Difference between revisions of "Random Wilderness Generator (RWG)"

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== Terrain ==
 
== Terrain ==
Because the relative lay of the land affects so many other things: the placement of rivers and lakes, the presence of vegetation and the nature of creatures that exist there, as well the practicality of settlement and land use, we must begin with the terrain's relief the heights and depths of the landforms present, relative both to sea level and to other forms within the same unit of area. For our purposes, this is a hex that's 6⅔ miles in diameter, with an area of approximately 38 square miles.
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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 terrain’s 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.
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| 00 || 6000 || alpen || align="left"|sharp ridges, sheer rock faces, glaciers and snowfields, constant winds. || — || 63-00 || 3-7
 
| 00 || 6000 || alpen || align="left"|sharp ridges, sheer rock faces, glaciers and snowfields, constant winds. || — || 63-00 || 3-7
 
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'''1st roll''' is only applied when initially entering the generator. The chance distribution is based on the characters having emerged from a subterranean lair or dungeon, which have the highest likelihood of occurring in undulating, rugged and foothills. Once this roll is made, it can be ignored, unless the players are [[Teleport (spell)|teleported]] or perhaps pass through a [[Astral Gate|gate]].
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The '''1st roll''' 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.
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'''Variation''' 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.
  
'''Variation''' describes the mean difference between the highest point and the lowest point of the hex; as this exact number need not be known, it's merely additional information to aid the DM in visualising the approximate precipitousness of the landscape.  Note that this number in feet is not in reference to sea level.
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'''Type''' of a hex determines the general character of the land, affecting the terrain features found there, while its '''Description''' provides an approximation of common landforms such as slopes, depressions, bluffs, ledges, or cliffs. Specific details—such as where these features are located within the hex—are left to the DM’s interpretation when presenting the landscape to the players.
  
'''Type''' adjusts the variety and nature of things discovered in the hex, while '''description''' is a loose approximation of general features found throughout the hex. The specific placement of slopes, dips, depressions, rises, bluffs, ledges, canyons, cliffs and so on is left to the interpretation of the DM in describing the hex appearance to the party.
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'''Next hex adjustment''' 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 "up" and "down" thresholds, the terrain remains the same.
  
'''Next hex adjustment''' describes a d100 roll that's employed when the players exit their present hex and move into an ungenerated hex, meaning any hex that's still blank on the map; this roll is also used when an ungenerated hex is viewed from afar, sufficiently enough to recognise the terrain relief. Only the generated hex that's left is used when making this roll.  If the number rolled falls between the "up" and "down" adjustments, then the new hex has the same type as the old hex.
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: For example, if the party leaves an "undulating hills" 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 "foothills," while a result of 83 or higher decreases it to "rolling hills." If the roll is between 13 and 82, the new hex remains "undulating hills." Some optional rules allow for rare, dramatic shifts in terrain—a roll of "01" might increase variation by two degrees, flattening hills into plains, while a roll of "00" might decrease variation by two degrees, shifting undulating hills into rugged terrain.
  
: 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 "variation" upwards; in this case, indicating "foothills.If the result is 83 or more, then "variation" is reduced, indicating "rolling hills."  If the number equals 13 to 82, then the adjoining hex has the same "variation," and is again "undulating hills."  A rule may or may not be adopted in which a die roll of "01" increases the variation by two degrees, from undulating hills to flat, while a die roll of "00" decreases it two degrees, from undulating hills to rugged hills.
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: 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 needs—reducing the frequency for land-based campaigns and increasing it for an island-based setting. Additionally, a '''river or stream gives a +8 modifier''' to the next hex roll, encouraging landforms that support flowing water.
  
: 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.  A '''river or stream gives a +8 modifier''' to the next hex die roll.
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'''Cluster size''' 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.
  
'''Cluster size''' 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 "rolling hills."  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.
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: 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.
  
: Each cluster therefore must be carefully accounted for as it occurs; inevitably, the presence of multiple clusters should produce die rolls for new hexes to see which cluster it belongs to, rather than according to the exit hex. While complicated, however, by making good notes and giving careful thought to the next hex, managing this concept is possible. If it should happen that a cluster should be forsaken, perhaps because the sea cuts it off, or another cluster, then '''always''' grant dominance to the cluster or feature with the lowest "variation."
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: 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 interrupted—perhaps by a body of water or another dominant terrain feature—the lowest-variation cluster should always take precedence when determining how the map develops.
  
'''Initial sea hexes''' have coastlines, which may either cross the hex in the most convenient way possible, or be designated randomly. Usually, once the first hex is determined, this reduces the number of possibilities that the next coastline may produce. Small, salty seas are entirely possible. Obviously, sea hexes beyond the coastline may be treated as open sea, and need not have coastlines.
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'''Initial sea hexes''' 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.
  
 
== Vegetation ==
 
== Vegetation ==

Revision as of 18:19, 4 March 2025

Random Wilderness Generator.jpg

The Random Wilderness Generator 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’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.

Unlike the structured confines of an 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's ability to make spontaneous adjustments, shift results as needed, or observe the step-by-step creation of the setting in real time.

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 "RWG" designation and will be categorised under "Random World."

