
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>>61469542
The mountains of x8 rose from the waves to mark the death of great priest at sea.
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H3, H4 and I2 are plains
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Bump, don't die
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>>61472741
https://www.youtube.com/watch?v=7bNrfojc1t4
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>>61470271
I'm up for a small town at the edge of the map
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Still no rivers?
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>>61460915
>>>/qst/
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>>61470271
R3, S4, T3, T2 are Swamp
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The mountain of N15 is called Yapping Peak by the humans to the north. It contains a system of tunnels toward the top, which at various times have acted as a fortress for either gnolls or humans. It's currently controlled by a small settlement of gnolls, who took up post there once the previous human occupiers deemed it too expensive to maintain supply lines going to the fort in a time of peace.
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>>61474319
T4, T5, S6, R6 is Swamp.

The Swamp of the Creeping Rot. Wooden vessels that go in rot away faster then normal, or get overgrown with vines and/or fungus
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>>61474319
g12, h13, h14, i15 would be water. The river grows slowly
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damn this map is hard to read if you wabba add somethin in the mddle of nowhere. Or away from the edge anyway
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The town of W20 is Desudian, a human settlement.

Many of the hills here are topped with stone fortresses, the walls inlaid with carvings of faces of those who have lived there. These carvings are not achieved naturally--it's a burial rite where the fortress leader, always a skilled geomancer, petrifies the deceased citizen's head and adds it to the wall. The corpses of lawbreakers are instead ground to dust and discarded.

Desudian has a reputation for its fine pottery and intricate stone tools, and so enjoys relative prosperity.
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>>61473302
>Map for hexcrawl
>q-quest!
The absolute state of nu-/tg/
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>>61474789
C12, D12, E12, F12 be water
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>>61473281
yeah people can add rivers as long as they flow naturally
Although really a river should be a blue line over the land type that is there, since very few rivers are six miles wide....
But that is alright, I'll just remember that for next time I do this.
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Alrighty, I fill all the white spaces with deadly neverending dessert.
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>>61475220
Yeah I would suggest:
-More items in the key
-0.5 delineations on the Y-axis to make referring to hexes cleaner
-Some way to mark hexes that have fluff attached to them already without impacting the map aesthetic too much (different border around the hex?)
-Some sort of rule governing base fluff for groups of hexes like >>61474353.

>The four-adjacent-same-terrain rule is to give the map some more coherence.
I only just noticed the "adjacent" part of that, so maybe include the word adjacent somewhere in the rules.
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>>61474789
>>61475220
Added a river and a large sea to the A1 corner.
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>>61475693
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>>61475707
isn't that more than four hexes? also missing the addition from >>61475180
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Okay, trying to resolve incongruities without stepping on toes. I'm pretending like >>61475707 added water on D1, C2, C3, C4. I would include the river he placed too, but it contradicts the fluff on >>61464251 and >>61464462. I used the hexes for this post to isolate the E3 water from the forming ocean. In the style of >>61474353 my fluff is:

The body of water to the northwest of Thorn is known as the Brackish Sea. It has an extremely high saline content, such that vermin along its beaches can sometimes be seen scuttling across its surface. Little life flourishes within the water, save for at its depths. There, brackish elementals drift barely perceptible through their surroundings. On the rare occasion some unfortunate explorer encounters one, the elementals envelop and dissolve their flesh, leaving their bones and possessions to drift to the bottom.
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-Updated
Q1 Yuglandestes is an ancient and somewhat reclusive kingdom to the North.
They are wary of foreigners and while commerce is always welcome, visitors are only allowed in the outer wall, and even then they are invited to leave when they finish their business, they are not allowed to own land in the kingdom.

Marauding bands of brigands, scouts, and even hunting parties are usually dealt with extreme prejudice; lone groups of armed men are considered an invading army and treated accordingly.

