Mapping a Realm

Mythic Bastionland · p.202

Open source p.202

Play

Ref is preparing a new Realm for the Company to explore. They’re using a piece of hex mapping software and following the guidance in the Creating a Realm section.

They want this Realm to be an isolated island, so instead of the recommended 12x12 grid they use a 6x6 grid. They figure this will work if they just divide any recommended quantities by four, as there are only a quarter of the normal amount of Hexes.

They decide not to use the Spark Tables to generate the terrain types, as they already have some ideas for the map. They draw a cluster of mountains in the centre of the island, a swamp covering the western half, and a scattering of forests and hills on the eastern half. They draw a few Barriers where it feels appropriate.

They want the island to be caught in a dispute between its two Holdings, both claiming to be the Seat of Power. They place the Holdings on opposite sides of the island.

Two Myths instead of the usual six feels about right for this smaller Realm, so they place them at far points of the island. They decide that a single Landmark of each type also feels right, scattering them around. They decide to add an extra Hazard and an extra Curse, just to make the island feel more hostile.

The island looks pretty good, but Ref doesn’t have a clear idea of the two conflicting rulers. They head to the Spark Tables section of the book and roll on some of the “People” tables.

The first set of results gives a hard appearance, elegant dress, soothing tone, blunt manner. Some juxtapositions there. Perhaps a Knight hardened by a life of conflict, now doing their best to be a diplomatic ruler.

The second gives a melancholic demeanour, interest in Myths, and “distant mentor” as their relationship to the other ruler. Maybe this ruler is actually a Seer. Perhaps a former Seer, having lost their sight, now struggling with ruling a Holding.

Thoughts

The procedure for creating a Realm is a useful starting point for any game, but sooner or later a Referee is going to want to break some of those rules. This is absolutely encouraged, and here we see Ref creating a Realm that still draws on the tools and guidance available, but also allows them to indulge in their own creativity.

A smaller Realm can be a fun change from the larger maps that the standard procedure creates. I’ve also had success with a Realm made up of a large ocean dotted with tiny islands, or a much wilder Realm with just a single Holding and more hostile Landmarks.

We see that Ref starts off discarding most of the tools, creating the parts of the Realm for which they already have a clear vision. When they reach an area that they don’t already have ideas for, the Spark Tables give just enough to get their imagination flowing, prompting some unexpected results.

This is a balance that every Referee will find for themselves.

If they rely purely on the procedures and tables in the book then they’re missing an opportunity to inject their own ideas into their world.

If they use only their own ideas then they may find themselves sticking too closely to what they already know.

Taking an unexpected result of a Spark Table, like those seen in this example, and using your own imagination to explain them allows you to create a Realm in your own style, while still pushing yourself outside of your comfort zone.

This is shown in Ref’s idea of a former Seer now being a ruler. Nothing from the Spark Table explicitly mentioned this, but it gave Ref just enough of a nudge to create the idea for themselves.