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Drawing a Hexmap

Maps are an interesting tool in any campaign, but in a sandbox, they take on a special significance. While they are a traditional resource in pure exploration hexcrawls, creating a map gives players the chance to venture into the unknown and discover what lies in each hexagon, inviting them to take risks and explore the world thoroughly. Additionally, the map-making process not only defines the region geographically but also helps shape and unify key elements of the setting, becoming a valuable part of worldbuilding.

Drawing the map should be one of the first tasks when preparing a sandbox, as it provides both a framework for the game and a visual reference for players that will guide their sense of discovery. If you're using a published campaign setting, you already have a map ready to go and just need to overlay a hex grid, allowing you to focus on filling the hexes with unique content. However, since Chronicles of Ezora also delves into worldbuilding, we’ll start from scratch, assuming you have little to no artistic experience.

Basic Tools and Procedures

To begin, a free and accessible tool like Hexographer or its successor, Worldographer, is ideal. Its simple interface lets you draw and edit maps without hassle. Even if you eventually decide to work with more advanced tools like Wonderdraft or Inkarnate, Worldographer is great for initial drafts. You’re likely to tweak the map as you develop the world, so saving a polished version for when the hexmap is finalized and ready to present to players can save you time (if you ever show the hexmap to your players, there are DMs who prefer not to do so). Don’t spend too much time on this—the hexmap is just a means to an end. Choose a tool that allows you to work quickly and is easy to modify on the fly.

If you already have a basic idea of the region or have generated an initial map using another tool like Watabou, you can adapt it in Worldographer. If you don’t have a clear mental image, take advantage of random map generation to experiment until you find something that inspires you, then tweak it to your liking.

 
Hexmap of southern Uthorgard, created in Worldographer


Geographic Aspects and Consistency

While a certain degree of geological consistency lends credibility to the setting, there’s no need to obsess over scientific accuracy or research plate tectonics (though you can—this, Artifexian video is excellent). However, some basic geographic concepts can be helpful:

  • Rivers: Flow from high to low areas along the shortest path, join together to form larger rivers, and meander in flat terrain. They only split near their mouths, forming estuaries or deltas. Rivers rarely cut through mountains. 
  • Lakes: Typically have multiple inflowing rivers but usually only one outflow. 
  • Mountains: Form in lines when tectonic plates collide. One side, exposed to prevailing winds, is wetter and more fertile; the other is drier. Isolated mountains are often volcanic.
Of course, geological rules can be flexible, especially in a fantasy world. On our own planet, there are many exceptions even without magical interference. Don’t hesitate to break conventions if it enhances the narrative or gameplay. Creating varied terrains and thematic biomes can be far more engaging, adding diversity to the setting. These areas can inspire you without limiting your creativity; the key is for the map to enrich the players’ experience rather than restrict it.

It’s a good idea to include accessible areas, like roads and rivers, alongside difficult terrain, such as steep mountains or dense jungles. This variety adds a strategic layer: players will need to weigh their options when considering the risks and challenges of their routes. Safe areas encourage casual exploration, while hazardous zones offer the thrill of overcoming obstacles and the rewards of delving into the unknown.

A good map not only guides players on their journey but also enhances the gameplay experience. It doesn’t just describe the terrain; it invites players to live and explore the world. So don’t be afraid to experiment—play with biomes, create challenging areas, and design hidden locations that add value to the story and the players’ choices.

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