Hex Map

The hex map is the shared coordinate system for the campaign — the physical substrate that makes discoveries referenceable across parties and sessions.

Three-Mile Hexes

Each hex is three miles wide (one league):

  • Visibility: Roughly the distance to the horizon at ground level. You can see terrain and major features of adjacent hexes from open ground.
  • Time: A road hex takes about an hour to cross. Wilderness hexes take about four hours.
  • Contents: A single hex can hold multiple discoveries, settlements, and landmarks — the hex is the address, not the container.
TerrainHours/HexHexes/DayNotes
Road18Maintained routes, easy travel
Plains, Grassland24Open ground, good visibility
Woods, Hills42Moderate difficulty
Swamp, Dense Forest42Slow going, poor visibility
Mountains, Badlands61Treacherous

Players Declare Destinations, Not Directions

The hex map matters because players declare where they’re going — “the ruins in hex 14” — not how they’re getting there. The GM generates content for the destination. Travel through the intervening hexes is the delivery mechanism for seeded discoveries.

Zooming In vs. Montage

Montage (“Three days pass uneventfully…”) when: the destination is the focus, time is tight, players are eager to get there.

Zoom in (play out travel scenes) when: you want to build tension, need to deliver discoveries, a seeded encounter fits, or players are low on resources.

Vista Points

Lookouts, hilltops, and watchtowers let characters see 2-3 hexes out. This seeds more discoveries without requiring physical entry into those hexes — characters can report “there’s a collapsed tower in hex 9” back to the Guild, seeding future intent without an expedition.

The Shared Tavern Map

The persistent hex map — typically posted in the Guild’s common room or Discord channel — is what makes the world feel real across parties. Party A marks the herb garden in hex 7. Party B, weeks later, has a reason to go to hex 7. The map is the accumulated canon of every expedition, legible to all guild members.

For full hexcrawl procedures, see Hexmancer. For what to put in the hexes, see Lore and the Seeded Discovery Pool.