Muddling out an adventure setting. Developing out some ideas present in my work since Plunderlight.
The hexes connected by thick lines are big regions. The hexes connected to those regions are locations, factions, notable wandering monsters, and other features within those regions. Alignment/proximity kind of matters. The Bloodleggers in Nightcastle are conceptually close to The Bleed. The Hemophages in the Bleed tend to hang out closer to Nightcastle, etc.
Goal is to have some specific geography and themes while leaving enough blank space for individual groups to make the place their own. Or, in other words: anticanon motherfucker.
Loose idea is to tie this in with Plunderlight's successor project, which may end up being "Advanced DNGN FKRS." Or I may just end up using the name of the setting, "Dvindeltol."
Or maybe I should just let this be fucking around with the map and some GDocs notes for now and not get ahead of myself.
Progress and thoughts.
- Nightcastle should probably just be it's own map.
- Might condense The Bleed and The Cut into one region. I think they conceptually kind of do the same thing: showcase the destruction of human settlement and put a buffer between Nightcastle and the Woods.
- Each region should have at least one ruin to explore, potentially friendly settlement to fall back to, and iconic wandering monster to give flavor, and unfriendly-by-default faction to generate friction.
