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Mythic Bastionland - initial impressions, and making a Realm
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<blockquote data-quote="pemerton" data-source="post: 9828399" data-attributes="member: 42582"><p>The next step is to add the stuff that is secret from the players until they discover it through play - and so is on the GM map but not the players' map. The rules say one barrier for every 6 hexes, so 24 in my case. And they are to be placed "logically", not randomly.</p><p></p><p>Here is how I placed those:</p><p></p><p style="margin-left: 20px"><strong>Barriers</strong> (24h), typically a sudden altitude change or impassible feature: cliffs in the northwest, northeast and south (19h). Bluff at the end of the hills (1h). Rapids in the hill valley; waterfall in the south (2h). Impassable trees and roots near The Wall (1h). Vortex in the tarn (1h). These cannot normally be travelled through.</p><p></p><p>The rules also say 6 myths, and 3 to 4 each of dwellings, sanctums, monuments, hazards, curses and ruins (collectively "landmarks"). I rolled a d2 to answer the "3 or 4" question in each category of landmark, and rolled on the d6, d12 "table" (I use quote marks, because these random determinations are spread throughout the book in a fairly ingenious way) to get all the other details. Here is what I ended up with:</p><p></p><p style="margin-left: 20px"><strong>6 Myths:</strong> 1,2 (L10 B7: M1 The Wall); 2,6 (L8 B5: M2 The Troll); 3,3 (L6 B11: M3 The Mountain); 3,9 (L2 B9: M4 The Cudgel) 5,5 (L4 B2: M5 The Hound); 6,4 (L11 B12: M6 The Inferno).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>4 Dwellings</strong>, humble homes amid the wilds: 1,1 (D1 shepherd fields); 2,8 (D2 salmon stream); 3,2 (D3 music camp); 6,4 (D4 shepherd tents).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>4 Sanctums</strong>, each the sacred home to a Seer: 1,1 [6,3] (S1 whispering brook, The Born Seer); 2,11 [3,4] (S2 bracing winds, The Brazen Seer); 5,10 [1,8] (S3 fountain clearing, The Enthroned Seer); 6,4 [1,11] (S4 fruits of clarity, The Veiled Seer).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>3 Monuments</strong>, sites of inspiration: 4,8 (T1 looming arch); 4,12 (T2 triple obelisk); 6,2 (T3 shell circle). Travellers may spend a Phase to restore spi here as if they were consuming a Sacrament.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>4 Hazards</strong> – nature fights every step: 1,12 (H1 spiked wall); 2,11 (H2 mud slopes); 3,6 (H3 biting thorns); 5,10 (H4 glue bog). Devise a solution, push through (lose d6 in a Virtue, usually VIG), or go back the way you came.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>3 Curses</strong>, blights on the land that throw you off course: 1,5 (C1 dark woods); 3,10 (C2 acrid swamp); 4,10 (C3 tainted stream). If you travel in the next Phase it counts as travelling blind.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>3 Ruins</strong> – remnants of the past echo the future: 2,2 [6,10] (R1 statuary rubble, The Cave); 3,7 [3,12] (R2 murder pit, The Spider); 5,6 [5,12] (R3 torn tapestry, The Hole). These hint at a Myth not currently active in the Realm, though it may return.</p><p></p><p>The comma-separated numbers are my d6, d12 rolls (there are two for sanctums - one for sanctum type, and one for its Seer - and two for ruins - one for ruin type, and one for its Myth). The L, B notation for Myths indicates their hex (Left number, Bottom number) - as per the rules, I placed these "in remote places". Before placing them, I had a read of the Omens and other details, and so placed The Wall in a gap that might once have needed defending, placed The Inferno in a mountainous area (but with the potential for warming the tarn), and placed The Mountain where it might stand tall and shade the Realm at dawn, placed the Troll in a good spot for its swamp and cave. The other two I thought were a bit more flexible, but I put The Hound near a forest, and The Cudgel in the south-east to make sure that area wouldn't be neglected. </p><p></p><p>The other landmarks I placed where they seemed to make some sense, but also trying to maintain a fairly even spread across the map.