Random Terrain Map Numbers
Clear | Hill - 1 level - with orchards | |||
Hill - 1 level | Light Woods | |||
Hill - 2 level | Heavy Woods | |||
Hill - 3 level | Marsh/stream source | |||
Hill - 4 level | Large Structure | |||
Hill - 1 level - wooded | Small Village | |||
Hill - 2 level - wooded | Medium Village | |||
Hill - 3 level - wooded | Level Farms | |||
Hill - 4 level - wooded | Level Orchards | |||
Hill - 1 level - with farms |
Terrain Number Explanation
Clear | Level fields or pastures. May have small clumps of woods or a few fences. Should occupy entire square. |
Hills | Hills may be one level (raises in the ground), two level (noticeable hills) three level, (big hills) or four level (prominent hills). Some may have woods or farms on them (see 21 - 29). When two or more hill squares are adjacent they should be connected to make ridges. If the hills are of different levels then the higher levels should be "peaks" on a lower level ridge. Hills may occupy all or part of the square, and may overlap other squares. For codes 28 and 29, see this section and farms. |
Woods | If a wood is in an isolated square it should occupy about 75% of the square, the remaining taking on the characteristics of the surrounding terrain. If adjacent, a larger woods should be created cutting the corners of adjoining squares if necessary. |
Spring or Marsh | When this number appears it should be treated as the source of a stream and flow toward the nearest larger body of water. The remainder of the hex should be treated as woods. Streams may wander significantly. Where they cross ridges or hills a gap should be made so they don't flow uphill. Physically impossible situations (such as streams crossing each other) should be dealt with as is deemed appropriate. When this number appears on or next to a water course it should fill the entire square with marsh and woods, and may even overlap to some extent. |
Large Structure | This may be a church, factory, mill or the like and the structure and its outbuildings should occupy about 25% of the square. The rest should be clear or take on the characteristics of the adjoining areas. |
Village | Small is three or four, Medium is four or five buildings. They should always be on a road, or have a road leading to the nearest larger road. The village should be in the center of the square and the remainder treated as farms. |
Farms | These are farming areas containing from one or two farm buildings. These, with fields and fences, should occupy the entire square. If orchards, 50% to 75% of the area should be orchards, with fences. If a road or railroad goes through the square the buildings should be located on it. Otherwise a road or a trail) should lead from the farm to the nearest larger road. |
Eight to ten buildings in center of square, laid out like a grid. Rest of square as farms. Generated by the campaign. | |
Over twelve buildings. Always occupies at least half the square. Laid out in a grid pattern, there may be open areas inside the city. Rest of square as farms. These only appear if on the campaign map. | |
roads | Small roads always crosscut the terrain. You can put in "logical" roads (connecting built up areas with each other and to the outside world) or, if this is not enough, you can roll for random roads that cross the map. To determine how many roads cross the map roll 1d6. Subtract 2 if coastal plain, 3 if piedmont, or 4 if foothills. The result is the number of roads that cross the map. Next roll 1d4 to determine where the road enters - 1 is at the top, 2 is on the left, 3 is at the bottom, and 4 is on the right. Do the same for where the road exits. Next roll 1d20. On rolls over 16 roll again. On any other roll that is the square where the road enters or exits the map. Once these random roads are drawn connect other terrain features (towns, farms, etc.) With trails or other roads as appropriate. |