
Next, generate the vegetation of your new hex based on the vegetation of the source hex and another d12 table: Source Vegetationįor the purposes of this table, I’m considering dense vegetation to be jungles, thick forests, choking swamps and the like, Grassland to include lots of small vegetation and frequent trees or other large plants, and scrubland to include short coarse grasses and infrequent scraggly brush.

I’ll cover the math behind that in a separate article. You can alter the table to achieve different distributions. This table results in a map that is approximately 2/14 Mountains, 3/14 Hills, 4/14 Plains, 3/14 Lowlands, and 2/14 Valleys. You don’t have to limit yourself to only five options. Similarly, lowlands could be basins, deltas, swampland. Mountains and hills both might be a single large elevated feature, or a cluster of smaller ones. # of surrounding hexesįrom there, generate the elevation of your new hex with another d12 roll and the following table: Source Elevation Assume hex 1 is directly north or west (or whatever, it doesn’t matter) and count clockwise from there. To do so, roll a d12 and d10 and consult the following table. In this case, you’ll need a d12, d10, d12, d12, d12, d20, d20 combo.įor starters, if there is more than one filled hex bordering the hex you’re generating, you’ll need to randomly choose a source hex from those available. This is of course an excellent time to make a custom d10,000,000.

From there, pick blank hexes adjacent to filled ones one at a time and roll on the tables below to fill them.

To start, you need to make a seed hex by picking an elevation, vegetation and water from the lists below. What I came up with is a system that randomly generates terrain based on the hexes about it. I have never read Source Of The Nile, and am only vaguely familiar with it (players compete for gold and glory by outfitting expeditions to the heart of unexplored Africa and discovering the randomly generated wonders therein) but his comment made me think about doing something similar for myself. In the comment section of my last article, reader Roxysteve commented about the random terrain generation of Source Of The Nile, one of the games on my “Great games of yesteryear” wish list.
