I am back again to stock a third ring of hexes using the AD&D 1e DMG! You can find Parts 1 and 2 here and here.
As with previous installments in this series, I begin by filling in terrain:
As a reminder, I am using Welsh Piper's Hex-Based Campaign Design to determine the terrain layout of the map. This third ring of hexes has five plains hexes, three forest hexes, two hills hexes, and two water hexes. I like the way this is turning out, with scattered forests and highlands and some sort of huge, weird-shaped lake or coastline to the northwest.
To keep it varied, I'm going to stock the hexes in a weird order: forest (SW) > plains (W) > hills (SW) > plains (N) > water (NW) > plains (NNE) > forest (E) > plains (SE) > hills (S) > plains (NE) > water (NNW) > forest (SE). Starting with the SW forest hex:
This is interesting! I have a medium castle ruled by a Chaotic Good 11th-level cleric, a thorp (population 70 with a Neutral 2nd-level cleric), a hamlet (population 300 with a Neutral Good 1st-level fighter, a 2nd-level paladin, and a Chaotic Good 4th-level elf fighter/magic-user), a single dwelling (population 4), and a ki-rin's lair (!) right in the middle of it all. (As you can see, I decided to stop combining adjacent settlements into one. I don't really have a reason for changing my approach. It felt wrong somehow!)
Since the center hex is both forest and swamp, I rolled d100 once and compared it to both tables - I rolled 31, which is ki-rin/lamamsu/shedu on both tables! I rolled d3 and got ki-rin. They apparently live in the clouds and never touch the ground, so I wasn't sure how to indicate this on the map. I landed on representing the lair with a big ol' cyclone-looking thing. I have no idea why it's in the swamp. It would certainly be a powerful ally to recruit in future battles against the orcs to the north or the brigands to the northeast!
Here is the W plains hex:
Hell yes! I have my first city. It has a population of 10,000, so it is the smallest of cities allowed by the 1e DMG. That still means that it contains 100 character-types, broken up as such:
- 65 low-level (1st- to 3rd-level)
- 20 mid-level (4th- to 7th-level)
- 10 high-level (7th- to12th-level)
- 5 very high-level (9th- to 20th-level)
The five very high-level character-types are a NG 8th-level elf fighter/thief, a LG 10th-level cleric, a CG 16th-level fighter, a 16th-level paladin, and a CE 18th-level illusionist!
One interpretation could be that this is a levelocracy, and so these high-level character-types rule the city. The city ruled by a Chaotic Evil illusionist is probably not a great place to live! Perhaps there is a power struggle between the illusionist and this league of Good-doers, with the Lawful and the Chaotic not quite seeing eye-to-eye but united in common purpose against the sinister illusionist.
Or, you could just say the city is ruled by a king or whatever and the character-types just live there doing their own thing. I personally have never arrived at a totally satisfying answer to this question.
Prepping this city for play would be a lot of work. I wrote about my thoughts on preparing settlements for play here. Using guidelines from Brave, I determine that the city has six districts. These could also be determined by the character-types listed above: the magical district where the evil illusionist dwells, the temple district where the cleric and paladin offer sanctuary to the downtrodden, the district around the rowdy fighter's stronghold, and the elf enclave, plus maybe a market district and an upper class neighborhood. Something like that is more or less enough to get things moving.
We mustn't spend too much time on the city, because this hex also contains a fortress, a dungeon, and a monster lair!
Both of the fortresses are small shell keeps. One is totally deserted, and the other is ruled by a CG 9th-level fighter. Perhaps the protege of the CG fighter in the city? The fighter has five 6th-level henchmen: a cleric and four fighters. The deserted keep was ruled by an assassin, but has since been cursed by the gods and shunned. Oh, assassin lord of old, what did you do? Perhaps the ruin is haunted by the spirits of those the assassin killed?
Lastly, we have a hill giant lair! There are three bachelor hill giants therein (the Monster Manual specifies that hill giantesses are present only if four or more giants are encountered) with two giant lizards for guards. Residents of the city must be careful not to wander into hill giant country! It does beg the question: Why don't the high-level Good-aligned character-types of the city deal with the giants? Perhaps the illusionist is in league with them, and conceals their lair against attempts to find them! Perhaps they simply have more pressing matters to attend to.
That was a surprisingly interesting hex, but there are many hexes to cover, and so we must move on to the SW hills hex:
This is a very crowded hex! I am now beginning to question this entire endeavor!
Although those settlements in the northeast corner look very close together, due to the movement cost when traveling through the hills (a multiplier of 3, so 3 hours to get from the center of the hex to the edge and vice versa), they're all actually nearly a day's travel from one another. Here's a line about each:
- Single dwelling: Population 4, no character-types
- Northern thorp: Population 30, no character-types
- Southern thorp: Population 50, N 3rd-level dwarf fighter
- Southern hamlet: Population 400, CE 1st-level fighter, NG 2nd-level fighter, NG 2nd-level ranger, NE 3rd-level fighter
- Northern hamlet: Population 400, LN 1st-level dwarf thief, LG 2nd-level magic-user, 3rd-level druid, LE 4th-level fighter
The moathouse was ruled by a cleric and was the site of a great miracle, but it now totally deserted. Perhaps it is a holy site with a taboo against occupation. Perhaps its dungeons are protected by celestial guardians.
