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	<id>http://wiki.alexissmolensk.com/index.php?action=history&amp;feed=atom&amp;title=Random_Wilderness_Generator_%28RWG%29</id>
	<title>Random Wilderness Generator (RWG) - Revision history</title>
	<link rel="self" type="application/atom+xml" href="http://wiki.alexissmolensk.com/index.php?action=history&amp;feed=atom&amp;title=Random_Wilderness_Generator_%28RWG%29"/>
	<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=Random_Wilderness_Generator_(RWG)&amp;action=history"/>
	<updated>2026-04-24T04:18:56Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.34.0</generator>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=Random_Wilderness_Generator_(RWG)&amp;diff=29159&amp;oldid=prev</id>
		<title>Tao alexis at 18:31, 4 March 2025</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=Random_Wilderness_Generator_(RWG)&amp;diff=29159&amp;oldid=prev"/>
		<updated>2025-03-04T18:31:32Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 18:31, 4 March 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:Random Wilderness Generator.jpg|right|&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;560px&lt;/del&gt;|thumb]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:Random Wilderness Generator.jpg|right|&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;525px&lt;/ins&gt;|thumb]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;The Random Wilderness Generator&amp;#039;&amp;#039;&amp;#039; is a tool designed to assist dungeon masters in creating outdoor settings during gameplay, whether as an unplanned starting point or as a means of introducing environmental randomness. It serves as a useful resource for solo play and for developing a DM&amp;#039;s improvisational skills.  When using this generator, the initial location of the player characters is always in a remote wilderness, far from habitation or infrastructure, with the exact distance from civilisation unknown. The nature of the starting hex is determined by terrain steepness, hydrography, vegetation and climate. These factors influence both the level of threat to the players and the natural resources available, allowing them to engage with and learn about their surroundings.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;The Random Wilderness Generator&amp;#039;&amp;#039;&amp;#039; is a tool designed to assist dungeon masters in creating outdoor settings during gameplay, whether as an unplanned starting point or as a means of introducing environmental randomness. It serves as a useful resource for solo play and for developing a DM&amp;#039;s improvisational skills.  When using this generator, the initial location of the player characters is always in a remote wilderness, far from habitation or infrastructure, with the exact distance from civilisation unknown. The nature of the starting hex is determined by terrain steepness, hydrography, vegetation and climate. These factors influence both the level of threat to the players and the natural resources available, allowing them to engage with and learn about their surroundings.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;__TOC__&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;__TOC__&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tao alexis</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=Random_Wilderness_Generator_(RWG)&amp;diff=29157&amp;oldid=prev</id>
		<title>Tao alexis at 18:30, 4 March 2025</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=Random_Wilderness_Generator_(RWG)&amp;diff=29157&amp;oldid=prev"/>
		<updated>2025-03-04T18:30:09Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 18:30, 4 March 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:Random Wilderness Generator.jpg|right|560px|thumb]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:Random Wilderness Generator.jpg|right|560px|thumb]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;The Random Wilderness Generator&amp;#039;&amp;#039;&amp;#039; is a tool designed to assist dungeon masters in creating outdoor settings during gameplay, whether as an unplanned starting point or as a means of introducing environmental randomness. It serves as a useful resource for solo play and for developing a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;DM’s &lt;/del&gt;improvisational skills.  When using this generator, the initial location of the player characters is always in a remote wilderness, far from habitation or infrastructure, with the exact distance from civilisation unknown. The nature of the starting hex is determined by terrain steepness, hydrography, vegetation&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/del&gt;and climate. These factors influence both the level of threat to the players and the natural resources available, allowing them to engage with and learn about their surroundings.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;The Random Wilderness Generator&amp;#039;&amp;#039;&amp;#039; is a tool designed to assist dungeon masters in creating outdoor settings during gameplay, whether as an unplanned starting point or as a means of introducing environmental randomness. It serves as a useful resource for solo play and for developing a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;DM&amp;#039;s &lt;/ins&gt;improvisational skills.  When using this generator, the initial location of the player characters is always in a remote wilderness, far from habitation or infrastructure, with the exact distance from civilisation unknown. The nature of the starting hex is determined by terrain steepness, hydrography, vegetation and climate. These factors influence both the level of threat to the players and the natural resources available, allowing them to engage with and learn about their surroundings.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;__TOC__&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;__TOC__&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Unlike the structured confines of an [[Random Dungeon Generator (RDG)|underground dungeon]], the wilderness is a vastly more complex and unpredictable environment. Achieving even a basic sense of realism cannot be done with simple die rolls alone. While a fully simulated world could be created using advanced computer algorithms, such an approach would limit a DM&amp;#039;s ability to make spontaneous adjustments, shift results as needed&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/del&gt;or observe the step-by-step creation of the setting in real time.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Unlike the structured confines of an [[Random Dungeon Generator (RDG)|underground dungeon]], the wilderness is a vastly more complex and unpredictable environment. Achieving even a basic sense of realism cannot be done with simple die rolls alone. While a fully simulated world could be created using advanced computer algorithms, such an approach would limit a DM&amp;#039;s ability to make spontaneous adjustments, shift results as needed or observe the step-by-step creation of the setting in real time.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Instead, this generator balances complexity with flexibility, using a structured system of tables to determine key environmental factors. Though consulting multiple tables may be necessary, this generator is intended for world-building rather than real-time gameplay, allowing time to study and refine the setting as it develops.  Links to this page, and to other dungeon generation resources within this wiki, will include the &amp;quot;RWG&amp;quot; designation and will be categorised under &amp;quot;Random World.&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Instead, this generator balances complexity with flexibility, using a structured system of tables to determine key environmental factors. Though consulting multiple tables may be necessary, this generator is intended for world-building rather than real-time gameplay, allowing time to study and refine the setting as it develops.  Links to this page, and to other dungeon generation resources within this wiki, will include the &amp;quot;RWG&amp;quot; designation and will be categorised under &amp;quot;Random World.&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Terrain ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Terrain ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Because the shape of the land influences nearly everything else in the environment — determining where rivers and lakes form, what kinds of vegetation can grow&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/del&gt;and what creatures can survive — it must be established first. The suitability of land for settlement and its usefulness to inhabitants also depend on the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;terrain’s &lt;/del&gt;relief, which describes the heights and depths of landforms in relation to each other and to sea level. For this system, each hex represents an area approximately 38 square miles in size, with a diameter of 6⅔ miles.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Because the shape of the land influences nearly everything else in the environment — determining where rivers and lakes form, what kinds of vegetation can grow and what creatures can survive — it must be established first. The suitability of land for settlement and its usefulness to inhabitants also depend on the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;terrain&amp;#039;s &lt;/ins&gt;relief, which describes the heights and depths of landforms in relation to each other and to sea level. For this system, each hex represents an area approximately 38 square miles in size, with a diameter of 6⅔ miles.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 20px; text-align: center; background-color:#d4f2f2;&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 20px; text-align: center; background-color:#d4f2f2;&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l35&quot; &gt;Line 35:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 35:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 00 || 6000 || alpen || align=&amp;quot;left&amp;quot;|sharp ridges, sheer rock faces, glaciers and snowfields, constant winds. || — || 63-00 || 3-7&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 00 || 6000 || alpen || align=&amp;quot;left&amp;quot;|sharp ridges, sheer rock faces, glaciers and snowfields, constant winds. || — || 63-00 || 3-7&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The &amp;#039;&amp;#039;&amp;#039;1st roll&amp;#039;&amp;#039;&amp;#039; is only made when first entering the generator, determining the general terrain in which the characters begin. The probabilities assume the characters have emerged from a subterranean lair or dungeon, which are most commonly found in undulating hills, rugged terrain&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/del&gt;or foothills. This roll is only needed at the start, unless the players are [[Teleport (spell)|teleported]] or pass through an [[Astral Gate|astral gate]], re-entering the generator in a new location.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The &amp;#039;&amp;#039;&amp;#039;1st roll&amp;#039;&amp;#039;&amp;#039; is only made when first entering the generator, determining the general terrain in which the characters begin. The probabilities assume the characters have emerged from a subterranean lair or dungeon, which are most commonly found in undulating hills, rugged terrain or foothills. This roll is only needed at the start, unless the players are [[Teleport (spell)|teleported]] or pass through an [[Astral Gate|astral gate]], re-entering the generator in a new location.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Variation&amp;#039;&amp;#039;&amp;#039; represents the difference between the highest and lowest points in a hex. The precise elevation does not need to be known; this measurement helps the DM &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;visualize &lt;/del&gt;how steep or rugged the landscape appears. Since it is a relative measure, it does not refer to height above sea level but rather to changes within the hex itself.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Variation&amp;#039;&amp;#039;&amp;#039; represents the difference between the highest and lowest points in a hex. The precise elevation does not need to be known; this measurement helps the DM &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;visualise &lt;/ins&gt;how steep or rugged the landscape appears. Since it is a relative measure, it does not refer to height above sea level but rather to changes within the hex itself.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Type&amp;#039;&amp;#039;&amp;#039; of a hex determines the general character of the land, affecting the terrain features found there, while its &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039; &lt;/del&gt;provides an approximation of common landforms such as slopes, depressions, bluffs, ledges&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/del&gt;or cliffs. Specific &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;details—such &lt;/del&gt;as where these features are located within the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;hex—are &lt;/del&gt;left to the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;DM’s &lt;/del&gt;interpretation when presenting the landscape to the players.