They tend to despise the use of magic as it is seen as a tool of cowards, yet, one of the finest magic academies are here, however the magus focus their research on dispels, counterspells, an other protective enchantments.
The kingdom has prospered by selling charms, wards, weapons and armor that negates magical effects
Any kind of magic supressing device found has a big chance of being made here, a simple check(DC 10) would confirm and an in deep study(DC 15) could even reveal the laboratory or the person(DC 20) who crafted the item.

After the Queen's demise, Adriano, the King, mourns her composing long and weepy dirges which he plays at dawn while wandering the inner wall. So, the Queen's daughter Princess Andromaca(Secretly a half-dragon) manages the kingdom, basically thinking on new ways to strenghten their military, keep away the strangers and make more coin.
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>>61476954
The village of Cunt County borders a river to the west. Founded by brigands, drunkards, and other low types (who gave it its infamous name), Cunt County is a town without much law to speak of. The inhabitants are fractious and tavern brawls are a daily occurrence, but the village's reputation as a haven for anyone- so long as they can pay the innkeeper for a bed and a drink- has made it a favorite stop for the lowest parts of society.
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The mountain on S1 is named Flogerovouno. It is home to a roost of green dragons, ranging from 20-100 feet in length. They are of roughly equal intelligence to a human--better at raw computation, but worse with spatial memory. Their primary tradition of magic is shapeshifting, which comes to them intuitively. Like most dragons, they are covetous and store hordes of rare metals and artifacts in their home.

They maintain a precariously neutral relationship with the town of Yuglandestes, having lived in the mountain range since before the city was settled. Most past hostilities between the two groups have been initiated by the city inhabitants. Despite their efforts, Yuglandestes has never quite been able to rid the mountain of dragons.
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>>61475541
Good ideas, I'll keep these in mind.
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The city of Slope-garden (G2) is the plant folk capital. Slope-garden is only hospitable (by humans) because of efforts by the Succulent-men to provide potable water from the Brackish Sea to the travelers of the Grove Desert. Slope-garden is home to a ruthless guild of assassins known as the "Thorns Of The Slope" who's symbol is a black rose. The ruling body of the plant folk, "Botanus Alumni." also preside here.
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O11 is a large swathe of farms producing potatoes and turnips. The farmers here will claim to belong to either Pattersmede or Brinsford, which one depends on who is knocking on their door to collect taxes.
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At U5 the river quickly broadens and slows in speed as it enters the northern swamplands. Although no permanent settlement stands, fairly regularly groups of travellers, merchants, and wanderers gather their tents together, trading stories and goods before their treacherous journey into the woods begin.
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The people of Riverston tend to maintain friendly relationships with Pattersmede, by way of a branch that snakes through the intervening hills.
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4 mountain hexes added around N17, no fluff, feel free to add a story
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>>61482962
adding fluff to around n17
The deep caves of the Glowing mountains are home to a race of peaceful Luminant Myconids, who ranch various cave fauna incl. Cave grubs (valued for their precious and durable silk)
Flashflies (biological flashbang) and Lunel Rockcrawlers (domesticated by the myconids, very docile and protective demeanor when not threatened, used as pack animals, companions and tunnlers, + due to cohabitation, they glow!) the myconids send a carvan of goods to specialty adventurer's supply stores in pattersmede and brindsford
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I4 an army of petrified giants stand vigil over this river valley, no one knows what event created them, but sometimes pieces of their gear tumble to valley floor, fully restored.
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W14, Oblako, the city of giants. A relic from ancient times. While sapient, the giants there perceive time a full order of magnitude faster than humans, making their reflexes slow and communication with them difficult. The giants typically live a thousand years, continuously growing until their bodies can no longer support the strain of their enormous mass. Giants that recognize they will die soon will journey south--the origin of this tradition is lost to time.

