THE ONEIROMANCER

THE ONEIROMANCER

Cravana (Gygax 75): Week Two - Surrounding Area

I'm a little late for this update on my Gygax 75 Challenge worldbuilding project, as this last week has been a bit busy and real-life took charge for a while. However, I've been using bits and pieces of free time to work on the next stage of taking the world of Cravana from a simple idea to something concrete and playable.

Again, Ray Otus provides us with the week's task to complete based on Gary Gygax's 1975 article: this time it's to produce a hex map of the starting area for your campaign. Ray suggests it should be a relatively small area, with scales of more than 1:6 ruled out. Gygax himself suggested a scale of 1 mile per hex, allowing you to really zoom in, so that's what I chose to start it.

Ray also suggests you make sure that your map contains several important features:

If you've been reading some of my other posts about this project, you may have already seen the initial map that I started putting together for this project. It was based on the old map from the 1600s. A little outside of the Dark Ages I am going for, but bending things is all part of the process, right? The map below shows the drawing I had started to produce.

Map of Cravana

This hand-drawn version will eventually be digitised to become a player-facing map for the players to use and explore. But for the GM, and for this week's task, I need a hex map, so I used the fancier ink drawing I had already made, a light box and some hex paper to produce the map below, which I've subsequently trimmed and glued into my ongoing notebook.

Hex map of Cravana

Hex map of the lands of Cravana

The map provides an overview of the region and the major settlements, which are based on real places within Craven District in the Yorkshire Dales, though their names have been modified using their OId English or Norse origins, which I have based off of their etymology.

Now there is a lot going on in this map and I have to admit that I did get a little bit carried away trying to provide information about all of the settlements within this 18 x 21 mile area, providing each with something interesting that is going on either within or nearby. However, I realised about halfway through this process that I was falling into the usual worldbuilding trap of building up a big picture before I'd really gotten the groundwork set in place! So, I finished up those notes (I might as well have those ideas for later on!) and decided to focus on my starting area.

Gygax suggests that the starting settlement should be in the centre of the map. The largest settlement on mine, Scaeftun, is down in the south-east. So, I decided to make Malgun (based on the village of Malham), which is more central, into the starting area for my campaign and zoomed in on it. To do so, I used some of the excellent worksheets from New Big Dragon Games' d30 Sandbox Companion and Hex Map Pack to help me flesh it out. Below, I've detailed some of the places within this region, as well as some of the hooks I've come up with (many of which require fleshing out—though that is a task for later on).


Malgun's Tarn Area

The Malgun's Tarn area

The Malgundale area (Hex B3)

Located north of the Barrowlands and nestled in the shadow of Pagan's Seat, the village of Malgun is formed primarily of farming families that have come together for protection, although prospectors looking to mine the foothills below the mountain and those seeking lost treasures within Duergar ruins often visit for supplies or a place to rest on their travels.

The people of Malgun hold to the Old Ways and have thus far resisted the encroachment of the Holy Order of the Light Effulgent. They have a somewhat healthy relationship with the Fae, with the fairy queen Janeth holding residence within the falls below Malgun's Tarn, which are often referred to as Janeth's Foss. The spiritual needs of the villagers are tended to by a group of three druids, who reside in The Stonewood to the west. However, this small stretch of woodland has recently been cursed and a shadow lingers beneath its boughs. As a result, creatures of the Winter Court have become bolder in the region, and many blame them for the hex...

Notable locations

Dungeons and ruins:

Monster lairs:

Other locales:

That's all for this post, though Ray Otus did set a task for 'extra credit' for Week 2 of the challenge, which was to develop a random encounter table—I will be going over that in a separate post, which I'll get up soon. Next week, the task is to start developing the local dungeon, so I hope you'll come back as we delve into Crackpot Mine...

#Jun22