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Type&amp;#039;&amp;#039;&amp;#039; of a hex determines the general character of the land, affecting the terrain features found there, while its &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;description &lt;/ins&gt;provides an approximation of common landforms such as slopes, depressions, bluffs, ledges or cliffs. Specific &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;details — such &lt;/ins&gt;as where these features are located within the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;hex — are &lt;/ins&gt;left to the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;DM&amp;#039;s &lt;/ins&gt;interpretation when presenting the landscape to the players.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Next hex adjustment&amp;#039;&amp;#039;&amp;#039; is used when the party moves into an adjacent hex that has not yet been generated. A d100 roll determines whether the new hex maintains the same terrain type or changes in variation. If the players have an elevated view that allows them to see into an ungenerated hex, the roll can be made in advance. This adjustment is based solely on the hex being left; previously generated hexes beyond that one do not influence the result. If the roll falls between the &amp;quot;up&amp;quot; and &amp;quot;down&amp;quot; thresholds, the terrain remains the same.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Next hex adjustment&amp;#039;&amp;#039;&amp;#039; is used when the party moves into an adjacent hex that has not yet been generated. A d100 roll determines whether the new hex maintains the same terrain type or changes in variation. If the players have an elevated view that allows them to see into an ungenerated hex, the roll can be made in advance. This adjustment is based solely on the hex being left; previously generated hexes beyond that one do not influence the result. If the roll falls between the &amp;quot;up&amp;quot; and &amp;quot;down&amp;quot; thresholds, the terrain remains the same.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;: For example, if the party leaves an &amp;quot;undulating hills&amp;quot; hex and moves into an ungenerated one, a d100 is rolled. A result of 12 or lower increases the variation, turning the next hex into &amp;quot;foothills,&amp;quot; while a result of 83 or higher decreases it to &amp;quot;rolling hills.&amp;quot; If the roll is between 13 and 82, the new hex remains &amp;quot;undulating hills.&amp;quot; Some optional rules allow for rare, dramatic shifts in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;terrain—a &lt;/del&gt;roll of &amp;quot;01&amp;quot; might increase variation by two degrees, flattening hills into plains, while a roll of &amp;quot;00&amp;quot; might decrease variation by two degrees, shifting undulating hills into rugged terrain.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;: For example, if the party leaves an &amp;quot;undulating hills&amp;quot; hex and moves into an ungenerated one, a d100 is rolled. A result of 12 or lower increases the variation, turning the next hex into &amp;quot;foothills,&amp;quot; while a result of 83 or higher decreases it to &amp;quot;rolling hills.&amp;quot; If the roll is between 13 and 82, the new hex remains &amp;quot;undulating hills.&amp;quot; Some optional rules allow for rare, dramatic shifts in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;terrain — a &lt;/ins&gt;roll of &amp;quot;01&amp;quot; might increase variation by two degrees, flattening hills into plains, while a roll of &amp;quot;00&amp;quot; might decrease variation by two degrees, shifting undulating hills into rugged terrain.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;: The next hex adjustment system is designed to prevent abrupt terrain shifts, encouraging the formation of large, continuous landforms. If desired, the likelihood of rolling sea hexes can be adjusted based on campaign &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;needs—reducing &lt;/del&gt;the frequency for land-based campaigns and increasing it for an island-based setting. Additionally, a &amp;#039;&amp;#039;&amp;#039;river or stream gives a +8 modifier&amp;#039;&amp;#039;&amp;#039; to the next hex roll, encouraging landforms that support flowing water.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;: The next hex adjustment system is designed to prevent abrupt terrain shifts, encouraging the formation of large, continuous landforms. If desired, the likelihood of rolling sea hexes can be adjusted based on campaign &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;needs — reducing &lt;/ins&gt;the frequency for land-based campaigns and increasing it for an island-based setting. Additionally, a &amp;#039;&amp;#039;&amp;#039;river or stream gives a +8 modifier&amp;#039;&amp;#039;&amp;#039; to the next hex roll, encouraging landforms that support flowing water.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Cluster size&amp;#039;&amp;#039;&amp;#039; determines how many contiguous hexes of a terrain type must exist when a new type is first generated. When a new terrain feature is rolled, 4d4+2 hexes must be designated as part of the same landform, ensuring that geographical features appear as large, connected regions rather than isolated pockets. If subsequent rolls do not naturally generate the full number of required hexes, the DM must override them to ensure continuity.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Cluster size&amp;#039;&amp;#039;&amp;#039; determines how many contiguous hexes of a terrain type must exist when a new type is first generated. When a new terrain feature is rolled, 4d4+2 hexes must be designated as part of the same landform, ensuring that geographical features appear as large, connected regions rather than isolated pockets. If subsequent rolls do not naturally generate the full number of required hexes, the DM must override them to ensure continuity.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l51&quot; &gt;Line 51:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 51:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;: For example, if rolling hills are generated within a flat plain, a roll of 4d4+2 determines that at least that many hexes must be designated as rolling hills. If further rolls begin introducing new terrain types before the required number is reached, those results must be disregarded until the full cluster size is met. This system ensures that large-scale landforms develop naturally, rather than appearing as random or disjointed features.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;: For example, if rolling hills are generated within a flat plain, a roll of 4d4+2 determines that at least that many hexes must be designated as rolling hills. If further rolls begin introducing new terrain types before the required number is reached, those results must be disregarded until the full cluster size is met. This system ensures that large-scale landforms develop naturally, rather than appearing as random or disjointed features.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;: Because multiple clusters may emerge in close proximity, new hex rolls may determine which cluster a hex belongs to rather than simply adjusting terrain based on the last hex exited. Though this system requires careful tracking, consistent note-taking and planning make it manageable. If a terrain cluster is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;interrupted—perhaps &lt;/del&gt;by a body of water or another dominant terrain &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;feature—the &lt;/del&gt;lowest-variation cluster should always take precedence when determining how the map develops.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;: Because multiple clusters may emerge in close proximity, new hex rolls may determine which cluster a hex belongs to rather than simply adjusting terrain based on the last hex exited. Though this system requires careful tracking, consistent note-taking and planning make it manageable. If a terrain cluster is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;interrupted — perhaps &lt;/ins&gt;by a body of water or another dominant terrain &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;feature — the &lt;/ins&gt;lowest-variation cluster should always take precedence when determining how the map develops.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Initial sea hexes&amp;#039;&amp;#039;&amp;#039; introduce coastlines, which can either be placed for convenience or determined randomly. Once the first sea hex is established, the placement of additional coastline hexes becomes more constrained, limiting where new land-water transitions can appear. Small, enclosed saltwater seas may form inland, depending on the rolls. Beyond the coastline, further sea hexes are treated as open water, requiring no further land placement unless additional coastlines are generated.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Initial sea hexes&amp;#039;&amp;#039;&amp;#039; introduce coastlines, which can either be placed for convenience or determined randomly. Once the first sea hex is established, the placement of additional coastline hexes becomes more constrained, limiting where new land-water transitions can appear. Small, enclosed saltwater seas may form inland, depending on the rolls. Beyond the coastline, further sea hexes are treated as open water, requiring no further land placement unless additional coastlines are generated.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l89&quot; &gt;Line 89:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 89:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The &amp;#039;&amp;#039;&amp;#039;1st roll&amp;#039;&amp;#039;&amp;#039; establishes the dominant vegetation of the entry hex and does not need to be rolled again except under exceptional circumstances.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The &amp;#039;&amp;#039;&amp;#039;1st roll&amp;#039;&amp;#039;&amp;#039; establishes the dominant vegetation of the entry hex and does not need to be rolled again except under exceptional circumstances.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Köppen climates&amp;#039;&amp;#039;&amp;#039; can be determined with a simple die roll, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;categorizing &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;world’s &lt;/del&gt;climate types based on temperature and precipitation patterns. These classifications include broad categories: &amp;quot;A&amp;quot; (tropical), &amp;quot;B&amp;quot; (dry), &amp;quot;C&amp;quot; (temperate), &amp;quot;D&amp;quot; (continental)&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/del&gt;and &amp;quot;E&amp;quot; (polar). Additional refinements describe seasonal variations: &amp;quot;a&amp;quot; (hot summer), &amp;quot;b&amp;quot; (warm summer), &amp;quot;c&amp;quot; (cool summer), &amp;quot;f&amp;quot; (humid year-round), &amp;quot;h&amp;quot; (dry winter), &amp;quot;k&amp;quot; (dry year-round), &amp;quot;s&amp;quot; (warm dry summer)&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/del&gt;and &amp;quot;t&amp;quot; (cold year-round). The designation &amp;quot;H&amp;quot; is used for high-altitude regions where standard classification breaks down due to elevation and latitude effects. More details on these classifications can be found on this [https://en.wikipedia.org/wiki/K%C3%B6ppen_climate_classification Wikipedia page].&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Köppen climates&amp;#039;&amp;#039;&amp;#039; can be determined with a simple die roll, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;categorising &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;world&amp;#039;s &lt;/ins&gt;climate types based on temperature and precipitation patterns. These classifications include broad categories: &amp;quot;A&amp;quot; (tropical), &amp;quot;B&amp;quot; (dry), &amp;quot;C&amp;quot; (temperate), &amp;quot;D&amp;quot; (continental) and &amp;quot;E&amp;quot; (polar). Additional refinements describe seasonal variations: &amp;quot;a&amp;quot; (hot summer), &amp;quot;b&amp;quot; (warm summer), &amp;quot;c&amp;quot; (cool summer), &amp;quot;f&amp;quot; (humid year-round), &amp;quot;h&amp;quot; (dry winter), &amp;quot;k&amp;quot; (dry year-round), &amp;quot;s&amp;quot; (warm dry summer) and &amp;quot;t&amp;quot; (cold year-round). The designation &amp;quot;H&amp;quot; is used for high-altitude regions where standard classification breaks down due to elevation and latitude effects. More details on these classifications can be found on this [https://en.wikipedia.org/wiki/K%C3%B6ppen_climate_classification Wikipedia page].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For climate generation, I refer to [https://earth.nullschool.net/#current/wind/surface/level/ this historical database], identifying real-world locations that match the generated vegetation, terrain relief&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/del&gt;and climate type. Selecting a specific year, such as 2018, and a date like May 1, provides an approximation of what the weather conditions would have been at that time.