The city itself is a series of craters, each essentially a sleeping pit where a half dozen giants will lay at night. At the center is a colossal hot spring surrounded by a wall of giant bones driven into the rock.
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Added plains surrounding the hills on the lower right. No fluff.
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Just before the mountains rear up, a small clearing can be found in M14, which contains a megalithic stone circle. The standing stones, some 12 m tall, are patterned with swirling spirals and crude depictions of local fauna, though much of the detail has been lost to the ages. It has been noticed that the Sun casts no shadow on the slanted centre stone during the summer equinox, and some local hunters swear they saw the ruins glow while camping nearby during a solar eclipse.
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This is looking beautiful guys!
Btw for the hexes that were declared rivers and filled in entirely as water hexes, I dunno if you guys decided those were actually lakes or something, but if someone wants to change them to a different terrain type then draw in the river like the other one was drawn in, that's fine. Following the same rules of course. Since that's kinda my fault for not mentioning how rivers were supposed to work, and because that guy intended them to be rivers I think and not lakes.
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>>61475541
I was thinking about it and I actually agree with the 0.5 delineations, I mean it's not hard to just count down from the top but the .5 isn't that bad and it makes it a bit easier as a quality-of-life thing. Plus you can always just lop off the .5 and it's still valid since it would be lower than the others anyway.

As for a "fluff marker", that's why I wanted people to Ctrl-F the coords and use the same format so it'd be easy to tell, but yeah I think that might be a good idea. Maybe a little bar in the top third of the hex as a subtle indicator.
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A24 includes one of the highest mountains in the world, and set at it's peak is a now defunct space elevator. Many, many floors of winding corridors and bizarre ruins infested with nasty creatures from the void.
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>>61484615
Added A1 format marker in corner.
Fixed rivers (no tapering though because screw that).
Added four water blocks: three in west and one in north-west.
No fluff sadly.
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>>61475245
Nah
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>>61484895
Extended the swamp around r3 to completely surround something. I imagine there will be fluff and something interesting in the middle and not just more swamp. Don't let me down anons
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O14 is full of parasitic plants of an unusual nature, and their workings. Once they've fully infiltrated the body of a victim, they move them like puppets controlled from the inside, forcing them to build massive, labyrinthine structures of wood, vine, mud and stone. The structures seem to serve no purpose and are avoided by the plants and their puppets once complete, but dozens if not hundreds dot the landscape of this region
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I know what I did
Q24 has some dark elder like, but more masculine, dark elves
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B6 has the ruins of a large mechanical golem (think 30 feet high) in the middle of a desert with statues surrounding it in a guardly fashion. At the base of the golem is a throne with an old king with no eyes. The throne has Dryads of its own coming from it, and on the throne are berries that grow only on these thrones or the Feywilds. These berries are used for creating homunculi.
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>>61484895
Thanks anon! I will make better rules next time.
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bump
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V7 is an old battlefield with crystals forming on the bodies. A great wall is formed around the battlefields with special runes inscribed. At the center of the battlefield is an unusual ship that is half-lodged into the ground.
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A giant network of thorny bramble extends across the waters of F2, forming an organic dam between E2 and F3. Bulbs dot the length of the thorny vines, and where they have bloomed there are bluish flowers. Each of these flowers contains a pearl of crystallized mana, several pounds in weight, that the succulent-men harvest for their own use.

The water that passes through the dam is fresh, and according to the succulent-men it's the source of all life in this region. They guard the dam and its fruits with a religious fervor--definitely a factor in the tension between the residents of Thorn and the succulent-men.
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The merchants -
Once per lunar cycle, a small fleet of heavily armed galleys sails upstream to dock in (H13)

These are the merchants, shady tradesmen that have no qualms about the stuff they deal with: metals, jewelry, magical items, slaves(or their component parts).
The scum from Cunt County loves this, and religiously attend to the arrival of the fleet, as it is a safe place to sell spoils no questions asked.
If you have a special request you'll have to pay up front and boy they'll overcharge for it, but, by their crooked god, they will deliver.
After three days, the fleet leaves.

A band of giants protects the place; seasoned veterans from a bloody conflict well beyond the known world, generally peaceful(or lazy you could say), they prefer to rest, drink, sing and eat. Trade is possible and while they surely lack the skill of their employers, trying to swindle them is a good way to get robbed, killed and eaten, not precisely in that order.
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Situated in the badlands of N8 is the village of Sthatheen, inhabited by lizardmen. The structures are mostly cylinders constructed with clay and wood. In contrast to this, there is a temple dug into the base of a plateau at the back of the village. Its function is both for ritual sacrifice and as a communal eating area.

