Chart the Map

Songs and Sagas

These are strange new lands, filled with creatures of unfathomable forms, remnants of advanced yet long-lost civilizations, flora and fauna that are as beautiful as they are treacherous, and hopefully a place to call home.

Drop a d20 on the map sheet’s hex grid, this is the region you are located in.

Now, and each time you enter a new hex, take the time, as a group, to describe the region. Use your imagination or jumpstart it with the provided rolling tables (Songs and Sagas Rolling Tables ). Write down key details in one of the numbered box and note the number in the appropriate hex. Finally, reveal a card to set the initial risk rating of the region.

SuitRisk Rating
Starts at 1 + a moment of serenity.
Starts at 2 + an unexpected twist.
Starts at 2 + an impending threat.
Starts at 3 + an imminent danger.

The risk rating determines the level of unknown and danger in a region. The higher the rating, the more drama and unpredictability should be injected in the narrative. It typically ranges from 1 to 3, but may step up or down at the GM’s discretion depending on your actions in the fiction.

Each hex is 6 miles (or ~10 kilometers) face to face. A person can walk a hex in a day, a mount can cross two, a longship can row three but sail four with favorable winds.

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