The deserted castle is a medium walled castle with a keep. It was ruled by a magic-user. Now, it is inhabited by a will-o-wisp! I suppose the castle is still home to all manner of unstable arcane dangers, which are the hazards to which the will-o-wisp attempts to lure its victims.
Finally, the monster lairs:
- A den of 155 male orcs with 5 leaders, 15 assistants, a sub-chief, 12 guards, a chief, 20 bodyguards, 77 female orcs, and 155 young orcs
- A cave of 6 griffons with a single egg
- A cave of 20 male bugbears with a leader, chief, sub-chief, 10 female bugbears, and 10 young bugbears
- A giant ant nest with 44 worker ants, 8 warrior ants, a queen ant, and an egg chamber guarded by an additional 18 workers and 5 warriors
The bugbears and ants probably keep more or less to themselves (it would take a full day just for the bugbears to come down the mountain and go back up). The residents of the southern hamlet and northern thorp most likely have run-ins with orcs, and probably don't stand much of a chance defending against them. They might pay tribute to the orcs regularly to continue living in relative peace. The griffons can fly over the full hex and then some in a day, so residents of this hex probably know better than to keep horses. And probably everyone in the area knows about the old wizard's castle on the mountain that still glows with a haunting light at night.
We must drag ourselves away once more from the intrigue of this hex, moving on to the N plains hex:
This hex is surprisingly sparsely inhabited. Here is a summary of what's here:
- A thorp of 50 people with a CN 3rd-level fighter
- A totally deserted tower, built by a fighter and conquered by invaders, then abandoned
- Another griffon den, this one with 11 griffons, 2 eggs, and 5 fledglings
- A leprechaun burrow home to a single leprechaun
- A tribe of 57 tribesmen with 5 3rd-level fighters, a 5th-level chief, 3 4th-level subchiefs, a 3rd-level druid, 5 4th-level druids, a 6th-level druid, and an 8th-level druid, 57 women and 57 children, and 20 slaves
- A hippogriff nest with 9 hippogriffs, 3 eggs, and 2 fledglings
I've written before about how the description of "tribesmen" in the AD&D Monster Manual is repugnant. When I rolled them up here, I considered rerolling, but decided to keep the result for the sake of this exercise. I would not treat them as mud hut-dwelling cannibal savages as the Monster Manual describes them, but more like real world indigenous people with their own customs, folklore, wants, and needs.
This is the third griffon nest I've rolled up. I would be surprised if there's a single horse to be found in this entire region! With all those eggs and fledglings (worth 29,000 gp total), this is also the most valuable nest for an unscrupulous party of adventurers. Likewise, the eggs and fledglings in the hippogriff nest are worth from 7,000 to 10,000 gp. It's a poacher's paradise! One must also imagine that the griffons and hippogriffs (who don't like each other very much) clash in the skies quite often.
On to the NW water hex:
- A thorp of 70 with a LE 7th-level fighter
- A small castle inhabited by 126 brigands with 6 3rd-level fighters, 4 4th-level fighters, 3 5th-level fighters, 2 6th-level fighters, a 9th-level fighter leaders, 6 2nd-level fighter guards, a 7th-level fighter lieutenant, 2 important prisoners, and 50 camp followers/slaves
- A ruined tomb, abandoned by its original creators
Not a whole lot to say here. The thorp is, for now, blissfully isolated from everything, but is possibly ruled by a tyrannical warrior overlord. The brigands are a powerful faction in the area, but they're not on the water, so it's unlikely that they mess with the thorp much. We'll have to wait and see what's in the surrounding hexes to see what their impact is. The tomb is in shallow water, so is probably not totally submerged, but does present a neat opportunity for a flooded dungeon experience if desired. Or maybe it's on an island too small to be on the map. Perhaps it can be explored only at low tide?
Here is the NNE plains hex:
I did not generate a single "habitation" (i.e., settlement, castle, or ruin) in this hex! I did, however, generate another tribe of indigenous peoples, and another hippogriff nest, and the second troll hole in the region. By now you can probably imagine what these locations entail. I won't belabor this post by detailing all of these again.
Here's the E forest hex:
Here we have a hamlet of 100 people with a CE 11th-level (!) thief. We also have a second city, this time with 30,000 people - that's 15 very high-level character-types! There are two 20th-level fighters there - one CN and one CE. The city is in the middle of the forest for some reason.
Immediately north of the city in the deep forest is a hieracosphinx lair. The hieracosphinx is an inexplicably Chaotic Evil, low intelligence, hawk-headed sphinx that eats people. There are 5 of them dwelling in this lair.
Here's the SE plains hex:
Not much in the way of settlements here, but two fortresses (including another brigands' castle!), a berserker camp, and our first ruined city!
The berserker camp right next to the ranger's stronghold is a bit unusual, but I've determined using opposed reaction rolls that they're indifferent to one another. Perhaps the ranger, themself an outlander, has made common cause or some sort of truce with the likeminded berserkers, but they're not at the point of working together.
