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Dungeon Master's Guide

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MAPPING YouR CAMPAIGN<br />

When creating the world where your campaign takes<br />

place, you'll want a map. You can take one of two<br />

approaches with it: top-down or bottom-up. Some DMs<br />

like to start at the top, creating the big picture of the<br />

world at the start of the campaign by having a map<br />

that shows whole continents, and then zooming in on<br />

smaller areas. Other DMs prefer to go the opposite<br />

direction, starting with a small campaign area that is<br />

mapped at a province or kingdom scale, then zooming<br />

out as adventures take the characters into new territory.<br />

Whichever approach you take, hexes work well for<br />

mapping outdoor environments where travel can go<br />

in any direction and calculating distance might be<br />

important. A single sheet of hex paper with 5 hexes to<br />

the inch is ideal for most maps. Use a scale for your map<br />

that's best suited to the level of detail you want. Chapter<br />

7 offers more information about creating and mapping<br />

wilderness areas.<br />

PROVINCE SCALE<br />

For the most detailed areas of your world, use a<br />

province scale where each hex represents 1 mile. A<br />

full-page map at this scale represents an area that<br />

can be covered in one day's travel in any direction<br />

from the center of the map, assuming clear terrain. As<br />

such, province scale is a useful scale for mapping a<br />

campaign's starting area (see "Creating a Campaign,"<br />

later in this chapter) or any location where you expect<br />

to track the adventurers' movement in hours rather<br />

than days.<br />

•<br />

The ground cover of an area this size will include<br />

broad stretches of one predominant terrain type, broken<br />

up by other isolated terrain types.<br />

A settled region mapped at this scale might have one<br />

town and eight to twelve villages or farming hamlets.<br />

A wilder region might have only a single keep, or no<br />

settlements at all. You can also indicate the extent of<br />

the cleared farmland that surrounds each city or town.<br />

On a province-scale map, this will show as a belt a few<br />

hexes wide surrounding each town or village. Even<br />

small villages farm most of the arable land within a<br />

mile or two.<br />

KINGDOM SCALE<br />

On a kingdom-scale map, each hex represents 6 miles.<br />

A map at this scale covers a large region, about the size<br />

of Great Britain or half the size of the state of California.<br />

That's plenty of room for adventuring.<br />

The first step of mapping a region at this scale is to<br />

sketch out the coastlines and any major bodies of water<br />

in the area. Is the region landlocked or on a coast? A<br />

coastal region might include islands offshore, and a<br />

landlocked area might include an inland sea or major<br />

lakes. Alternatively, the region could consist of a single<br />

large island, or an isthmus or peninsula with multiple<br />

coastlines.<br />

Next, sketch in any major mountain ranges. Foothills<br />

form a transition between the mountains and lowlands,<br />

and broad patches of gentle hills might dot the region.<br />

That leaves the rest of your map for relatively fiat<br />

terrain: grasslands, forests, swamps, and the like. Place<br />

these elements as you see fit.<br />

Map out the courses of any rivers that flow through<br />

the area. Rivers are born in mountains or inland areas<br />

that see a lot of rainfall, winding down to the nearest<br />

major body of water that doesn't require the river to<br />

cross over higher elevation. Tributaries join rivers as<br />

they grow larger and move toward a lake or the sea.<br />

Finally, place the major towns and cities of the region.<br />

At this scale, you don't need to worry about small towns<br />

and villages, or about mapping every belt of farmland.<br />

Even so, a settled region this size might easily have<br />

eight to twelve cities or towns to put on the map.<br />

CONTINENT SCALE<br />

For mapping a whole continent, use a scale where<br />

1 hex represents 60 miles. At this scale, you can't<br />

see more than the shape of coastlines, the biggest<br />

mountain ranges, major rivers, huge lakes, and political<br />

boundaries. A map at this scale is best for showing how<br />

multiple kingdom-scale maps fi t together, rather than<br />

tracking the movement of adventurers day by day.<br />

The same process you use for mapping a region at<br />

kingdom scale works for mapping a whole continent.<br />

A continent might have eight to twelve large cities that<br />

deserve a place on the map, most likely major trade<br />

centers and the capitals of kingdoms.<br />

COMBINING SCALES<br />

--~--------------<br />

Whichever scale you start with, it's easy to zoom in or<br />

out on your maps. At continent scale, 1 hex represents<br />

the same area as 10 kingdom-scale hexes. Two cities<br />

that are 3 hexes (180 miles) apart on your continent<br />

map would be 30 hexes apart on your kingdom map,<br />

and might define the opposite ends of the region you're<br />

detailing. At kingdom scale, 1 hex equals 6 provincescale<br />

hexes, so it's easy to put the region covered by your<br />

province-scale map into the center of a kingdom-scale<br />

map and create interesting areas around it.<br />

I4<br />

CHAPTER 1 I A WORLD OF YOUR OWN

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