In this series of articles, I will guide you through the process of designing a sandbox hexcrawl, illustrating each step with Chardauka, one of the continents of my world. Throughout these articles, I will cover both adventure content creation to populate the hexes and the worldbuilding elements that bring the setting to life.
Let's design Garampur, the central city of the hexcrawl and base of operations for the PCs in our Chardaukan hexcrawl!
«I will now speak of the city of Zenobia and its remarkable features: though located in dry terrain, it rises on tall pilings, and its houses are made of bamboo and zinc, with many galleries and balconies set at different heights, supported by stilts layered one above the other, connected by rope ladders and suspended walkways. These culminate in lookouts crowned by conical roofs, water cisterns, weathervanes, and outfitted with pulleys, fishing lines, and cranes.
[...] What is certain, however, is that when someone who lives in Zenobia is asked to describe a happy life, they invariably imagine a city like Zenobia, with its pilings and its hanging ladders—a Zenobia perhaps entirely different, aflame with banners and ribbons, but always assembled from elements of that original model.[...]»
Italo Calvino, Invisible Cities
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Ashling the Pilgrim, by Wayne Reynolds, was my initial inspiration for the Blazing Pact |
As with the hexmap, I believe it is ideal to have a city map laid out shortly after forming the evocative core concept in your mind, like the Zenobia from Italo Calvino. Let’s not kid ourselves: designing a city map can be a laborious task, especially if done by hand or with specialized software like Inkarnate or Wonderdraft. My recommendation is to generate random maps using a tool like Watabou until something similar to what we have in mind comes up or to look for existing maps in commercial modules or settings and reuse them according to the needs of the campaign.
As I always say, it’s essential to know what others have done before you when undertaking a project similar to your own. In the case of Garampur, I had four references in mind, which will help make Garampur more tangible, vivid, and grounded instead of just a nebulous idea.
Marsember (Forgotten Realms): While it lacks a river, its concept as a city in a marshland, with walkways connecting small islands, resonated with my vision for Garampur. One striking detail I recall from reading about Marsember years ago was the presence of children carrying lanterns, who guided travelers along the walkways at night to earn a few coins. This is the kind of evocative detail I like to adapt: in my version, these will be tieva (tiefling) children with paper lanterns containing some type of luminous flying insect.
Saltmarsh (3.5 Dungeon Master’s Guide II and Ghosts of Saltmarsh): Another reference for a city in a swampy environment. Its backstory, where smuggling plays a significant role in the economy, is something I could adapt. It’s too small for Garampur and, in any case, I’ve already used Saltmarsh in another campaign, so I won’t use its map. However, I’ll likely incorporate some scattered ideas (particularly regarding shops and unique buildings) that didn’t feature prominently or that I can adapt until they are unrecognizable.
Morthal (Skyrim): Specifically, the delightful and evocative version developed by Fudgemuppet in their Ideal Skyrim. They portray it as a poor and somber city dependent on a small sawmill and the peat extracted from the nearby Drajkmyr Marsh. Unlike Garampur, Morthal holds little economic or strategic importance, but I believe I can draw many ideas for a poor district. Things like it being filled with both genuine and fraudulent seers, housing people from diverse origins and faiths, and attracting alchemists due to the abundance of exotic ingredients found in the swamp.
The Styes (Dungeon Magazine y Ghosts of Saltmarsh): The Styes is a district within a larger city that, to my knowledge, was never fully developed. The idea is that it’s a poor, dangerous slum with waters polluted by toxic waste from alchemists. Its structure was perfect for Garampur’s map with a simple reorientation of the coastline. And I found a Reddit thread where someone, before me, speculated on what the larger city surrounding The Styes might have looked like! I’ll definitely use this map as a reference.
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Monmurg with The Styes, by jerk_trains, annotated by me |
Districts: Texture and Personality for the City
A good city is not just a collection of streets and buildings; it needs distinctive districts that provide texture and help players orient themselves both physically and narratively. Here, I recommend Justin Alexander’s first article on urban design which highlights the importance of identifying landmarks in each district. These landmarks not only serve as points of reference but also enrich the experience by giving each area a unique character.