The city was destroyed by raiders, so presumably conquered and then razed. The brigands might have something to with it, though they're rather isolated deep within the forest.
Giant spiders are the best kind - they're Tolkien's Mirkwood spiders, big and Evil, with save or die venom.
Here is the S hills hex:
Lmao. A castle inhabited by bandits, right next to a cave complex inhabited by brigands. And just a few hexes away, a brigand camp! The people of the hamlet are safe so long as they stay on their mountain, but the people of the thorp are ruled by a bandit king.
We also have another hill giant lair, and I got the opportunity to roll on the dragon subtable for the first time. Unfortunately, I got a chimera rather than a true dragon. This is nonetheless an area densely inhabited by bandits, brigands, and a few really scary monsters.
Here's the NE plains hex:
Not much going on here. A totally deserted shell keep (formerly ruled by a cleric, now cursed by the gods and shunned - must not have been a very good cleric!), plus our first demihuman stronghold. This one is a moathouse ruled by a NG 9th-level elf fighter/magic-user. No monster lairs!
We're nearing the end. Here's the NNW water hex:
Here are two ordinary single dwellings, a totally deserted tower (once ruled by a magic-user, now conquered and abandoned), and a buccaneer's warship (buccaneers, who are Neutral, not to be confused with pirates, who are Chaotic Evil). Perhaps the buccaneers are responsible for razing the wizard's tower?
There are 182 buccaneers, with 3 3rd-level fighters, a 5th-level fighter, 3 ransomed prisoners, an 8th-level captain, a 7th-level lieutenant, 4 4th-level mates, a 12th-level cleric, and a 6th-level magic-user. Considering the highest-level character-type is a cleric, these buccaneers must have some sort of religious bent. Perhaps they worship some sort of deity of the sea?
Finally, here is the SE forest hex:
The RNG did not want to make it easy for me to wrap this up! I rolled five habitations: the single dwelling, the thorp, the hamlet, the small keep ruled by a LG dwarf fighter, and the massive fortress complex ruled by a N thief. The other six locations are "monster lairs", half of which ended up being a nomad encampment and a halfling shire (both of which are essentially also settlements) and the castle lair of an order of dervishes (itself a stronghold). The remaining three monster lairs are our third hill giant lair, an ankheg nest, and an ogre den. This is very densely populated!
There are 6 hill giants. The hamlet has 300 people, so I estimate they can rally 30 or so defenders in a pinch, plus 3 low-level character-types. 5 to 6 warriors per giant might be enough to defend the hamlet, but it's not certain. The nomad encampment has 200 warriors plus leader types, so the giants are definitely not messing with them.
The nomads are predisposed slightly negatively towards both the dervishes and the dwarf lord, both of whom are in turn favorable towards the nomads. Perhaps the nomads have just shown up in the area and are being belligerent and making great demands of both strongholds. Both the dervishes and the dwarf lord are Lawful Good, so perhaps they are negotiating in good faith and attempting to get the nomads to go on their way.
The thief is favorable towards the dervishes, but the dervishes are indifferent towards the thief. They don't want anything to do with the scoundrel. The thief, however, commands the largest stronghold in the entire region!
The single dwelling is, unfortunately, both ankheg and ogre food. The halflings of the nearby shire are Neutral and insular, and won't do anything to aid the human homesteaders unless significantly compensated for the inconvenience.
Here is the entirety of the map after this round of stocking:
(Click on it first, then right-click to open the image in a new tab. Then you can zoom in, at which point it should be legible.)
As you can hopefully see, this is an incredibly dense play area with plenty to do at all levels of play. It would take ages to detail all these settlements, fortresses, ruins, and monster lairs. Keep in mind that the settlements need names, NPCs, locations, and in some cases, districts. All of the character-types in the settlements and fortresses (and certain monster lairs) need to be rolled up like characters, and they all have their own magic items. The ruins need to be mapped and stocked as dungeons with multiple levels, encounter tables, and the like. The monster lairs need to be stocked with treasure.
On top of that, I need to take a good look at the overall map and see how locations in one atlas hex might interact with those in adjacent atlas hexes. There are griffons, sphinxes, giant eagles, hippogriffs, and manticores flying here and there across nearly this entire region! The south is infested with brigands!
Despite how much is already here, the blank spaces at the edge of the map beckon to me. I don't even have a true dragon yet. The game is Dungeons & Dragons! Of course I want to finish this map!
And maybe I will, but not for a while. There's plenty here to inspire years of play if I so desire. I'm not planning on playing AD&D this year, but I genuinely believe that a map like this, using the AD&D method of stocking, could support a game of AD&D, modern D&D, OSE, ShadowDark, and many other game systems.
Just for fun, here is a version with the grid turned off, elevation turned on, and a road going through the one town to connect the two cities (ignore the dark/light grey blank hexes - it's a side effect of turning off GM only objects on this particular map):
And here's a version with every settlement/dwelling connected to that road. This is unrealistic and probably not how I'd do the final map, but it is illustrative in showing how isolated some of the inhabited areas are:
Cheers!