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6 Mile Hex Map - Baltic Region - Worldographer v0.6 (WIP)

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Here's the latest version of my Baltic coast map for pre-Modern scenarios. I was primarily inspired to make the map by the source books:  The Medieval Baltic, Volume I ,  The Medieval Baltic, Volume II  and  Crusaders of the Amber Coast  as well as the RPG  Baptism of Fire . It covers the area from Stockholm in the North-West to Novgorod in the North-East and down to Minsk and Smolensk in the East. I think it's at a usable state now but as always I'm open to feedback. I've done my best to use real geographic information but there's been a lot of guess work involved as well. Edit: I think I'm still not placing enough Coniferous forests in this area and should perhaps add more swamp forest in the Estonian region. It seems at least 50% of the trees are Coniferous trees (pines) often a higher percentage. The Grauden, Dainava Forest, Naliboki Forest and Čepkeliai Marsh were all created following the description in the Medieval Baltic Volume I and looking at Google Ma

6 Mile Hex Map - Baltic Region - Worldographer v0.4 (WIP)

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I'm making this map for pre-Modern scenarios, roughly from 500 to 1500 AD using Worldographer. In this latest version I've added some more biomes and types of vegetation such as grassy plains, wooded swamps, hills,  denser  woods and forests. I'm having to do a lot of guess work about the placement of these types of features. As you can see I'm trying to simulate the Northern European Plain and the swamps of the Baltic countries. I don't know if the South East of the map should feature some Steppe features? As always, l et me know if you have any suggestions or resources for the placement of forests, swamps, grasslands and other terrain features. You can download the latest Worldographer file here Baltic-6-Mile-Hex-v0.4 The map is based on the one found in the article below (scroll down) and covers the area from Stockholm in the North-West to Novgorod in the North-East and down to Minsk and Smolensk in the East. Rewilding: Lessons from the Medieval Baltic Crusades

6 Mile Hex Map - Baltic Region - Worldographer (WIP)

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I'm making this map for pre-Modern scenarios, roughly from 500 to 1500 AD using Worldographer. You can download the latest Worldographer files here (I will update this post with the latest versions): 6 Mile Hex Map - Baltic Region - Worldographer v0.2 6 Mile Hex Map - Baltic Region - Cities v0.3 Let me know if you have any suggestions or resources for the placement of forests, swamps, grasslands and other terrain features. The map is based on the one found in the article below (scroll down) and covers the area from Stockholm in the North-West to Novgorod in the North-East and down to Minsk and Smolensk in the East. Rewilding: Lessons from the Medieval Baltic Crusades

Deciding on a system for a Dark Fantasy solo game

I'd like to run a solo game in a 'Dark Fantasy TM' home-brew world. I'm thinking of a late Antiquity to early Middle Ages technology level, perhaps inspired by the Byzantine / Eastern Roman Empire. I'll aim for a low to medium level of magic and the fantastical, perhaps some magi-tech. More fantastical than what I play with in my Sword & Sorcery Sundaland game  with the IronSworn system  but less so than the standard D&D fantasy world.  I'm considering a couple of different systems. Some of the things I'd like to have in the system. 1. Less 'narrative' than IronSworn but not too crunchy.  2. Characters are not (too) constricted by class.  3. Interesting character progression and customisation, not just +1s 4. Ability to adjust the level of magic easily. 3. Lots of content and adventures for me to use or borrow from. The systems I'm considering are: Adventurer Conquerer King II : This is a D&D variant that has a lot of rules for creati

Inherently evil species? My solution

It used to be the case that everyone knew that orcs were bad and that you should have no problem dispatching them in your game. Unfortunately over the years orcs have been given more and more human qualities to the point where some people now feel uncomfortable treating them as inherently evil.  An easy way to side-step that is by having the adversaries be various kind of undead. I like to use undead beast-men as the go-to bad guys. I just imagine necromancers casting dark sorcery on flocks of dead goats and sheep, turning them into an army of undead. They are already dead, they have no culture, no feelings and no free-will. You're doing them and the world a favour by destroying them.

Hello World!

 Just another blog about TTRPGs.