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For climate generation, I refer to [https://earth.nullschool.net/#current/wind/surface/level/ this historical database], identifying real-world locations that match the generated vegetation, terrain relief and climate type. Selecting a specific year, such as 2018, and a date like May 1, provides an approximation of what the weather conditions would have been at that time.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;[[Taiga (RWG)|Taiga-based]]&amp;#039;&amp;#039;&amp;#039; settings are &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;characterized &lt;/del&gt;by cold temperatures throughout the year, severe winters&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/del&gt;and an environment dominated by large fauna and formidable predators. These lands are home to gnolls, bugbears, trolls, giants&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/del&gt;and winter elves, who have historically prevented widespread human settlement. The scarcity of permanent habitation leads to a diet primarily based on hunting and fishing, supplemented by wild oats and other foraged foods. Travel is difficult due to the vast stretches of dense forest, boggy terrain&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/del&gt;and wide, shallow rivers. Trade by sea is rare, as the coastal waters remain arctic in nature, and maritime activity is largely limited to the shipping of timber, furs&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/del&gt;and fish.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;[[Taiga (RWG)|Taiga-based]]&amp;#039;&amp;#039;&amp;#039; settings are &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;characterised &lt;/ins&gt;by cold temperatures throughout the year, severe winters and an environment dominated by large fauna and formidable predators. These lands are home to gnolls, bugbears, trolls, giants and winter elves, who have historically prevented widespread human settlement. The scarcity of permanent habitation leads to a diet primarily based on hunting and fishing, supplemented by wild oats and other foraged foods. Travel is difficult due to the vast stretches of dense forest, boggy terrain and wide, shallow rivers. Trade by sea is rare, as the coastal waters remain arctic in nature, and maritime activity is largely limited to the shipping of timber, furs and fish.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Intent of the System ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Intent of the System ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tao alexis</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=Random_Wilderness_Generator_(RWG)&amp;diff=29156&amp;oldid=prev</id>
		<title>Tao alexis: /* Vegetation */</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=Random_Wilderness_Generator_(RWG)&amp;diff=29156&amp;oldid=prev"/>
		<updated>2025-03-04T18:25:29Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Vegetation&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 18:25, 4 March 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l95&quot; &gt;Line 95:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 95:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;[[Taiga (RWG)|Taiga-based]]&amp;#039;&amp;#039;&amp;#039; settings are characterized by cold temperatures throughout the year, severe winters, and an environment dominated by large fauna and formidable predators. These lands are home to gnolls, bugbears, trolls, giants, and winter elves, who have historically prevented widespread human settlement. The scarcity of permanent habitation leads to a diet primarily based on hunting and fishing, supplemented by wild oats and other foraged foods. Travel is difficult due to the vast stretches of dense forest, boggy terrain, and wide, shallow rivers. Trade by sea is rare, as the coastal waters remain arctic in nature, and maritime activity is largely limited to the shipping of timber, furs, and fish.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;[[Taiga (RWG)|Taiga-based]]&amp;#039;&amp;#039;&amp;#039; settings are characterized by cold temperatures throughout the year, severe winters, and an environment dominated by large fauna and formidable predators. These lands are home to gnolls, bugbears, trolls, giants, and winter elves, who have historically prevented widespread human settlement. The scarcity of permanent habitation leads to a diet primarily based on hunting and fishing, supplemented by wild oats and other foraged foods. Travel is difficult due to the vast stretches of dense forest, boggy terrain, and wide, shallow rivers. Trade by sea is rare, as the coastal waters remain arctic in nature, and maritime activity is largely limited to the shipping of timber, furs, and fish.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;   &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;== Intent of the System ==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Random World&lt;/del&gt;]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The prioritisation of continuity is intentional.  Terrain variation is managed in a way that prevents abrupt shifts, and climate changes occur only after meaningful travel distances. This prevents the kind of disjointed hex transitions that often plague random world generators. The concept of cluster sizes strives to ensure that terrain features emerge in natural groupings rather than appearing in isolated, unrealistic pockets.  Admittedly, complexity is a condition to be overcome, demanding a structured approach to record-keeping.  Some dungeon masters may find it beneficial to develop a reference sheet or shorthand notation to manage clusters effectively.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[Category: Self-play]]&lt;/ins&gt;[[Category: &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Reviewed&lt;/ins&gt;]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tao alexis</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=Random_Wilderness_Generator_(RWG)&amp;diff=29155&amp;oldid=prev</id>
		<title>Tao alexis: /* Vegetation */</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=Random_Wilderness_Generator_(RWG)&amp;diff=29155&amp;oldid=prev"/>
		<updated>2025-03-04T18:21:54Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Vegetation&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 18:21, 4 March 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l56&quot; &gt;Line 56:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 56:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Vegetation ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Vegetation ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The natural biome of a setting atop the terrain &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;has several significant effects that influence &lt;/del&gt;the environment and challenges &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;faced by &lt;/del&gt;adventurers&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, including effects on &lt;/del&gt;movement and line-of-sight visibility, the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;sort &lt;/del&gt;of wildlife and monsters &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;inhabiting there&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;opportunities &lt;/del&gt;for supply &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;or &lt;/del&gt;shelter, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;as well as &lt;/del&gt;the climate.  &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;For my part&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;I&amp;#039;ve chosen to set &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;campaign in &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;somewhat &lt;/del&gt;European &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;setting&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;choosing only &lt;/del&gt;vegetation types &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;supported by &lt;/del&gt;that continent&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;; this considerably limits &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;type &lt;/del&gt;of climates &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;that may occur &lt;/del&gt;as &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;well&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; I&amp;#039;ve also chosen to set the first day of the &lt;/del&gt;campaign &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;as &lt;/del&gt;May 1st of the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;earth &lt;/del&gt;calendar, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;leaving plenty of &lt;/del&gt;time to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;supply &lt;/del&gt;for the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;following &lt;/del&gt;winter.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The natural biome of a setting&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, layered &lt;/ins&gt;atop the terrain&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, plays a crucial role in shaping &lt;/ins&gt;the environment and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the &lt;/ins&gt;challenges adventurers &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;will face. It affects &lt;/ins&gt;movement and line-of-sight visibility, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;determines &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;types &lt;/ins&gt;of wildlife and monsters &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;that inhabit the area&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;influences the availability of resources &lt;/ins&gt;for supply &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and &lt;/ins&gt;shelter, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and establishes &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;prevailing &lt;/ins&gt;climate &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;conditions&lt;/ins&gt;.  &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;In this campaign&lt;/ins&gt;, the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;setting is modeled after &lt;/ins&gt;a European &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;environment&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;with &lt;/ins&gt;vegetation types &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;limited to those naturally found on &lt;/ins&gt;that continent&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. This restriction also defines &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;range &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;possible &lt;/ins&gt;climates&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;as &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;certain ecosystems cannot exist without the appropriate temperature and precipitation patterns&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The &lt;/ins&gt;campaign &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;begins on &lt;/ins&gt;May 1st of the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Earth &lt;/ins&gt;calendar, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;allowing ample &lt;/ins&gt;time &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;for characters &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;prepare &lt;/ins&gt;for the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;coming &lt;/ins&gt;winter&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, securing provisions and shelter before harsher conditions set in&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 20px; text-align: center; background-color:#d4f2f2;&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 20px; text-align: center; background-color:#d4f2f2;&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|+ Vegetation&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|+ Vegetation&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l83&quot; &gt;Line 83:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 84:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 81-00 || woodland || align=&amp;quot;left&amp;quot;|broadleaf hardwood trees, shrubs and meadows, with much undergrowth. || Cbf, Dbf&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 81-00 || woodland || align=&amp;quot;left&amp;quot;|broadleaf hardwood trees, shrubs and meadows, with much undergrowth. || Cbf, Dbf&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;#039;&amp;#039;&amp;#039;Climate zones&amp;#039;&amp;#039;&amp;#039; cover hundreds of thousands or millions of square miles, greatly affecting which types of vegetation are possible, so variations of either are rare.  Micro-climates do occur, but are extremely rare.  Where a moderation in vegetation does occur, this must align with changes in terrain reliefs generated, where indicated by additional die rolls indicating a change.  Terrains above foothills adjust climates to be colder (Cbf to Dbf, for example), and may therefore also affect vegetation.  In most cases, however, the original vegetation and climate must be considered the default, unless the characters should undertake a journey of at least 30 hexes in a straight line, at least.