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
Settlements
We then have 3 types of locations that are actually NPCs, hermits or wanderers. I’m not sure what to call these collectively.
Hags
Shellcoat Merchants
Abhainn
The Abhainn are the daughters of Beira, River Goddesses who grant blessings to those who make offerings. The nature of the offerings and blessings are unique to each based on her personality. So the Abhainn known as “The Laughing One” might reward offerings of silver with a blessing of luck. So Abhainn Hexes are places for the Characters to recover from their travels, and gain a temporary boon if they play their cards right.
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A trickling stream, slumbering hills beyond... just the sort of place the Characters might find an Abhainn! |
Then we have 3 types of locations that are adventure sites in themselves.
Crossings
Cairns
Wasteland
In addition to Legend Hexes, each Kingdom has an overarching Legend, something really big that’s going on, but takes time to fully reveal itself. Wasteland Hexes are the places where these Kingdom Legends have changed the nature of the mortal world, usually for the worse. So for The Storm Isles, these hexes might represent homesteads or farms despoiled by the dreaded Nuckelavee - murderous cyclopean sea-centaurs who blight the land they walk on. Travelling here would allow the Characters to learn more about this threat and fight back if they are feeling brave.
Putting all of this together gives what feels to me like a map filled with interesting and useful places. Writing it out I'd like to have more distinction/separation between Crossings and Cairns: They've worked really well in the games so far but I don't think I've really pinned down here how to tie them in to the adventure. I think it would be useful to have some guidance about why Characters need to go there, and what the benefits might be of one versus the other.
Till next time!
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