Roll your climate and elevation as normal, or just pick what you want (temperate forest, for example.)
Roll the elevation for each edge of your map, or even for each clock direction (1 to 12,) if you want that much detail.
Roll the info for your central hex (terrain, landmark, and starting settlement.) The terrain for this hex is also the predominate terrain on the map.
Roll for exceptions to the predominate terrain, such as one or two spots of another kind of terrain. Use 1d12, 1d10, 1d8, and 1d4:
- d12 for direction to the spot
- d10 for kind of terrain in that spot
- d8 for distance to that spot in hexes
- d4 for size of spot, in hexes.
- d10 is type of terrain
- First d12 is direction. Line is 1 hex wide and 3 hexes long, heading in clock direction indicating, starting at edge opposite that direction.
- Each additional d12 is another 3-hex segment heading in a new direction. If it double backs, line ends. If it almost doubles back, making a turn sharper than 90 degrees, it’s a spur; line also continues in original direction from same point.
- Stop rolling d12s when the line doubles back, or start a fresh line.
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