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;1st roll&amp;#039;&amp;#039;&amp;#039; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;provides &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;initial and therefore &lt;/del&gt;dominant vegetation of the entry hex&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;.  This determination &lt;/del&gt;need &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;not &lt;/del&gt;be rolled again except under &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;unusual &lt;/del&gt;circumstances.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;#039;&amp;#039;&amp;#039;Climate zones&amp;#039;&amp;#039;&amp;#039; span hundreds of thousands or even millions of square miles, dictating which types of vegetation can exist and ensuring that variations within a zone are rare. While microclimates do occur, they are extremely uncommon. Any shift in vegetation must align with terrain changes already established through additional die rolls. Elevated terrain, such as areas above foothills, lowers the temperature and may alter the climate classification (e.g., from Cbf to Dbf), potentially impacting vegetation as well. However, in most cases, the initially determined climate and vegetation remain the default unless the characters travel at least 30 hexes in a straight line, at which point a natural shift in climate may be expected.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The &lt;/ins&gt;&amp;#039;&amp;#039;&amp;#039;1st roll&amp;#039;&amp;#039;&amp;#039; &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;establishes &lt;/ins&gt;the dominant vegetation of the entry hex &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and does not &lt;/ins&gt;need &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;to &lt;/ins&gt;be rolled again except under &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;exceptional &lt;/ins&gt;circumstances.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Köppen climates&amp;#039;&amp;#039;&amp;#039; can &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;then &lt;/del&gt;be determined with a simple die roll&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;.  These designate different &lt;/del&gt;types &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;of climate around the world &lt;/del&gt;based on temperature and precipitation patterns: &amp;quot;A&amp;quot; (tropical)&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;; &lt;/del&gt;&amp;quot;B&amp;quot; (dry)&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;; &lt;/del&gt;&amp;quot;C&amp;quot; (temperate)&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;; &lt;/del&gt;&amp;quot;D&amp;quot; (continental)&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;; &lt;/del&gt;&amp;quot;E&amp;quot; (polar). &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Further &lt;/del&gt;refinements &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;include &lt;/del&gt;&amp;quot;a&amp;quot; (hot summer)&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;; &lt;/del&gt;&amp;quot;b&amp;quot; (warm summer)&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;; &lt;/del&gt;&amp;quot;c&amp;quot; (cool summer)&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;; &lt;/del&gt;&amp;quot;f&amp;quot; (humid year-round)&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;; &lt;/del&gt;&amp;quot;h&amp;quot; (dry winter)&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;; &lt;/del&gt;&amp;quot;k&amp;quot; (dry &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;throughout &lt;/del&gt;year), &amp;quot;s&amp;quot; (warm dry summer), &amp;quot;t&amp;quot; (cold year round). &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;&amp;quot;H&amp;quot; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;describes areas &lt;/del&gt;where &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;high elevations defy &lt;/del&gt;classification due to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;weather patterns, altitude &lt;/del&gt;and latitude. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;More &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;detailed information &lt;/del&gt;can be found on this [https://en.wikipedia.org/wiki/K%C3%B6ppen_climate_classification &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;wikipedia &lt;/del&gt;page].&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Köppen climates&amp;#039;&amp;#039;&amp;#039; can be determined with a simple die roll&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, categorizing the world’s climate &lt;/ins&gt;types based on temperature and precipitation patterns&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. These classifications include broad categories&lt;/ins&gt;: &amp;quot;A&amp;quot; (tropical)&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;&amp;quot;B&amp;quot; (dry)&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;&amp;quot;C&amp;quot; (temperate)&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;&amp;quot;D&amp;quot; (continental)&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, and &lt;/ins&gt;&amp;quot;E&amp;quot; (polar). &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Additional &lt;/ins&gt;refinements &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;describe seasonal variations: &lt;/ins&gt;&amp;quot;a&amp;quot; (hot summer)&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;&amp;quot;b&amp;quot; (warm summer)&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;&amp;quot;c&amp;quot; (cool summer)&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;&amp;quot;f&amp;quot; (humid year-round)&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;&amp;quot;h&amp;quot; (dry winter)&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;&amp;quot;k&amp;quot; (dry year&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;-round&lt;/ins&gt;), &amp;quot;s&amp;quot; (warm dry summer), &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and &lt;/ins&gt;&amp;quot;t&amp;quot; (cold year&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;-&lt;/ins&gt;round). &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The designation &lt;/ins&gt;&amp;quot;H&amp;quot; &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;is used for high-altitude regions &lt;/ins&gt;where &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;standard &lt;/ins&gt;classification &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;breaks down &lt;/ins&gt;due to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;elevation &lt;/ins&gt;and latitude &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;effects&lt;/ins&gt;. More &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;details on these classifications &lt;/ins&gt;can be found on this [https://en.wikipedia.org/wiki/K%C3%B6ppen_climate_classification &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Wikipedia &lt;/ins&gt;page].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;In generating &lt;/del&gt;climate, I &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;intend &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;use &lt;/del&gt;[https://earth.nullschool.net/#current/wind/surface/level/ this historical &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;data base&lt;/del&gt;], identifying &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a part of the &lt;/del&gt;world that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;corresponds to &lt;/del&gt;the generated vegetation, terrain relief and climate type&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, when determined&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; Thus, I would choose &lt;/del&gt;a year, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;say &lt;/del&gt;2018, and a date&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/del&gt;May 1, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and see &lt;/del&gt;what the weather &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;was like &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;day&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;For &lt;/ins&gt;climate &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;generation&lt;/ins&gt;, I &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;refer &lt;/ins&gt;to [https://earth.nullschool.net/#current/wind/surface/level/ this historical &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;database&lt;/ins&gt;], identifying &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;real-&lt;/ins&gt;world &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;locations &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;match &lt;/ins&gt;the generated vegetation, terrain relief&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;and climate type. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Selecting &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;specific &lt;/ins&gt;year, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;such as &lt;/ins&gt;2018, and a date &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;like &lt;/ins&gt;May 1, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;provides an approximation of &lt;/ins&gt;what the weather &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;conditions would have been at &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;time&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;[[Taiga (RWG)|Taiga-based]]&amp;#039;&amp;#039;&amp;#039; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;adventures &lt;/del&gt;are &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;known for &lt;/del&gt;cold temperatures throughout the year, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;hazardous &lt;/del&gt;winters, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;their &lt;/del&gt;large fauna and predators&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, the presence of &lt;/del&gt;gnolls, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;bugbear&lt;/del&gt;, trolls, giants and winter elves &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;as common inhabitants (&lt;/del&gt;who have &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;denied most &lt;/del&gt;human &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;occupation &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;these lands), few settlements of any kind, &lt;/del&gt;a diet &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;consisting largely of meat (fish&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;game) and &lt;/del&gt;wild oats, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;difficulty of travel &lt;/del&gt;and wide, shallow rivers. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; Sea trade &lt;/del&gt;is rare, as the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;ocean tends to be &lt;/del&gt;arctic in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;character&lt;/del&gt;, and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;primarily for &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;purpose &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;shipping &lt;/del&gt;timber, furs and fish.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;[[Taiga (RWG)|Taiga-based]]&amp;#039;&amp;#039;&amp;#039; &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;settings &lt;/ins&gt;are &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;characterized by &lt;/ins&gt;cold temperatures throughout the year, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;severe &lt;/ins&gt;winters, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and an environment dominated by &lt;/ins&gt;large fauna and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;formidable &lt;/ins&gt;predators&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. These lands are home to &lt;/ins&gt;gnolls, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;bugbears&lt;/ins&gt;, trolls, giants&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;and winter elves&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;who have &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;historically prevented widespread &lt;/ins&gt;human &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;settlement. The scarcity &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;permanent habitation leads to &lt;/ins&gt;a diet &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;primarily based on hunting and fishing&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;supplemented by &lt;/ins&gt;wild oats &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and other foraged foods. Travel is difficult due to the vast stretches of dense forest, boggy terrain&lt;/ins&gt;, and wide, shallow rivers. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Trade by sea &lt;/ins&gt;is rare, as the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;coastal waters remain &lt;/ins&gt;arctic in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;nature&lt;/ins&gt;, and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;maritime activity is largely limited to &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;shipping &lt;/ins&gt;of timber, furs&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;and fish.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     &lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: Random World]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: Random World]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tao alexis</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=Random_Wilderness_Generator_(RWG)&amp;diff=29154&amp;oldid=prev</id>
