Mechanics: Exploring the Map
While exploring the map, players should keep a few things in mind. Calculations for travel time have been somewhat simplified for GM ease, but they can get a little cumbersome for players regardless.
Traveling Time/Distance: The planet of Requerm, located in the Requerm plane of existence, is represented by a hex map. Each hex represents roughly 374 square miles of the map (24 miles from one side to the other). The diameter of Requerm along the equator is 8,016 miles. From the north to south poles, the diameter is 7,992 miles. This is represented by a flat hex map, with a width of 334 hexes and a height of 333 hexes, for simplicity. Obviously realistically this doesn’t actually add up, but for the sake of me not having to do toooo much math, this is what I’m going with. For most intents and purposes, this will work fiiiine.
For specifics on overland movement, see this page, but here are the basics. Land speed for most humanoid creatures is between 20-30 feet per round. Because of this, each tile effectively represents 1 day’s travel by foot for most 30ft land-speed individuals. However, this is the baseline, not the norm. Many factors come into play, involving lots of math on the GM’s part, resulting in the hex that players end up in after they travel for a while. Overland speed is often affected by terrain (including climate as well as roads, or lack thereof) and can be made faster with mounts, magic items, etc. A party is considered to be in the next hex when they have finished moving through 24 miles of the previous hex.
If a character wishes to explore that particular hex, the amount of time it takes depends on their level of dedication. For simplicity’s sake, there are four tiers of dedication:
Passing Through: A character that is passing through a hex with no intention of stopping and exploring does not take any additional time to travel through the hex. A character that is just passing through will only discover unknown landmarks if the landmark happens to be on their designated path. If a character has acquired reliable intel on the location of a landmark and are attempting to reach it, that character is guaranteed to discover that landmark even if they are just “passing through.”
Passive Exploration: A character that passively explores a hex doubles the amount of time it takes to reach one end of the hex from the other. While passively exploring, the character has a 50% chance to discover unknown landmarks as they travel through the hex (as long as no checks are required to find them, i.e. perception/survival).
Active Exploration: A character that is actively exploring a hex triples the amount of time it takes to reach one end of the hex from the other. While actively exploring, the character has a 75% chance to discover unknown landmarks as they travel through the hex (as long as no checks are required to find them, i.e. perception/survival).
Dedicated Exploration: A character that is dedicatedly exploring a hex quadruples the amount of time it takes to reach one end of the hex from the other. While dedicatedly exploring, the character has a 100% chance to discover unknown landmarks as they travel through the hex (as long as no checks are required to find them, i.e. perception/survival). There is a chance a dedicated explorer will discover a particular landmark early, although they will still take the entire time to dedicatedly explore the entire hex.
Exploration EXP: Every time the party enters a new hex, they obtain a small amount of exp. For every tier of exploration spent in that hex, they receive additional exp. This exp is minimal at lower levels, and essentially negligible at higher levels. For exact numbers, see EXP Breakdown. Hex Coordinates: Each hex has an x coordinate and a y coordinate, starting with 000,000 at the northwestern most point of the map. Each hex on the map will be labelled with these two numbers, making identifying them easier. The Requerm Quadrants/Domains: Old scholars of Requerm’s previous eras have marked their maps with four major quadrants, known as the "Grand Quadrants" or "Lords' Domains", each with quadrants of their own, resulting in 16 sections of the map they called the “Sixteen Quadrants” or "Expansionists' Domains". Each quadrant has two names: Their locational name and their cultural name. It is currently believed that these domains are named the way they are due to the The First Civilization's ancient pantheon of deities, although the direct connection between them and the domains is unclear. Locational name is listed first and then their cultural name. Notable hexes are marked on these maps with pins. Many of these notes are from the perspective of the The Scouts Guild of Krakonia(SGK), and occasionally the other Krakonian guilds/organizations, but sometimes players will have knowledge that the officials do not know about, which will be reflected in the pin descriptions. Below is a list of domains with both their locational names and their cultural names:
Grand Northwest Quadrant - Lord Sentinel’s Domain
Northwest Northwest Quadrant - The Consul’s Domain
Northeast Northwest Quadrant - The Executive’s Domain
Southwest Northwest Quadrant - The Defender’s Domain
Southeast Northwest Quadrant - The Inspector’s Domain
Grand Northeast Quadrant - Lord Explorer’s Domain
Northwest Northeast Quadrant - The Entertainer’s Domain
Northeast Northeast Quadrant - The Entrepreneur’s Domain
Southwest Northeast Quadrant - The Adventurer’s Domain
Southeast Northeast Quadrant - The Virtuoso’s Domain
Grand Southwest Quadrant - Lord Diplomat’s Domain
Northwest Southwest Quadrant - The Giver’s Domain
Northeast Southwest Quadrant- The Champion’s Domain
Southwest Southwest Quadrant - The Advocate’s Domain
Southeast Southwest Quadrant - The Mediator’s Domain
Grand Southeast Quadrant - Lord Analyst’s Domain
Northwest Southeast Quadrant - The Commander’s Domain
Northeast Southeast Quadrant - The Visionary’s Domain
Southwest Southeast Quadrant - The Architect’s Domain
Southeast Southeast Quadrant - The Logician’s Domain
Traveling Time/Distance: The planet of Requerm, located in the Requerm plane of existence, is represented by a hex map. Each hex represents roughly 374 square miles of the map (24 miles from one side to the other). The diameter of Requerm along the equator is 8,016 miles. From the north to south poles, the diameter is 7,992 miles. This is represented by a flat hex map, with a width of 334 hexes and a height of 333 hexes, for simplicity. Obviously realistically this doesn’t actually add up, but for the sake of me not having to do toooo much math, this is what I’m going with. For most intents and purposes, this will work fiiiine.
