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Mythic Bastionland - initial impressions, and making a Realm
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<blockquote data-quote="pemerton" data-source="post: 9828394" data-attributes="member: 42582"><p>It ended up taking me three or four hours, yesterday evening and this morning, to make my Realm.</p><p></p><p>I started with an old bit of hex paper (from memory, photocopied from the back of the Wilderness Survival Ground in the late 80s), and marked out my 12 hex x 12 hex area. Then, at every point where random procedures could be used, I used them. The rulebook sayss "As a general guide create clusters of d12 hexes of the same terrain type", so I started by rolling d12s until I got to 144 (I had to round my last roll of 9 down to 5).</p><p></p><p>I then rolled a d12 on the terrain table for each of my terrain clusters:</p><p></p><p style="margin-left: 20px">1 Marsh; 2 Heath; 3 Crag; 4 Peaks; 5 Forest; 6 Valley; 7 Hills; 8 Meadow; 9 Bog; 10 Lake; 11 Glade; 12 Plains</p><p></p><p>The result of this was a very wet Realm - here are my terrain clusters (with the numbers in brackets being the total number of hexes of each terrain type, and the other numbers the number of hexes in each cluster):</p><p></p><p style="margin-left: 20px">Peaks (26): 11h, 8h, 7h</p> <p style="margin-left: 20px">Hills (6): 6h</p> <p style="margin-left: 20px">Lake (24): 12h, 7h, 5h</p> <p style="margin-left: 20px">Valley (18): 11h, 4h, 3h</p> <p style="margin-left: 20px">Bog (3): 2h, 1h</p> <p style="margin-left: 20px">Marsh (13): 7h, 6h</p> <p style="margin-left: 20px">Meadows (16): 10h, 6h</p> <p style="margin-left: 20px">Plains (4): 4h</p> <p style="margin-left: 20px">Forest (34): 11h, 9h, 5h, 5h</p><p></p><p>Judging from the map symbols on the example Realm map, I inferred that "valleys" correspond to rivers. I used Google and Wikipedia to educate myself on the difference between a bog and a marsh, and between a meadow and a plain. (I didn't need to worry about the crag/peak contrast, nor how glades differ from meadows!)</p><p></p><p>One third of the results on the random terrain table are wet - valleys, lakes or wetlands - but I was over 40%. And I was nearly one-quarter highlands (peaks and hills) despite my lack of crags. So I decided the Realm would include one tarn (Googling now, I see that "tarn" is defined as a <em>small</em> mountain lake; so maybe the Realm's mountain lake is not a tarn in the strictest sense!), and then rivers flowing from the highlands into a lake, with a river flowing out of that into another lake.</p><p></p><p>I started filling in the hexes from the top left, moving across and diagonally down the map, and filling in the bottom left last. It was easier than I thought to make all my clusters fit, but I don't know if this was just good luck, or is a likely feature of this sort of map-drawing scenario. (I don't know the maths that would help answer this question.)</p><p></p><p>Once I'd filled in my hex, and coloured in my terrain using pencils borrowed from my daughter, I placed my 4 "holdings" (settlements). The rules say that these are "typically castles, walled towns, fortresses, or towers" and so I place one of each: a castle nestled into a river loop; an island town; a tower in the hills; and a mountain fortress.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9828394, member: 42582"] It ended up taking me three or four hours, yesterday evening and this morning, to make my Realm. I started with an old bit of hex paper (from memory, photocopied from the back of the Wilderness Survival Ground in the late 80s), and marked out my 12 hex x 12 hex area. Then, at every point where random procedures could be used, I used them. The rulebook sayss "As a general guide create clusters of d12 hexes of the same terrain type", so I started by rolling d12s until I got to 144 (I had to round my last roll of 9 down to 5). I then rolled a d12 on the terrain table for each of my terrain clusters: [indent]1 Marsh; 2 Heath; 3 Crag; 4 Peaks; 5 Forest; 6 Valley; 7 Hills; 8 Meadow; 9 Bog; 10 Lake; 11 Glade; 12 Plains[/indent] The result of this was a very wet Realm - here are my terrain clusters (with the numbers in brackets being the total number of hexes of each terrain type, and the other numbers the number of hexes in each cluster): [indent]Peaks (26): 11h, 8h, 7h Hills (6): 6h Lake (24): 12h, 7h, 5h Valley (18): 11h, 4h, 3h Bog (3): 2h, 1h Marsh (13): 7h, 6h Meadows (16): 10h, 6h Plains (4): 4h Forest (34): 11h, 9h, 5h, 5h[/indent] Judging from the map symbols on the example Realm map, I inferred that "valleys" correspond to rivers. I used Google and Wikipedia to educate myself on the difference between a bog and a marsh, and between a meadow and a plain. (I didn't need to worry about the crag/peak contrast, nor how glades differ from meadows!) One third of the results on the random terrain table are wet - valleys, lakes or wetlands - but I was over 40%. And I was nearly one-quarter highlands (peaks and hills) despite my lack of crags. So I decided the Realm would include one tarn (Googling now, I see that "tarn" is defined as a [I]small[/I] mountain lake; so maybe the Realm's mountain lake is not a tarn in the strictest sense!), and then rivers flowing from the highlands into a lake, with a river flowing out of that into another lake. I started filling in the hexes from the top left, moving across and diagonally down the map, and filling in the bottom left last. It was easier than I thought to make all my clusters fit, but I don't know if this was just good luck, or is a likely feature of this sort of map-drawing scenario. (I don't know the maths that would help answer this question.) Once I'd filled in my hex, and coloured in my terrain using pencils borrowed from my daughter, I placed my 4 "holdings" (settlements). The rules say that these are "typically castles, walled towns, fortresses, or towers" and so I place one of each: a castle nestled into a river loop; an island town; a tower in the hills; and a mountain fortress. [/QUOTE]
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