Terrain

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 terrain’s 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.

Terrain Relief
1st roll variation (ft.) type description next hex adjustment cluster size
up down
0 sea coastline passes through multiple points of the hex; see note below. 01-30
01-02 50 flat level, lacking undulations or slopes, with slow water drainage. 01-06 91-00
03-08 100 rolling hills gentle to moderate, with occasional variations in elevation. 01-09 87-00 6-18
09-32 200 undulating hills moderate to high slopes, with notable changes and gulleys. 01-12 83-00 5-15
33-70 400 foothills significant dips and rises, with irregular steep slopes and low stretches. 01-14 79-00 4-13
71-85 800 rugged hills commonly steep throughout, with rock outcrops, narrow valleys and uneven level areas. 01-15 76-00 3-12
86-94 1500 rounded mts. abrupt slopes and bluffs, with rounded peaks, rocky ridges and ravines. 01-16 73-00 3-10
95-98 3000 mountains dramatic rocky ledges, with rugged cliffs, canyons and sparse vegetation. 01-17 70-00 3-9
99 4500 craggy peaks precipitous climbs, jagged peaks, rock faces, deep gorges, absence of vegetation. 01-18 67-00 3-8
00 6000 alpen sharp ridges, sheer rock faces, glaciers and snowfields, constant winds. 63-00 3-7

The 1st roll 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 teleported or pass through an astral gate, re-entering the generator in a new location.

Variation 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.

Type of a hex determines the general character of the land, affecting the terrain features found there, while its Description provides an approximation of common landforms such as slopes, depressions, bluffs, ledges, or cliffs. Specific details—such as where these features are located within the hex—are left to the DM’s interpretation when presenting the landscape to the players.

Next hex adjustment 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 "up" and "down" thresholds, the terrain remains the same.

For example, if the party leaves an "undulating hills" 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 "foothills," while a result of 83 or higher decreases it to "rolling hills." If the roll is between 13 and 82, the new hex remains "undulating hills." Some optional rules allow for rare, dramatic shifts in terrain—a roll of "01" might increase variation by two degrees, flattening hills into plains, while a roll of "00" might decrease variation by two degrees, shifting undulating hills into rugged terrain.
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 needs—reducing the frequency for land-based campaigns and increasing it for an island-based setting. Additionally, a river or stream gives a +8 modifier to the next hex roll, encouraging landforms that support flowing water.

Cluster size 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.

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.
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 interrupted—perhaps by a body of water or another dominant terrain feature—the lowest-variation cluster should always take precedence when determining how the map develops.

Initial sea hexes 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.

Vegetation

The natural biome of a setting atop the terrain has several significant effects that influence the environment and challenges faced by adventurers, including effects on movement and line-of-sight visibility, the sort of wildlife and monsters inhabiting there, opportunities for supply or shelter, as well as the climate. For my part, I've chosen to set the campaign in a somewhat European setting, choosing only vegetation types supported by that continent; this considerably limits the type of climates that may occur as well. I've also chosen to set the first day of the campaign as May 1st of the earth calendar, leaving plenty of time to supply for the following winter.

Vegetation
1st roll type description Köppen climates
01 alpine low-growing plants adapted to gravelly soils, including sedge, moss and lichens, found above the treeline. H
02-03 arctic little or no vegetation due to extreme conditions, snow cover and the lack of nutrients for plant growth. Et
04-06 dry forest mixed seasonal and non-seasonal deciduous trees with varying undergrowth, adapted to dry or hot climates BSh, Csb
07-41 forest north temperate mixed conifers and deciduous trees, with dense undergrowth Cbf, Daf, Dbf
42 heath or moor treeless landscape with low-growing shrubs, grass and mosses, peat or heather, with occasional bogs. Cbf
43-58 macchia drought-resistant Mediterranean, tough shrubs and widely spaced trees, adapted to hot climates. Csa, Csb
59-63 steppe vast expanses of grassland with sparse tree cover, transitioning between forests and desert landscapes. Bsk, Csb
64-75 taiga sub-arctic dense needleleaf conifers, with minimal undergrowth Dbf, Dcf
76-77 tundra low-growing plants with a short growing season, associated with permafrost; trees cannot grow. Cbf, Dcf, Ec
78-80 wooded steppe short grasses with drought-resistant trees, without undergrowth; transition between steppe and forest. Bsk
81-00 woodland broadleaf hardwood trees, shrubs and meadows, with much undergrowth. Cbf, Dbf

Climate zones 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.

1st roll provides the initial and therefore dominant vegetation of the entry hex. This determination need not be rolled again except under unusual circumstances.

Köppen climates can then be determined with a simple die roll. These designate different types of climate around the world based on temperature and precipitation patterns: "A" (tropical); "B" (dry); "C" (temperate); "D" (continental); "E" (polar). Further refinements include "a" (hot summer); "b" (warm summer); "c" (cool summer); "f" (humid year-round); "h" (dry winter); "k" (dry throughout year), "s" (warm dry summer), "t" (cold year round). "H" describes areas where high elevations defy classification due to weather patterns, altitude and latitude. More detailed information can be found on this wikipedia page.

In generating climate, I intend to use 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.

Taiga-based adventures 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.