Creation of Blackbird
An outline on how I randomly created Blackbird
All sources
are first edition AD&D books.
The only
major place I manually placed at the start was the main city of Blackbird,
which shares its name with the setting, and 4-6km of quality farmlands around
it (a big city needs to eat). Everything else you will see has been randomly
generated: castles and settlements, terrain, owners of castles, their henchman,
their equipment, alignment, and so forth.
I treated the
generation as random wilderness exploration (DMG p173), as if there was an
expedition mapping everything. Each hex initially equalled 4km, but this was
just for determining initial major factions, the later map would be zoomed in
at 1 hex = 2km.
Beginning
at 6km north of Blackbird (BB), I went clockwise until a full circle was
completed and I arrived at that starting hex again. I would then go one hex
north and repeat the process. I did this 2-3 times and generated 5 castles, 3
village or smaller settlements, 1 city, and the terrain between it. This entire
process took 3-4 hours but would probably take around 2 hours if you were
familiar with it.
Procedure:
1. Determine type of terrain from departed
hex to new hex
a. If there was only one terrain
adjacent to the new hex, that would be the type of terrain considered when
rolling on p173.
b. If there was more than one type of
terrain adjacent to the new hex, I would assign equal chances to come from each
type. E.g. If an unexplored hex was bordered by 1 plain and 1 marsh hex, there
would be a 50/50 chance of rolling on either the plain or marsh column of the
table on p173.*
2. Determine which subset of terrain types
the new terrain would fall into. On p173 the plains terrain is broken down into
tundra, steppe, savana, prairie, heath, moor, downs, meadow.**
a. Because this is an agriculturally
rich part of the world, I included a 1 in 6 chance of the plains hex being fertile
farmlands (not a part of the DMG rules)
3. Check for habitation (p173) and
possibly population
a. If castle indicated, go to p182,
determining size & type, inhabitants, leader, henchmen (if
character-types), alignment of leader (and therefore henchmen), equipment of
leader and henchmen, type of followers (IF fighter, cleric, or ranger via DMG
p16)
4. Repeat
* I did
this because it would remove bias of “coming” from a hex I’m not really
travelling from, I’m just generating terrain.
** Because
this part of the world is set in a Mediterranean climate, I did not use incompatible
results like savanna or tundra.
Example of
a randomly generated castle:
Ø
Castle
Neocn (CN). Depression terrain. Medium size, small walled castle with
keep. Inhabited by character-types. Fighter, level 10, LG. 4 henchmen: 3 x
Fighter level 6, Paladin level 6. Since a paladin is a henchman, the lord of
the castle is a noble (PHB p24). Leader of the Lord’s troops is a level 5
fighter with plate & shield, +2 battle axe. Followers are 80 heavy infantry.
20 with splint, 60 with leather. 20 with morning star and hand axe, 60 with
pike and short sword. Castle has 2 scorpions, 2 catapults, 5 oil cauldrons.
Castle garrison is 11 heavy horsemen, 9 light horsemen, 14 men-at-arms, 10
men-at-arms plus 1 leader per detachment. (DMG p183)
o
The
Lord has: 1 x potion of fire resistance and 1 x of speed. 1 x
scroll of Protection from Magic. 1 x crossbow of speed, +2
hammer. 1 x splint mail +4. 1 x robe of blending.
Now that I
had a map of the area, I decided I wasn’t satisfied with it as it was and added
more distance between BB and the castles and city nearby.
Unlike the
castles, I didn’t purely randomly generate the inhabitants of the city. While I
did get a result of a city in a marsh, I decided trolls would be an apt fit and
christened their bombsite of a city as Mossmouth (M), a rickety place barely safer
than Detroit. For fun, I decided they would coexist passably with other
explicitly evil creatures like hobgoblins, orcs, a few ogres and ghouls (from
Fritz Leiber’s Nehwon).
First
draft:
Ignore the
river.
Slightly curated version:
I intend
for all blank spaces to be explored by players when they pass through the hex.
I only named inhabitations of towns or
cities (>1500 people). Those with less are assigned numbers.
If anyone
has any questions, comments, or corrections just send me a message on here or https://twitter.com/StrictTimeRcrds.