For specifics on overland movement, see this page, but here are the basics. Land speed for most humanoid creatures is between 20-30 feet per round. Because of this, each tile effectively represents 1 day’s travel by foot for most 30ft land-speed individuals. However, this is the baseline, not the norm. Many factors come into play, involving lots of math on the GM’s part, resulting in the hex that players end up in after they travel for a while. Overland speed is often affected by terrain (including climate as well as roads, or lack thereof) and can be made faster with mounts, magic items, etc. A party is considered to be in the next hex when they have finished moving through 24 miles of the previous hex.
If a character wishes to explore that particular hex, the amount of time it takes depends on their level of dedication. For simplicity’s sake, there are four tiers of dedication:
Passing Through: A character that is passing through a hex with no intention of stopping and exploring does not take any additional time to travel through the hex. A character that is just passing through will only discover unknown landmarks if the landmark happens to be on their designated path. If a character has acquired reliable intel on the location of a landmark and are attempting to reach it, that character is guaranteed to discover that landmark even if they are just “passing through.”
Passive Exploration: A character that passively explores a hex doubles the amount of time it takes to reach one end of the hex from the other. While passively exploring, the character has a 50% chance to discover unknown landmarks as they travel through the hex (as long as no checks are required to find them, i.e. perception/survival).
Active Exploration: A character that is actively exploring a hex triples the amount of time it takes to reach one end of the hex from the other. While actively exploring, the character has a 75% chance to discover unknown landmarks as they travel through the hex (as long as no checks are required to find them, i.e. perception/survival).
Dedicated Exploration: A character that is dedicatedly exploring a hex quadruples the amount of time it takes to reach one end of the hex from the other. While dedicatedly exploring, the character has a 100% chance to discover unknown landmarks as they travel through the hex (as long as no checks are required to find them, i.e. perception/survival). There is a chance a dedicated explorer will discover a particular landmark early, although they will still take the entire time to dedicatedly explore the entire hex.
Exploration EXP: Every time the party enters a new hex, they obtain a small amount of exp. For every tier of exploration spent in that hex, they receive additional exp. This exp is minimal at lower levels, and essentially negligible at higher levels. For exact numbers, see EXP Breakdown. Hex Coordinates: Each hex has an x coordinate and a y coordinate, starting with 000,000 at the northwestern most point of the map. Each hex on the map will be labelled with these two numbers, making identifying them easier. The Requerm Quadrants/Domains: Old scholars of Requerm’s previous eras have marked their maps with four major quadrants, known as the "Grand Quadrants" or "Lords' Domains", each with quadrants of their own, resulting in 16 sections of the map they called the “Sixteen Quadrants” or "Expansionists' Domains". Each quadrant has two names: Their locational name and their cultural name. It is currently believed that these domains are named the way they are due to the The First Civilization's ancient pantheon of deities, although the direct connection between them and the domains is unclear. Locational name is listed first and then their cultural name. Notable hexes are marked on these maps with pins. Many of these notes are from the perspective of the The Scouts Guild of Krakonia(SGK), and occasionally the other Krakonian guilds/organizations, but sometimes players will have knowledge that the officials do not know about, which will be reflected in the pin descriptions. Below is a list of domains with both their locational names and their cultural names:
Grand Northwest Quadrant - Lord Sentinel’s Domain
Northwest Northwest Quadrant - The Consul’s Domain
Northeast Northwest Quadrant - The Executive’s Domain
Southwest Northwest Quadrant - The Defender’s Domain
Southeast Northwest Quadrant - The Inspector’s Domain
Grand Northeast Quadrant - Lord Explorer’s Domain
Northwest Northeast Quadrant - The Entertainer’s Domain
Northeast Northeast Quadrant - The Entrepreneur’s Domain
Southwest Northeast Quadrant - The Adventurer’s Domain
Southeast Northeast Quadrant - The Virtuoso’s Domain
Grand Southwest Quadrant - Lord Diplomat’s Domain
Northwest Southwest Quadrant - The Giver’s Domain
Northeast Southwest Quadrant- The Champion’s Domain
Southwest Southwest Quadrant - The Advocate’s Domain
Southeast Southwest Quadrant - The Mediator’s Domain
Grand Southeast Quadrant - Lord Analyst’s Domain
Northwest Southeast Quadrant - The Commander’s Domain
Northeast Southeast Quadrant - The Visionary’s Domain
Southwest Southeast Quadrant - The Architect’s Domain
Southeast Southeast Quadrant - The Logician’s Domain
Comments