Worldbuilding / World & Story Design

What Belongs in a Fantasy Hex?

The map says forest.

The players enter it.

What happens now?

That is where a terrain label needs a little help.

A forest tells us something about the area. It doesn't yet tell us what the players can notice, where they can go, or why they might stay.

When I prepare a fantasy hex, I want enough information to turn that part of the map into somewhere people can experience.

Not every hex needs a dungeon.

Not every hex needs a settlement.

But each prepared area should give me something useful when the players arrive.

A useful hex gives the players something to understand, something to investigate, or a decision to make.

Conceptual sepia fantasy hex landscape containing a river crossing, path, settlement, wooded hillside and ruined tower, titled What Belongs in a Fantasy Hex?

Begin With the Area

A hex is a way to organize part of a world.

The amount of detail it needs depends partly on the scale of the map and the kind of game being played.

In Aethyra, the regional mapping unit is a 30-mile hex. That leaves room for several locations within the same area.

A smaller travel map may need a closer view.

Either way, I begin with the ground.

What kind of terrain dominates?

Where is the water?

What makes travel easy or difficult?

What can someone see from a distance?

A few concrete answers are more useful than a long list of landscape adjectives.

“Forested hills, a stream along the southern slope, and a ridge visible above the trees” gives me somewhere to begin describing movement.

This is an imagined example, rather than a specific Aethyra entry.

Give the Players Something They Can Notice

Preparation behind the screen is only useful when it can become part of play.

What does the party experience first?

A ruined tower above the canopy.

Wagon tracks leaving the road.

A bell heard from somewhere beyond the hill.

Smoke rising beside the river.

These details give players information they can act on.

They may investigate.

They may avoid the area.

They may ask someone what the bell means.

An arrival detail doesn't need to explain everything.

It needs to open the conversation between your notes and their decisions.

Know How People Move Through It

A place becomes easier to run when I know how someone enters, crosses, and leaves it.

Is there a road?

A trail?

A usable river crossing?

Does the easiest route pass near the settlement, or avoid it?

What changes if the party has horses, a wagon, or someone who cannot climb easily?

The answers help geography affect the journey.

Suppose an old path reaches a ruined tower quickly, but a longer route follows ground suitable for pack animals.

That difference gives the players a reason to discuss what they are carrying and what they intend to do.

Travel details do not have to become a complicated calculation.

They can simply make one route different from another.

Put People in Relation to the Place

A person in a hex doesn't need to be waiting for adventurers.

Perhaps someone gathers reeds beside the water.

Perhaps a family maintains a shelter used by travelers.

Perhaps the wooded hillside supplies timber to a nearby settlement.

Ask who uses the area and what matters to them.

Their concerns may help explain what the party sees.

A blocked path might be a small inconvenience to visitors and a serious problem for someone moving produce to market.

The reed cutter may know when the crossing becomes unsafe.

The family maintaining the shelter may be tired of repairing damage left by guests.

Now the place contains people with knowledge and priorities.

They can become part of an encounter without needing a secret identity or a quest to offer.

Include a Place Worth Looking At

A location gives curiosity somewhere to go.

It might be a shrine, a spring, a ruined farmhouse, a cave, or a clearing with an unusual view.

A useful location doesn't have to contain danger or treasure.

It can offer evidence of history.

A resource.

A person.

A practical advantage.

Something the party cannot yet explain.

Imagine an abandoned farmhouse beside a disused road.

The roof has fallen in.

A stone-lined well remains usable.

Marks on a doorway show how tall the children grew before the family left.

Someone has recently cleared weeds from the old garden.

There are several things to notice and at least one question to ask.

I can decide how much of that question to answer as the players investigate.

Prepare a Situation That Can Change

A location tells me where something is.

A situation tells me what is happening there.

The bridge needs repairs, and travelers are arguing about whether it is safe.

Two people claim the same abandoned orchard.

A messenger has lost a horse and is trying to continue on foot.

These examples do not require predetermined outcomes.

For a situation, I want to know who is involved, what they want, and what happens if nobody intervenes.