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9828399, member: 42582"] The next step is to add the stuff that is secret from the players until they discover it through play - and so is on the GM map but not the players' map. The rules say one barrier for every 6 hexes, so 24 in my case. And they are to be placed "logically", not randomly. Here is how I placed those: [INDENT][B]Barriers[/B] (24h), typically a sudden altitude change or impassible feature: cliffs in the northwest, northeast and south (19h). Bluff at the end of the hills (1h). Rapids in the hill valley; waterfall in the south (2h). Impassable trees and roots near The Wall (1h). Vortex in the tarn (1h). These cannot normally be travelled through.[/INDENT] The rules also say 6 myths, and 3 to 4 each of dwellings, sanctums, monuments, hazards, curses and ruins (collectively "landmarks"). I rolled a d2 to answer the "3 or 4" question in each category of landmark, and rolled on the d6, d12 "table" (I use quote marks, because these random determinations are spread throughout the book in a fairly ingenious way) to get all the other details. Here is what I ended up with: [INDENT][B]6 Myths:[/B] 1,2 (L10 B7: M1 The Wall); 2,6 (L8 B5: M2 The Troll); 3,3 (L6 B11: M3 The Mountain); 3,9 (L2 B9: M4 The Cudgel) 5,5 (L4 B2: M5 The Hound); 6,4 (L11 B12: M6 The Inferno).[/INDENT] [INDENT][/INDENT] [INDENT][B]4 Dwellings[/B], humble homes amid the wilds: 1,1 (D1 shepherd fields); 2,8 (D2 salmon stream); 3,2 (D3 music camp); 6,4 (D4 shepherd tents).[/INDENT] [INDENT][/INDENT] [INDENT][B]4 Sanctums[/B], each the sacred home to a Seer: 1,1 [6,3] (S1 whispering brook, The Born Seer); 2,11 [3,4] (S2 bracing winds, The Brazen Seer); 5,10 [1,8] (S3 fountain clearing, The Enthroned Seer); 6,4 [1,11] (S4 fruits of clarity, The Veiled Seer).[/INDENT] [INDENT][/INDENT] [INDENT][B]3 Monuments[/B], sites of inspiration: 4,8 (T1 looming arch); 4,12 (T2 triple obelisk); 6,2 (T3 shell circle). Travellers may spend a Phase to restore spi here as if they were consuming a Sacrament.[/INDENT] [INDENT][/INDENT] [INDENT][B]4 Hazards[/B] – nature fights every step: 1,12 (H1 spiked wall); 2,11 (H2 mud slopes); 3,6 (H3 biting thorns); 5,10 (H4 glue bog). Devise a solution, push through (lose d6 in a Virtue, usually VIG), or go back the way you came.[/INDENT] [INDENT][/INDENT] [INDENT][B]3 Curses[/B], blights on the land that throw you off course: 1,5 (C1 dark woods); 3,10 (C2 acrid swamp); 4,10 (C3 tainted stream). If you travel in the next Phase it counts as travelling blind.[/INDENT] [INDENT][/INDENT] [INDENT][B]3 Ruins[/B] – remnants of the past echo the future: 2,2 [6,10] (R1 statuary rubble, The Cave); 3,7 [3,12] (R2 murder pit, The Spider); 5,6 [5,12] (R3 torn tapestry, The Hole). These hint at a Myth not currently active in the Realm, though it may return.[/INDENT] The comma-separated numbers are my d6, d12 rolls (there are two for sanctums - one for sanctum type, and one for its Seer - and two for ruins - one for ruin type, and one for its Myth). The L, B notation for Myths indicates their hex (Left number, Bottom number) - as per the rules, I placed these "in remote places". Before placing them, I had a read of the Omens and other details, and so placed The Wall in a gap that might once have needed defending, placed The Inferno in a mountainous area (but with the potential for warming the tarn), and placed The Mountain where it might stand tall and shade the Realm at dawn, placed the Troll in a good spot for its swamp and cave. The other two I thought were a bit more flexible, but I put The Hound near a forest, and The Cudgel in the south-east to make sure that area wouldn't be neglected. The other landmarks I placed where they seemed to make some sense, but also trying to maintain a fairly even spread across the map. [/QUOTE]
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