In Garampur, I am considering the following districts:
The Springs:This is the spiritual and commercial heart of Garampur, known for its main temple dedicated to Sulayra. This structure, crowned by a bronze conical dome that gleams in the sunlight, serves as a landmark for both worshippers and merchants. Surrounding it, natural hot springs constantly bubble, filling the air with warm, mineral-scented vapors, while small ponds act as gathering spots for locals and visitors. The district’s architecture is comprised of wooden galleries and terraces adorned with carvings of aquatic motifs. The markets around the temple teem with goods from across the Blazing Pact—spices, jewelry, and more—and are always bustling with those seeking to do business under the goddess’s watchful eye.
Flame Heights: This is Garampur’s governmental and military district, dominated by a brown stone fortress perched atop a rocky promontory. The structure, decorated with carvings of flames and fiery symbols, features torches that burn perpetually, visible throughout the city. Around the fortress, manicured gardens and orchards of fruit trees provide a serene contrast to the district’s austere character. The homes, larger and more luxurious than elsewhere in Garampur, boast balconies adorned with draped fabrics and glass lanterns, reflecting the status of their inhabitants, who are typically officials, military leaders, and other figures of power. A raised plaza in front of the fortress serves as the site for public ceremonies and important gatherings, reinforcing the district’s authoritative atmosphere.
The Port: A hive of activity and Garampur’s main point of entry from the sea, the port is a hub of commerce. Wooden docks, reinforced to withstand tides and constant humidity, are always crowded with fishing and merchant ships unloading goods like curry, elaborate jewelry, and crystalsteel. A network of cranes and movable platforms facilitates the movement of cargo to the warehouses surrounding the docks. The air is filled with the scents of salt, sulfur, and seafood, while nearby streets are lined with shops, taverns, and workshops tied to maritime trade. It’s a bustling place where the voices of sailors, merchants, and laborers create a constant backdrop, reflecting the port’s importance to the city’s economy and culture.
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Indian Heritage, by Pengzhen Zhang, It could be the exterior appearance of the Temple of Sulayra |
The Stilts: This district is built on a cluster of islets connected by wooden walkways and rope bridges. During flood seasons, its streets turn into navigable canals, giving the neighborhood a unique, adaptive character. It is home to fishermen, seaweed gatherers, and mollusk farmers. Taverns and small markets are the social centers here, with a lively and noisy atmosphere where adventurers and sailors trade stories and goods. The homes are simple, constructed on stilts to withstand flooding, and the neighborhood children (mostly tieva) often offer their services as guides to visitors, leading them across the narrow bridges and canals with their signature paper lanterns.
The Hive: Named for its constant activity and the density of its workshops, this is Garampur’s artisanal hub. Here, wooden and bamboo furniture and tools are crafted, volcanic crystals are worked into jewelry and utensils, and silks are dyed in vibrant colors using pigments imported from the southern mountains. The district’s skyline is dominated by tall chimneys that release smoke from kilns and cauldrons where artisans boil dyes and smelt minerals. Small canals crisscross the district, serving as transport routes for finished goods heading to the port. The blend of hammering, looms, and conversation creates a bustling atmosphere of constant productivity that defines this area.
The Mangroves: A residential district located in an area where mangrove trees grow amidst stagnant waters. The mangrove roots intertwine with the stilts of houses, creating a natural barrier that protects the neighborhood from floods. The elevated homes are connected by hanging walkways, allowing movement even when the tides rise. It is a tranquil area inhabited by local families who prefer a slower pace of life compared to the commercial districts. The district’s ambiance is serene, marked by the sound of water and the songs of birds nesting in the mangroves.
With these general ideas in place, we’re ready to begin detailing the city on a smaller scale. In upcoming articles, we’ll delve into how to populate these districts with essential services for PCs, urban landmarks to bring color to the city, scenic encounters that bring the districts to life, memorable NPCs, and adventure opportunities.
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