The travelers may find another crossing.

The orchard dispute may reach the nearby settlement.

The messenger may arrive late.

The party can help, complicate matters, ignore the situation, or become involved in a way I didn't anticipate.

That gives the hex activity without turning it into a script.

Make Hidden Things Discoverable

A secret can enrich a location.

But a secret with no way to discover it may remain a paragraph the players never experience.

How might they learn something is there?

A rumor.

A visible disturbance.

Someone's reluctance to answer a question.

A path that doesn't appear on their map.

I don't need to reveal the answer immediately.

I need to consider what might lead them toward it.

Suppose a storage cellar survives beneath the farmhouse.

A partially exposed stair gives the party something to investigate.

A neighbor who remembers the house offers another way to learn.

The location can reward different kinds of attention.

The discovery should grow from the players' actions and the available information.

Distinguish a Possibility From an Established Fact

Sometimes I have several ideas for a place.

The strange bell might belong to a shrine.

It might hang in an abandoned watchtower.

I haven't decided yet.

That flexibility is useful while I am developing the area.

Once the players visit the tower and find the bell, the answer becomes part of the shared world.

My notes need to reflect that.

Keeping possibilities separate from established details makes improvisation easier to manage.

It also helps me avoid quietly contradicting something the players already learned.

A short note can preserve the decision.

It doesn't require a new page of history.

Remember the Neighboring Hexes

The border on the map is a filing tool.

Roads, rivers, needs, and relationships can continue across it.

Where does this path go?

Who buys what is produced here?

Where did the messenger come from?

Who knows more about the farmhouse?

A few connections help discoveries lead into the surrounding world.

They also give me material to develop next.

The orchard dispute may introduce people in another settlement.

The river crossing may explain why travelers use a particular road.

The cleared garden may connect to someone who lives beyond the hill.

The hex becomes part of a region because its details reach beyond itself.

Don't Fill Every Category

These questions are prompts, not a requirement to place one of everything in every hex.

A stretch of open country can remain open country.

A remote ridge may contain no settlement.

Some areas can offer quiet travel, shelter, or a striking view.

If every hex contains a ruin, a faction dispute, a hidden treasure, and a monster, the pattern may become more noticeable than the world.

Use the details that fit the place.

You can leave other questions open.

The amount of preparation should help you run the area without making every visit feel equally crowded.

Try a Small Working Record

For an imagined wooded hex, a short record might look like this:

Terrain: Wooded hills, a stream, and a ridge visible above the trees.

Arrival: Smoke rises near the stream; fresh wagon tracks leave the road.

Travel: A direct footpath reaches the ridge. A longer route can carry pack animals.

People: A family maintains a travelers' shelter and wants help keeping the crossing usable.

Location: An abandoned farmhouse with a working well and a recently cleared garden.

Situation: Rain has damaged the crossing. Travelers are considering another route.

Discovery: A partly exposed stair suggests that a cellar survived beneath the farmhouse.

Connections: The road leads to a market; someone there remembers the family who left the house.

That is a working sketch.

It leaves plenty to develop, but it gives me terrain, an arrival, movement, people, places, and something changing.

Most of those details also connect to another detail.

The stream affects the crossing.

The crossing affects travelers.

The travelers use the shelter.

The road connects them to the market.

Those relationships make the record useful.

Prepare Enough for Someone to Choose

A fantasy hex doesn't need to explain an entire region.

It needs enough structure to support the next experience.

What can the players notice?

What can they learn?

Where can they go?

Who might they meet?

What changes if they become involved?

Answer a few of those questions clearly.

Keep track of what becomes established.

Connect the area to what surrounds it.

Then see what the players do.

The hex gives you a place. The choices made there give you a story.

Explore the people, places, and objects behind this approach in People, Places, and Things: Three Lessons for Better Roleplaying Games.

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Todd Jerome Jenkins
Author | Creator | Systems Theorist

Todd Jerome Jenkins creates fantasy worlds, roleplaying games, fiction, and systems designed around exploration, choice, consequence, and emergent storytelling.