		<title>Tao alexis: /* Terrain */</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=Random_Wilderness_Generator_(RWG)&amp;diff=29154&amp;oldid=prev"/>
		<updated>2025-03-04T18:19:13Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Terrain&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 18:19, 4 March 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l7&quot; &gt;Line 7:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 7:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Terrain ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Terrain ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Because the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;relative lay &lt;/del&gt;of the land &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;affects so many other things: &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;placement of &lt;/del&gt;rivers and lakes, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the presence &lt;/del&gt;of vegetation and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the nature of &lt;/del&gt;creatures &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;that exist there, as well the practicality &lt;/del&gt;of settlement and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;land use, we must begin with &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;terrain&amp;#039;s &lt;/del&gt;relief &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;— &lt;/del&gt;the heights and depths of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the &lt;/del&gt;landforms &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;present, relative both &lt;/del&gt;to sea level &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and to other forms within the same unit of area&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;For &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;our purposes&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;this is a &lt;/del&gt;hex &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;that&amp;#039;s 6⅔ &lt;/del&gt;miles in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;diameter&lt;/del&gt;, with &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;an area &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;approximately 38 square &lt;/del&gt;miles.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Because the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;shape &lt;/ins&gt;of the land &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;influences nearly everything else in &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;environment — determining where &lt;/ins&gt;rivers and lakes &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;form&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;what kinds &lt;/ins&gt;of vegetation &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;can grow, &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;what &lt;/ins&gt;creatures &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;can survive — it must be established first. The suitability &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;land for &lt;/ins&gt;settlement and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;its usefulness to inhabitants also depend on &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;terrain’s &lt;/ins&gt;relief&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, which describes &lt;/ins&gt;the heights and depths of landforms &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;in relation to each other and &lt;/ins&gt;to sea level. For &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;this system&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;each &lt;/ins&gt;hex &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;represents an area approximately 38 square &lt;/ins&gt;miles in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;size&lt;/ins&gt;, with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a diameter &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;6⅔ &lt;/ins&gt;miles.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 20px; text-align: center; background-color:#d4f2f2;&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 20px; text-align: center; background-color:#d4f2f2;&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|+ Terrain Relief&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|+ Terrain Relief&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l34&quot; &gt;Line 34:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 35:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 00 || 6000 || alpen || align=&amp;quot;left&amp;quot;|sharp ridges, sheer rock faces, glaciers and snowfields, constant winds. || — || 63-00 || 3-7&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 00 || 6000 || alpen || align=&amp;quot;left&amp;quot;|sharp ridges, sheer rock faces, glaciers and snowfields, constant winds. || — || 63-00 || 3-7&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;1st roll&amp;#039;&amp;#039;&amp;#039; is only &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;applied &lt;/del&gt;when &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;initially &lt;/del&gt;entering the generator. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;The &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;chance distribution is based on &lt;/del&gt;the characters &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;having &lt;/del&gt;emerged from a subterranean lair or dungeon, which &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;have the highest likelihood of occurring &lt;/del&gt;in undulating, rugged &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and &lt;/del&gt;foothills. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; Once this &lt;/del&gt;roll is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;made, it can be ignored&lt;/del&gt;, unless the players are [[Teleport (spell)|teleported]] or &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;perhaps &lt;/del&gt;pass through &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a &lt;/del&gt;[[Astral Gate|gate]].&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The &lt;/ins&gt;&amp;#039;&amp;#039;&amp;#039;1st roll&amp;#039;&amp;#039;&amp;#039; is only &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;made &lt;/ins&gt;when &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;first &lt;/ins&gt;entering the generator&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, determining the general terrain in which the characters begin&lt;/ins&gt;. The &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;probabilities assume &lt;/ins&gt;the characters &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;have &lt;/ins&gt;emerged from a subterranean lair or dungeon, which &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;are most commonly found &lt;/ins&gt;in undulating &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;hills&lt;/ins&gt;, rugged &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;terrain, or &lt;/ins&gt;foothills. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;This &lt;/ins&gt;roll is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;only needed at the start&lt;/ins&gt;, unless the players are [[Teleport (spell)|teleported]] or pass through &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;an &lt;/ins&gt;[[Astral Gate|&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;astral &lt;/ins&gt;gate]]&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, re-entering the generator in a new location.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;#039;&amp;#039;&amp;#039;Variation&amp;#039;&amp;#039;&amp;#039; represents the difference between the highest and lowest points in a hex. The precise elevation does not need to be known; this measurement helps the DM visualize how steep or rugged the landscape appears. Since it is a relative measure, it does not refer to height above sea level but rather to changes within the hex itself&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Variation&lt;/del&gt;&amp;#039;&amp;#039;&amp;#039; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;describes &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;mean difference between &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;highest point and &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;lowest point &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the hex; &lt;/del&gt;as &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;this exact number need not be known&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;it&amp;#039;s merely additional information &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;aid the DM in visualising &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;approximate precipitousness of &lt;/del&gt;the landscape&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;.  Note that this number in feet is not in reference &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;sea level&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Type&lt;/ins&gt;&amp;#039;&amp;#039;&amp;#039; &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;of a hex determines &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;general character of &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;land, affecting &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;terrain features found there, while its &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039; provides an approximation &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;common landforms such &lt;/ins&gt;as &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;slopes, depressions, bluffs, ledges&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;or cliffs. Specific details—such as where these features are located within the hex—are left &lt;/ins&gt;to the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;DM’s interpretation when presenting &lt;/ins&gt;the landscape to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the players&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Type&lt;/del&gt;&amp;#039;&amp;#039;&amp;#039; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;adjusts &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;variety and nature of things discovered &lt;/del&gt;in the hex, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;while &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039; &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a loose approximation of general features found throughout &lt;/del&gt;the hex. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; The specific placement of slopes, dips, depressions, rises, bluffs, ledges, canyons, cliffs and so on is left to &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;interpretation of &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;DM in describing &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;hex appearance to &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;party&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Next hex adjustment&lt;/ins&gt;&amp;#039;&amp;#039;&amp;#039; &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;is used when the party moves into an adjacent hex that has not yet been generated. A d100 roll determines whether &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;new hex maintains the same terrain type or changes &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;variation. If &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;players have an elevated view that allows them to see into an ungenerated &lt;/ins&gt;hex, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the roll can be made in advance. This adjustment &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;based solely on &lt;/ins&gt;the hex &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;being left; previously generated hexes beyond that one do not influence the result&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;If &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;roll falls between &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot;up&amp;quot; and &amp;quot;down&amp;quot; thresholds, &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;terrain remains &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;same&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;#039;&amp;#039;&amp;#039;Next hex adjustment&amp;#039;&amp;#039;&amp;#039; describes a d100 roll that&amp;#039;s employed when &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;players exit their present &lt;/del&gt;hex and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;move &lt;/del&gt;into an ungenerated &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;hex&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;meaning any hex that&amp;#039;s still blank on &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;map; this roll is also used when an ungenerated &lt;/del&gt;hex &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is viewed from afar&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;sufficiently enough &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;recognise the terrain relief&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; Only &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;generated hex that&amp;#039;s left &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;used when making this roll.  