Hostile to humans, lizardmen will frequently raid their lands without compunction. Adults stand at 8-9 feet with a hefty tail that reaches the ground behind them. Most eschew weapons and armor favoring a martial tradition unique to their race, though it's not uncommon for them to make use of slings if range would be to their advantage.

The local leader(s) of Sthatheen is a two-headed lizardman named Thifsh. The left head of Thifsh is blind and never speaks, at least publicly. Unlike most of his kin that neglect magic, Thifsh is a world-class elementalist.
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>>61491585
L6 has a motel on it. Future anons can make it a river or a road, but there's a motel there and it's ran by a bunch of cannibals. It's also in the hills, but it's slightly forested. There's a castle overlooking it, but it's ruined and nobody ever goes there any more.
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Bump
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R11
The hills here are speckled with precious metal mines, now abandoned after the ore dried up. Although most have been sealed by cave-ins or deliberate barricades, they're still prime locations for plucky young explorers.
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The underground mountain city of Bhogkuldohr is home of the Moltenbeard Dwarven clan. The most skilled blacksmiths in the world, and masters of the only known source of Xekarzrite, a legendary metal, a warhammer crafted with a Xekarzrite head can shatter steel like glass.

However, they're distrusting of outsiders from other races, and even other Dwarven clans. Every outsider that attempted to intrude into Bhogkuldohr received a Xekarzrite axe to their head.
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>>61486440
Turns out there's a a bunch of spoopy misty hills rising above the swamp, filled with barrows, yearly black dragon nesting grounds, rare alchemically-important plants and other adventurous things.
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>>61493498
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Merged >>61493523 and >>61493065. Added >>61491628. Added >>61484840. Added town marker for >>61483332. For the benefit of people using Ctrl-F: N16 is described >>61493319.
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>>61494413
H14, H15, H16, H17 all plains with the river moving further
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>>61494634
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>>61494794
I17, H18,G18 be hills, with H18 having river
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>>61494413
Going to need to merge this
The mountain's shadow creates an area of near desert, saved from being lifeless only by the streams that run through it in the spring and fall
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>>61494994
What needs to be merged?
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C11 and 3 adjoining swamp hexes
Sunken Remnant of the fallen Kingdom of Zuzex. The Capitol port, Nonne, was once known as 'The Jewell of the Azure Sea'.
Now it is is referred to as 'Old Non' a jumble of stone buildings rising up from the foetid miasma of the Dismal Swamp. Many brave souls seek there fortune there, and the few that return wealthy keep the stories alive.
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>>61475166
It's a quest.
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A8, A9 and 2 adjacent water hexes

A8 and 9 have an archipelago of tiny islands, once part of Ancient Zuzex. This culture only allows spellcasters to crew ships, Non casters are lower class citizens, 'Land Lubbers'.
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>>61461667
what means "grungus" ?
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Coastline C13 to E15

