In this post I wrote about some strengths of Elden Ring’s map. Since then I’ve started a new Legends of Alba campaign (bringing us up to 3!), so I had a chance to revisit what goes into the hex map. This new game, like the others, is being run as a D&D 5E game. But the map doesn’t know that. So my hope is that this can inform the ref’s advice for creating a map for running their own games, as part of the Legends of Alba game rules.
For this post I’m just going to write about the types of locations that go on the map.
Legends
Pretty important in a game named Legends of Alba, these are the source of The Legends. When the players have a random encounter while travelling, the closest Legend Hex determines what this is. So if the players are closest to the Kelpie’s hex, they might encounter a rough river crossing with a white horse drinking there. The horse kneels, inviting them onto its back…
Settlements
1 Capital, a fortress city where the Kingdom monarch reigns. 2-3 Strongholds, hill forts of the Great Clans. And 2-3 Smallholdings, humbler homes to minor Clans. Settlements are places for the Characters to seek hospitality, local information and lore, and trade. They are also political hotbeds as there is always drama between and within the Clans - there’s plenty of opportunity here for the players to get involved to start making and breaking alliances to their advantage.