If the number rolled falls &lt;/del&gt;between the &amp;quot;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;up&lt;/del&gt;&amp;quot; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and &lt;/del&gt;&amp;quot;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;down&lt;/del&gt;&amp;quot; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;adjustments&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;then the new hex has the same type as the old hex&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;: For example, if &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;party leaves an &amp;quot;undulating hills&amp;quot; &lt;/ins&gt;hex and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;moves &lt;/ins&gt;into an ungenerated &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;one, a d100 is rolled. A result of 12 or lower increases the variation&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;turning &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;next &lt;/ins&gt;hex &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;into &amp;quot;foothills&lt;/ins&gt;,&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot; while a result of 83 or higher decreases it &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot;rolling hills&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot; If &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;roll &lt;/ins&gt;is between &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;13 and 82, &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;new hex remains &amp;quot;undulating hills.&amp;quot; Some optional rules allow for rare, dramatic shifts in terrain—a roll of &lt;/ins&gt;&amp;quot;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;01&lt;/ins&gt;&amp;quot; &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;might increase variation by two degrees, flattening hills into plains, while a roll of &lt;/ins&gt;&amp;quot;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;00&lt;/ins&gt;&amp;quot; &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;might decrease variation by two degrees&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;shifting undulating hills into rugged terrain&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;: &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;For example, leaving a hex with undulating hills into a blank &lt;/del&gt;hex&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, a d100 &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;rolled; if the die roll indicates a 12 or less&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;then &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;next hex increases &amp;quot;variation&amp;quot; upwards; in this case&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;indicating &amp;quot;foothills&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot;  &lt;/del&gt;If the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;result is 83 or more, then &amp;quot;variation&amp;quot; is reduced, indicating &amp;quot;&lt;/del&gt;rolling &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;hills.&amp;quot;  If the number equals 13 to 82, then the adjoining hex has &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;same &amp;quot;variation,&amp;quot; &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is again &amp;quot;undulating hills&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot;  A rule may &lt;/del&gt;or &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;may not be adopted in which &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;die roll of &amp;quot;01&amp;quot; increases &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;variation by two degrees, from undulating hills to flat, while a die &lt;/del&gt;roll &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;of &amp;quot;00&amp;quot; decreases it two degrees&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;from undulating hills to rugged hills&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;: &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The next &lt;/ins&gt;hex &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;adjustment system &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;designed to prevent abrupt terrain shifts&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;encouraging &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;formation of large&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;continuous landforms&lt;/ins&gt;. If &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;desired, &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;likelihood of &lt;/ins&gt;rolling &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;sea hexes can be adjusted based on campaign needs—reducing &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;frequency for land-based campaigns &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;increasing it for an island-based setting&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Additionally, a &amp;#039;&amp;#039;&amp;#039;river &lt;/ins&gt;or &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;stream gives &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;+8 modifier&amp;#039;&amp;#039;&amp;#039; to &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;next hex &lt;/ins&gt;roll, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;encouraging landforms that support flowing water&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;: The next hex adjustments intentionally seek to reduce &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;variation from hex to hex&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;to produce &lt;/del&gt;large, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;flat areas; contrariwise, those wishing to build a land-based campaign may opt to decrease &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;likelihood &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;sea occurring&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;while an islands campaign would increase &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;likelihood of producing sea.  A &amp;#039;&amp;#039;&amp;#039;river or stream gives a +8 modifier&amp;#039;&amp;#039;&amp;#039; &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the next hex die roll&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;#039;&amp;#039;&amp;#039;Cluster size&amp;#039;&amp;#039;&amp;#039; determines how many contiguous hexes of a terrain type must exist when a new type is first generated. When a new terrain feature is rolled, 4d4+2 hexes must be designated as part of &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;same landform&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;ensuring that geographical features appear as &lt;/ins&gt;large, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;connected regions rather than isolated pockets. If subsequent rolls do not naturally generate &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;full number &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;required hexes&lt;/ins&gt;, the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;DM must override them &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;ensure continuity&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;#039;&amp;#039;&amp;#039;Cluster size&amp;#039;&amp;#039;&amp;#039; indicates the number of hexes that must exist contiguously with that type, at the point where it is encountered for the first time, regardless of rolls.  &lt;/del&gt;For example, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;on &lt;/del&gt;a flat plain, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;rolling hills are indicated.  At this point, &lt;/del&gt;4d4+2 &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is rolled, indicating the number of adjoined, contiguous &lt;/del&gt;hexes &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;have &amp;quot;&lt;/del&gt;rolling hills.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot;  Rolls for each &lt;/del&gt;new&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, ungenerated hex can be made, allowing the table to create new hexes normally — but if it should happen that the cluster is cut off by die rolls &lt;/del&gt;before &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;reaching &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;rolled &lt;/del&gt;number &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;that there &lt;/del&gt;must be&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, then &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;die roll &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;overruled and &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;hex is designated &lt;/del&gt;as &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;what it must be&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;: &lt;/ins&gt;For example, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;if rolling hills are generated within &lt;/ins&gt;a flat plain, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a roll of &lt;/ins&gt;4d4+2 &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;determines that at least that many &lt;/ins&gt;hexes &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;must be designated as &lt;/ins&gt;rolling hills. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;If further rolls begin introducing &lt;/ins&gt;new &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;terrain types &lt;/ins&gt;before the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;required &lt;/ins&gt;number &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;is reached, those results &lt;/ins&gt;must be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;disregarded until &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;full cluster size &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;met. This system ensures &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;large-scale landforms develop naturally, rather than appearing &lt;/ins&gt;as &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;random or disjointed features&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;: &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Each cluster therefore must be carefully accounted for as it occurs; inevitably, the presence of &lt;/del&gt;multiple clusters &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;should produce die &lt;/del&gt;rolls &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;for new hexes to see &lt;/del&gt;which cluster &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;it &lt;/del&gt;belongs to&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/del&gt;rather than &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;according to &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;exit &lt;/del&gt;hex. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; While complicated, however&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;by making good notes &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;giving careful thought to the next hex, managing this concept is possible&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;If &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;it should happen that &lt;/del&gt;a cluster &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;should be forsaken, perhaps because the sea cuts it off, &lt;/del&gt;or another cluster&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, then &amp;#039;&amp;#039;&amp;#039;&lt;/del&gt;always&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;#039;&amp;#039;&amp;#039; grant dominance to the cluster or feature with &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;lowest &amp;quot;variation&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;: &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Because &lt;/ins&gt;multiple clusters &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;may emerge in close proximity, new hex &lt;/ins&gt;rolls &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;may determine &lt;/ins&gt;which cluster &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a hex &lt;/ins&gt;belongs to rather than &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;simply adjusting terrain based on &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;last &lt;/ins&gt;hex &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;exited&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Though this system requires careful tracking&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;consistent note-taking &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;planning make it manageable&lt;/ins&gt;. If a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;terrain &lt;/ins&gt;cluster &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;is interrupted—perhaps by a body of water &lt;/ins&gt;or another &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;dominant terrain feature—the lowest-variation &lt;/ins&gt;cluster &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;should &lt;/ins&gt;always &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;take precedence when determining how &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;map develops&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Initial sea hexes&amp;#039;&amp;#039;&amp;#039; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;have &lt;/del&gt;coastlines, which &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;may &lt;/del&gt;either &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;cross the hex in the most convenient way possible, &lt;/del&gt;or &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;be designated &lt;/del&gt;randomly. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; Usually, once &lt;/del&gt;the first hex is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;determined&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;this reduces &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;number &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;possibilities that the next &lt;/del&gt;coastline &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;may produce&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;Small, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;salty &lt;/del&gt;seas &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;are entirely possible&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; Obviously&lt;/del&gt;, sea hexes &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;beyond the coastline may be &lt;/del&gt;treated as open &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;sea&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and need not have &lt;/del&gt;coastlines.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Initial sea hexes&amp;#039;&amp;#039;&amp;#039; &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;introduce &lt;/ins&gt;coastlines, which &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;can &lt;/ins&gt;either &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;be placed for convenience &lt;/ins&gt;or &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;determined &lt;/ins&gt;randomly. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Once &lt;/ins&gt;the first &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;sea &lt;/ins&gt;hex is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;established&lt;/ins&gt;, the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;placement &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;additional &lt;/ins&gt;coastline &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;hexes becomes more constrained, limiting where new land-water transitions can appear&lt;/ins&gt;. Small, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;enclosed saltwater &lt;/ins&gt;seas &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;may form inland, depending on the rolls&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Beyond the coastline&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;further &lt;/ins&gt;sea hexes &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;are &lt;/ins&gt;treated as open &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;water&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;requiring no further land placement unless additional &lt;/ins&gt;coastlines &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;are generated&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Vegetation ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Vegetation ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tao alexis</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=Random_Wilderness_Generator_(RWG)&amp;diff=29153&amp;oldid=prev</id>
		<title>Tao alexis at 17:05, 4 March 2025</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=Random_Wilderness_Generator_(RWG)&amp;diff=29153&amp;oldid=prev"/>
		<updated>2025-03-04T17:05:26Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 17:05, 4 March 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:Random Wilderness Generator.jpg|right|560px|thumb]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:Random Wilderness Generator.jpg|right|560px|thumb]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The &lt;/del&gt;&amp;#039;&amp;#039;&amp;#039;Random Wilderness Generator&amp;#039;&amp;#039;&amp;#039; is a tool designed &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;for use &lt;/del&gt;during gameplay &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;when the dungeon master needs &lt;/del&gt;an &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;outdoor &lt;/del&gt;starting point &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;for an unprepared setting &lt;/del&gt;or &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;wants to introduce &lt;/del&gt;randomness &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;into the game party&amp;#039;s environment&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;It&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;#039;s intended to be an &lt;/del&gt;useful resource for solo play and for &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;training oneself as &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;DM&lt;/del&gt;.  When using this generator, the initial location of the player characters is always in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;an area where no &lt;/del&gt;habitation or infrastructure &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is present&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;an unknown &lt;/del&gt;distance from civilisation. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;The nature of starting hex &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;depends upon the &lt;/del&gt;steepness &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;of terrain&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the local &lt;/del&gt;hydrography, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the local &lt;/del&gt;vegetation and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the &lt;/del&gt;climate &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;type&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; From these details, &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;degree &lt;/del&gt;of threat to the players &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is determined, as well as &lt;/del&gt;the resources &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;which they may put to use&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;permitting &lt;/del&gt;them &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;opportunities &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;become informed &lt;/del&gt;about &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the world they&amp;#039;re in&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The &lt;/ins&gt;Random Wilderness Generator&amp;#039;&amp;#039;&amp;#039; is a tool designed &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;to assist dungeon masters in creating outdoor settings &lt;/ins&gt;during gameplay&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, whether as &lt;/ins&gt;an &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;unplanned &lt;/ins&gt;starting point or &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;as a means of introducing environmental &lt;/ins&gt;randomness. It &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;serves as a &lt;/ins&gt;useful resource for solo play and for &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;developing &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;DM’s improvisational skills&lt;/ins&gt;.  When using this generator, the initial location of the player characters is always in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a remote wilderness, far from &lt;/ins&gt;habitation or infrastructure, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;with the exact &lt;/ins&gt;distance from civilisation &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;unknown&lt;/ins&gt;. The nature of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the &lt;/ins&gt;starting hex &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;is determined by terrain &lt;/ins&gt;steepness, hydrography, vegetation&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;and climate. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;These factors influence both &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;level &lt;/ins&gt;of threat to the players &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;natural &lt;/ins&gt;resources &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;available&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;allowing &lt;/ins&gt;them to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;engage with and learn &lt;/ins&gt;about &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;their surroundings&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;__TOC__&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;__TOC__&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Because &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;wilderness is a much more complicated arena than the limited passages and chambers &lt;/del&gt;of an [[Random Dungeon Generator (RDG)|underground dungeon]], &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;we should not look to simplified die rolls in order to achieve &lt;/del&gt;even &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the bare whiff &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;similitude, which must &lt;/del&gt;be &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the goal here&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; On the other hand, while &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;functionally real &lt;/del&gt;world &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;setting might &lt;/del&gt;be created &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;with a highly complex &lt;/del&gt;computer &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;generated &lt;/del&gt;approach&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, we&lt;/del&gt;&amp;#039;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;d be at the mercy of that system once it was made, without the &lt;/del&gt;ability to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;spontaneously add results&lt;/del&gt;, shift &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the balance of &lt;/del&gt;results, or &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;see directly &lt;/del&gt;the step-by-step &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;process &lt;/del&gt;of the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;world being made before us.  This may require the consulting of several tables to produce an answer, but as this generator isn&amp;#039;t intended to be used during game play, we have the &lt;/del&gt;time &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;to study and adapt ourselves to the system as we see the setting unfold&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Unlike &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;structured confines &lt;/ins&gt;of an [[Random Dungeon Generator (RDG)|underground dungeon]], &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the wilderness is a vastly more complex and unpredictable environment. Achieving &lt;/ins&gt;even &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a basic sense &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;realism cannot &lt;/ins&gt;be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;done with simple die rolls alone&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;While &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;fully simulated &lt;/ins&gt;world &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;could &lt;/ins&gt;be created &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;using advanced &lt;/ins&gt;computer &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;algorithms, such an &lt;/ins&gt;approach &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;would limit a DM&lt;/ins&gt;&amp;#039;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;s &lt;/ins&gt;ability to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;make spontaneous adjustments&lt;/ins&gt;, shift results &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;as needed&lt;/ins&gt;, or &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;observe &lt;/ins&gt;the step-by-step &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;creation &lt;/ins&gt;of the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;setting in real &lt;/ins&gt;time.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Links to this page, and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;throughout this wiki &lt;/del&gt;to other dungeon generation &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;pages&lt;/del&gt;, include the &amp;quot;RWG&amp;quot; designation and will be &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;categorized &lt;/del&gt;under &amp;quot;Random World.&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Instead, this generator balances complexity with flexibility, using a structured system of tables to determine key environmental factors. Though consulting multiple tables may be necessary, this generator is intended for world-building rather than real-time gameplay, allowing time to study and refine the setting as it develops.  &lt;/ins&gt;Links to this page, and to other dungeon generation &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;resources within this wiki&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;will &lt;/ins&gt;include the &amp;quot;RWG&amp;quot; designation and will be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;categorised &lt;/ins&gt;under &amp;quot;Random World.&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Terrain ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Terrain ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tao alexis</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=Random_Wilderness_Generator_(RWG)&amp;diff=26721&amp;oldid=prev</id>