Part of the Ten Towns.
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G22, H20, H21, I22
The Desert of No Reason. It serves no purpose. Anyone entering the Desert becomes magically convinces they have no reason to be there and promptly leaves.
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massive inland sea starts j4. large lily pads dot the surface, their color changing with the moon phase.
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The Ten Towns are fishing villages, each one has a temple to the old Zuzex Fishy sea god. The odd thing is that each village is dedicated to each race; one for humans, one for dwarves, etc. They are friendly with each other and visit each other with no problems but tend to live apart.
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B16 Steep volcanic island infamous for being the lair of the great drake Ankalond who destroyed the kingdom of Zuzex long ago. Some claim the dragon is long gone.
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The Great Plateau lifts the enchanted desert high above the countryside
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The river continues to run south, providing the town of W20 with it's primary water source, and incidentally, a trading connection to Riverton
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>>61499130
Right. Images.
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>>61499130
its*
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>>61499150
I really should've noticed that, shouldn't've (?) I.
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>>61499206
shouldn'dve'st'd's*
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hey ummm the big river connection from a1 to the ten towns contradict's fluff >>61476788 meaning that all the water there would be unfishable
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w a t e r
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>>61499941
The Barrier Mountains (A6 and connected range) were risen by Tym'elt, god of the earth and heat in response to the sea invading his basin (North west) They are remarkably steep, only being remarkable for the great variety of beautiful mountain flowers that bloom anually on it's peak.
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>>61497179
>The Desert of No Reason. It serves no purpose. Anyone entering the Desert becomes magically convinces they have no reason to be there and promptly leaves.
Sounds like the perfect hiding place for a fuckton of shit.
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>>61499653
it's a brackish river
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>>61500151
centered around E13, the river spawns great forest with a wide variety of life
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>>61501702
The western plains (L11, L12, K12, K13) stretch far across the continet and are home to several nomadic societies
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>>61502922
O20 is Firelink Shrine. Yes, that one.
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>>61500237
I have no clue what you're talking about. You have no reason to be that suspicious.
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CC1 contains a large, broken wasteland. An avatar of Baphomet abused a wish spell to grow to tremendous size, but got killed when he fell and jammed his eye on one of the many twisting spires in this area. The giant minotaur hasn't rotted and a town of minotaurs has etched a labyrinthine network of homes into his horns.
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C4 is a desert rigged with ground that's volatile to explosions. Some people manage to take the sand from it carefully, but not much.
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Bump
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>>61500237
>>61504140
H20
The hidden Cliff City of Jakkar is protected by the Enchanted Desert, harem girls await.

plus some terrain around the Ten Towns.

I envisioned the west water feature to be a bay or seacoast. A sludgy river would only affect the sea in a localized area. But I don't really care how you put it all together.

If it turns out nice, a pdf of it would be cool.
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Extended river towards Superstition Mountains I 19 and added foothills.
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Is 24 A a typo? I did not find a description,

C22 is the submerged village of sealizardmen
In cleverly named Lizard Bay. They often ride giant saltwater crocodiles. They are not always hostile and hungry.
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E24 has a military outpost of the kingdom to the south. they have a squad of manticores for emergencies, but are not hostile.

Filled in the coastline.
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oops, map.

F19 is called the Lost Woods, because the Fae capture mortals that venture here and take them away.
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G16 and 17 Maiden's Breasts Mountains

These attractively mounded huge tracts of land are visible from miles away. They each are inhabited by a coven of witches who like to interfere with each other and the common folk of the Ten Towns.
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page 10 again

G8 is the lair of Chakranos the Great Hydra who is said to be 1000 years old and is as canny as any dragon.

Added coast line.
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added a bay
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L6 the Frogmarsh
Frog Merchants sell wonderful potions made from swamp stuff in nearby towns. Outsiders who enter the Frogmarsh are always attacked and their bodies used for ingredients and lunch.
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>>61514877
>>61515191
not to be that guy but you can only add 4 tiles
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>>61515486
>>61515486

I have been pulling this off of page 10 over and over and talking to air.

Hi! Wanna add some detail? it is kinda fun, sorta.
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>>61460915
how is this not a quest
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>>61516221
because there are no main characters or narrative.
it's a toolkit containing a bunch of places and coordinates that could be plucked for use by a GM
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>>61516221
It is a collaborative map building and setting project. No one has rescued a grateful Harem.
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Added some rivers.

I-9 Queensport
Dirty Democracy with a cutlass. Wickedest port on the Azure Sea. Good Times.
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page 10 bump one last time.
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Don't have any fluff. Just wanted to put some mountains in neat places.
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B12 A sahuagin tribe roams these waters, fiercely attack any boat who dares to trespass.

On the rainy season they have some sort of celebration or feast, as their activity increase and raid the southern fishing villages; tend not to venture very far into the south, but they grow bolder with each successful attack, they seem to actively seek for children, which are taken alive when possible, stuffed into watertight sacks and taken to the sea; sometimes a lone hunter can be bribed with trinkets and gold.




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