Location generator

If you find yourself with a number of empty hexes, and you want to come up with something to put in them, then this article is for you. It will help you generate a list of locations for each hex, based on its terrain and level of civilization. Once your're done, you will know exactly what kind of locations you should create for each hex.

Civilization level (CL)

Each hex should have a civilization level according to the following table, representing how civilized (or populated) it is. Determine it randomly, or choose manually. This affects what kind of locations show up in the hex - there are more settlements and other signs of intelligent life as the civilization level increases.

Level Civilization
0 None
1 Very little
2 Some
3 Above average
4 High

Determine type

Determine randomly based on terrain and civilization level

  1. Refer to the column corresponding to the terrain in the current hex.
  2. Then, for each location, roll 2d6 and add the civilization level (CL) to determine the type that particular location should be. If you get a dash, then there's nothing there.

After some of the results, there is a number, such as "Camp 2". The number represents the age of the location, and will be used later to determine whether the location is still inhabited by the original inhabitants, abandoned, or even ruined.

2d6+CL Swamp Plains Forest Hills Mountains
2 - Landscape Magical Water Magical
3 - Magical Ancient ruins Vegetation Ancient ruins
4 Magical Ancient ruins Religious Landscape Lair
5 - Trading post 1 Hermitage 3 Magical Religious 3
6 - Religious 2 Hunting lodge 3 Trading post 2 Water
7 - Lair Lair Lair Vegetation
8 Lair Vegetation Vegetation Religious 2 Monument
9 Vegetation Camp 2 Camp 2 Lair Landscape
10 Camp Water Water Mine Mine
11 Water Dungeon 2 Dungeon 2 Military 2 Camp
12 Settlement Settlement 1 Landscape Monument Military 4
13 Monument Military 1 Settlement 2 Settlement 2 Structure
14 - Structure Structure Structure Settlement 3
15 - Monument Monument Camp 2 -
16 - Graveyard Graveyard Graveyard Graveyard

Type and subtypes

In the next section, we will randomly determine how many and what types (from the following list) of locations are in the current hex.

  1. Ancient ruins
  2. Camp
    • Hunting camp, logging camp
  3. Dungeon
  4. Graveyard
    • Burial mound, cemetery, crypt
  5. Hermitage
  6. Hunting lodge
  7. Lair
    • Inhabited, abandoned
  8. Landscape
    • Ravine, canyon, moor, cave, peak
  9. Magical
    • Wizard's tower, teleportation ring, portal
  10. Military
    • Fortifications, watchtower, keep, castle
  11. Mine
    • Quarry, mine
  12. Monument
    • Standing stones, monolith, statues
  13. Religious
    • Shrine, temple, monastery, druid circle
  14. Settlement
    • Outpost, hamlet, village, town, city
  15. Structure
    • Bridge, dam, aqueduct, tower, mega structure
  16. Trading post
  17. Vegetation
    • Copse or clearing, fungi forest, petrified forest, garden, orchard
  18. Water
    • Pond, lake, waterfall, hot spring

Location age

This is where the number after some of the location types in table above comes in.

  1. In the below table, go to the row with the number that appeared after the location.
  2. Roll 1d20 to determine if the location is inhabited, abandoned, or ruined.
Age Buried Ruined Abandoned Inhabited
1 1 2-3 4-20
2 1-4 5-10 11-20
3 1 2-7 8-13 14-20
4 1-2 3-11 12-16 17-20
5 1-3 4-17 18-19 20
6 1-8 9-20