		<title>Tao alexis: /* Terrain */</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=Random_Wilderness_Generator_(RWG)&amp;diff=26721&amp;oldid=prev"/>
		<updated>2024-06-29T01:39:29Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Terrain&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 01:39, 29 June 2024&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l44&quot; &gt;Line 44:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 44:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;: For example, leaving a hex with undulating hills into a blank hex, a d100 is rolled; if the die roll indicates a 12 or less, then the next hex increases &amp;quot;variation&amp;quot; upwards; in this case, indicating &amp;quot;foothills.&amp;quot;  If the result is 83 or more, then &amp;quot;variation&amp;quot; is reduced, indicating &amp;quot;rolling hills.&amp;quot;  If the number equals 13 to 82, then the adjoining hex has the same &amp;quot;variation,&amp;quot; and is again &amp;quot;undulating hills.&amp;quot;  A rule may or may not be adopted in which a die roll of &amp;quot;01&amp;quot; increases the variation by two degrees, from undulating hills to flat, while a die roll of &amp;quot;00&amp;quot; decreases it two degrees, from undulating hills to rugged hills.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;: For example, leaving a hex with undulating hills into a blank hex, a d100 is rolled; if the die roll indicates a 12 or less, then the next hex increases &amp;quot;variation&amp;quot; upwards; in this case, indicating &amp;quot;foothills.&amp;quot;  If the result is 83 or more, then &amp;quot;variation&amp;quot; is reduced, indicating &amp;quot;rolling hills.&amp;quot;  If the number equals 13 to 82, then the adjoining hex has the same &amp;quot;variation,&amp;quot; and is again &amp;quot;undulating hills.&amp;quot;  A rule may or may not be adopted in which a die roll of &amp;quot;01&amp;quot; increases the variation by two degrees, from undulating hills to flat, while a die roll of &amp;quot;00&amp;quot; decreases it two degrees, from undulating hills to rugged hills.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;: The next hex adjustments intentionally seek to reduce the variation from hex to hex, to produce large, flat areas; contrariwise, those wishing to build a land-based campaign may opt to decrease the likelihood of sea occurring, while an islands campaign would increase the likelihood of producing sea.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;: The next hex adjustments intentionally seek to reduce the variation from hex to hex, to produce large, flat areas; contrariwise, those wishing to build a land-based campaign may opt to decrease the likelihood of sea occurring, while an islands campaign would increase the likelihood of producing sea&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;.  A &amp;#039;&amp;#039;&amp;#039;river or stream gives a +8 modifier&amp;#039;&amp;#039;&amp;#039; to the next hex die roll&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Cluster size&amp;#039;&amp;#039;&amp;#039; indicates the number of hexes that must exist contiguously with that type, at the point where it is encountered for the first time, regardless of rolls.  For example, on a flat plain, rolling hills are indicated.  At this point, 4d4+2 is rolled, indicating the number of adjoined, contiguous hexes have &amp;quot;rolling hills.&amp;quot;  Rolls for each new, ungenerated hex can be made, allowing the table to create new hexes normally — but if it should happen that the cluster is cut off by die rolls before reaching the rolled number that there must be, then the die roll is overruled and that hex is designated as what it must be.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Cluster size&amp;#039;&amp;#039;&amp;#039; indicates the number of hexes that must exist contiguously with that type, at the point where it is encountered for the first time, regardless of rolls.  For example, on a flat plain, rolling hills are indicated.  At this point, 4d4+2 is rolled, indicating the number of adjoined, contiguous hexes have &amp;quot;rolling hills.&amp;quot;  Rolls for each new, ungenerated hex can be made, allowing the table to create new hexes normally — but if it should happen that the cluster is cut off by die rolls before reaching the rolled number that there must be, then the die roll is overruled and that hex is designated as what it must be.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tao alexis</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=Random_Wilderness_Generator_(RWG)&amp;diff=26577&amp;oldid=prev</id>
		<title>Tao alexis: /* Terrain */</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=Random_Wilderness_Generator_(RWG)&amp;diff=26577&amp;oldid=prev"/>
		<updated>2024-06-19T02:38:58Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Terrain&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 02:38, 19 June 2024&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l26&quot; &gt;Line 26:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 26:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 71-85 || 800 || rugged hills || align=&amp;quot;left&amp;quot;|commonly steep throughout, with rock outcrops, narrow valleys and uneven level areas. || 01-15 || 76-00 || 3-12&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 71-85 || 800 || rugged hills || align=&amp;quot;left&amp;quot;|commonly steep throughout, with rock outcrops, narrow valleys and uneven level areas. || 01-15 || 76-00 || 3-12&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 86-94 || 1500 || &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;round &lt;/del&gt;mts || align=&amp;quot;left&amp;quot;|abrupt slopes and bluffs, with rounded peaks, rocky ridges and ravines. || 01-16 || 73-00 || 3-10&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 86-94 || 1500 || &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;rounded &lt;/ins&gt;mts&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. &lt;/ins&gt;|| align=&amp;quot;left&amp;quot;|abrupt slopes and bluffs, with rounded peaks, rocky ridges and ravines. || 01-16 || 73-00 || 3-10&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 95-98 || 3000 || mountains || align=&amp;quot;left&amp;quot;|dramatic rocky ledges, with rugged cliffs, canyons and sparse vegetation. || 01-17 || 70-00 || 3-9&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 95-98 || 3000 || mountains || align=&amp;quot;left&amp;quot;|dramatic rocky ledges, with rugged cliffs, canyons and sparse vegetation. || 01-17 || 70-00 || 3-9&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tao alexis</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=Random_Wilderness_Generator_(RWG)&amp;diff=26537&amp;oldid=prev</id>
		<title>Tao alexis: /* Vegetation */</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=Random_Wilderness_Generator_(RWG)&amp;diff=26537&amp;oldid=prev"/>
		<updated>2024-06-15T18:39:26Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Vegetation&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 18:39, 15 June 2024&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l88&quot; &gt;Line 88:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 88:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In generating climate, I intend to use [https://earth.nullschool.net/#current/wind/surface/level/ this historical data base], identifying a part of the world that corresponds to the generated vegetation, terrain relief and climate type, when determined.  Thus, I would choose a year, say 2018, and a date, May 1, and see what the weather was like that day.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In generating climate, I intend to use [https://earth.nullschool.net/#current/wind/surface/level/ this historical data base], identifying a part of the world that corresponds to the generated vegetation, terrain relief and climate type, when determined.  Thus, I would choose a year, say 2018, and a date, May 1, and see what the weather was like that day.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;[[Taiga (RWG)|Taiga]]&amp;#039;&amp;#039;&amp;#039; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;biomes &lt;/del&gt;are known for cold temperatures throughout the year, hazardous winters, their large fauna and predators, the presence of gnolls, bugbear, trolls, giants and winter elves as common inhabitants (who have denied most human occupation of these lands), few settlements of any kind, a diet consisting largely of meat (fish, game) and wild oats, difficulty of travel and wide, shallow rivers.  Sea trade is rare, as the ocean tends to be arctic in character, and primarily for the purpose of shipping timber, furs and fish.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;[[Taiga (RWG)|Taiga&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;-based&lt;/ins&gt;]]&amp;#039;&amp;#039;&amp;#039; &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;adventures &lt;/ins&gt;are known for cold temperatures throughout the year, hazardous winters, their large fauna and predators, the presence of gnolls, bugbear, trolls, giants and winter elves as common inhabitants (who have denied most human occupation of these lands), few settlements of any kind, a diet consisting largely of meat (fish, game) and wild oats, difficulty of travel and wide, shallow rivers.  Sea trade is rare, as the ocean tends to be arctic in character, and primarily for the purpose of shipping timber, furs and fish.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     &lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: Random World]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: Random World]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tao alexis</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=Random_Wilderness_Generator_(RWG)&amp;diff=26536&amp;oldid=prev</id>
		<title>Tao alexis: /* Vegetation */</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=Random_Wilderness_Generator_(RWG)&amp;diff=26536&amp;oldid=prev"/>
		<updated>2024-06-15T18:38:53Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Vegetation&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 18:38, 15 June 2024&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l88&quot; &gt;Line 88:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 88:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In generating climate, I intend to use [https://earth.nullschool.net/#current/wind/surface/level/ this historical data base], identifying a part of the world that corresponds to the generated vegetation, terrain relief and climate type, when determined.  Thus, I would choose a year, say 2018, and a date, May 1, and see what the weather was like that day.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In generating climate, I intend to use [https://earth.nullschool.net/#current/wind/surface/level/ this historical data base], identifying a part of the world that corresponds to the generated vegetation, terrain relief and climate type, when determined.  Thus, I would choose a year, say 2018, and a date, May 1, and see what the weather was like that day.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;#039;&amp;#039;&amp;#039;[[Taiga (RWG)|Taiga]]&amp;#039;&amp;#039;&amp;#039; biomes are known for cold temperatures throughout the year, hazardous winters, their large fauna and predators, the presence of gnolls, bugbear, trolls, giants and winter elves as common inhabitants (who have denied most human occupation of these lands), few settlements of any kind, a diet consisting largely of meat (fish, game) and wild oats, difficulty of travel and wide, shallow rivers.  Sea trade is rare, as the ocean tends to be arctic in character, and primarily for the purpose of shipping timber, furs and fish.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;   &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: Random World]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: Random World]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tao alexis</name></author>
		
	</entry>
</feed>