The Gardens Below Hex Map and Keys
Hexcrawling rules can be found here.
The initial idea for the Gardens Below can be found here.
The contents of blank hexes (for example 0101) are Deserted
Gardens. Sometimes a permanent landmark will be listed alongside a
deserted garden. If the garden changes in the players absence, the
landmark remains.
Finding a safe route from a tended garden to a deserted garden takes an
8 hour exploration. Faster entry may be made but it will be necessarily
more dangerous and disorienting.
Seafloor simulacrum hexes (for example 1401) that are not blocked from
above can be left by nearing the surface of the water, inverting ones
self, and “falling” through. If a being does this, they are deposited in
the equivalent ocean hex in the overworld. Entering the gardens from an
ocean hex may similarly be done, with significant ritual preparation, by
creating a ladder or similar structure that allows one to “climb”
headfirst into the water to touch the seafloor.
The Seafloor simulacrums abide by the day/night cycle, though in
greyscale. Otherwise, light sources present in the gardens are noted in
the hexes they appear in. If none are noted, there is no light naturally
occurring and the players must provide their own.
This is a work in progress and individual hexes will be updated as
needed to have greater detail or to link to discrete hex entry pages.
Annotations show many of the places where I plan to do this.
0101 — Deserted Gardens.
0201 — Deserted Gardens.
0301 — Deserted Gardens.
0401 — Deserted Gardens.
0501 — Deserted Gardens.
0601 — Deserted Gardens.
0701 — Deserted Gardens.
0801 — Deserted Gardens.
0901 — Deserted Gardens.
1001 — Deserted Gardens.
1101 — Deserted Gardens.
1201 — Deserted Gardens.
1301 — Deserted Gardens. The smell of the sea encroaches.
1401 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
1501 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
0102 — Deserted Gardens.
0202 — Deserted Gardens.
0302 — Deserted Gardens.
0402 — Deserted Gardens.
0502 — Deserted Gardens.
0602 — Deserted Gardens.
0702 — Deserted Gardens.
0802 — Deserted Gardens.
0902 — Deserted Gardens.
1002 — Deserted Gardens.
1102 — Deserted Gardens.
1202 — Deserted Gardens.
1302 — Deserted Gardens. The smell of the sea encroaches.
1402 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
1502 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
0103 — Deserted Gardens.
0203 — Deserted Gardens.
0303 — Deserted Gardens.
0403 — Wide caves with a thick carpet of soft moss coating their floors,
dotted by stone pillars that stretch from floor to ceiling. Cold clear
streams snake across the landscape, and strange fruit trees grow along
their banks, something like a pomegranate. Glow worms dot the ceilings
in great quantity, looking like a night sky in motion and casting a dim
light across the landscape. Satyrs frolic here, and their music and
conversation lingers even when they do not. A
satyr kink community.
0503 — Wide caves with a thick carpet of soft moss coating their floors,
dotted by stone pillars that stretch from floor to ceiling. Cold clear
streams snake across the landscape, and strange fruit trees grow along
their banks, something like a pomegranate. Glow worms dot the ceilings
in great quantity, looking like a night sky in motion and casting a dim
light across the landscape. Satyrs frolic here, and their music and
conversation lingers even when they do not.
0603 — Subterranean
Tidepools.
0703 — Wide caves with a thick carpet of soft moss coating their floors,
dotted by stone pillars that stretch from floor to ceiling. Cold clear
streams snake across the landscape, and strange fruit trees grow along
their banks, something like a pomegranate. Glow worms dot the ceilings
in great quantity, looking like a night sky in motion and casting a dim
light across the landscape. Satyrs frolic here, and their music and
conversation lingers even when they do not.
0803 — Deserted Gardens.
0903 — Deserted Gardens.
1003 — Deserted Gardens.
1103 — Deserted Gardens.
1203 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
1303 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
1403 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
ISLANDS ARE HERE
1503 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
0104 — Deserted Gardens.
0204 — Deserted Gardens.
0304 — Deserted Gardens.
0404 — Deserted Gardens.
0504 — Wide caves with a thick carpet of soft moss coating their floors,
dotted by stone pillars that stretch from floor to ceiling. Cold clear
streams snake across the landscape, and strange fruit trees grow along
their banks, something like a pomegranate. Glow worms dot the ceilings
in great quantity, looking like a night sky in motion and casting a dim
light across the landscape. Satyrs frolic here, and their music and
conversation lingers even when they do not.
0604 — Deserted Gardens. Glow worms have moved here in great
quantity.
0704 — Deserted Gardens. Glow worms have moved here in great
quantity.
0804 — Wide caves with a thick carpet of soft moss coating their floors,
dotted by stone pillars that stretch from floor to ceiling. Cold clear
streams snake across the landscape, and strange fruit trees grow along
their banks, something like a pomegranate. Glow worms dot the ceilings
in great quantity, looking like a night sky in motion and casting a dim
light across the landscape. Satyrs frolic here, and their music and
conversation lingers even when they do not.
0904 — Once this was more of the Satyr’s domain, but it has suffered
some sort of disaster. The stone pillars are shattered into hard to
traverse rubble, the moss has dried up, and the glow worms have
fled.
ENTRANCE TO THE LABYRINTHINE
1004 — An indistinct tunnel down which wind/water howls, always blowing
eastward. The air is cloudy with indistinct dust. The tunnel is cut off
from the rest of the gardens: travelers can only go east or west until
they enter a non-tunnel hex. Travel west is impeded as though by harsh
weather. A being that sleeps for a night in the tunnel will awaken one
hex east of where they camped (in this case, in the continued tunnel of
1104). Creatures of the land can breath and move as though they are on
dry land, creatures of the sea can breathe and swim as though they are
submerged. Amphibious beings experience both simultaneously, which can
be overwhelming to those who have not experienced it before.
1104 — An indistinct tunnel down which wind howls, always blowing
eastward. The air is cloudy with indistinct dust. The tunnel is cut off
from the rest of the gardens: travelers can only go east or west until
they enter a non-tunnel hex. Travel west is impeded as though by harsh
weather. A being that sleeps for a night in the tunnel will awaken one
hex east of where they camped (in this case, deposited in the churning
sands of 1204). Creatures of the land can breath and move as though they
are on dry land, creatures of the sea can breathe and swim as though
they are submerged. Amphibious beings experience both simultaneously,
which can be overwhelming to those who have not experienced it
before.
1204 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
ENTRANCE TO CHANNEL/TUNNEL, CHURNING SANDS
1304 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
1404 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
Brine
Eaten Cathedral, the Lair of Chorda.
1504 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
0105 — Deserted Gardens.
0205 — Deserted Gardens.
0305 — Deserted Gardens.
0405 — Deserted Gardens.
0505 — Wide caves with a thick carpet of soft moss coating their floors,
dotted by stone pillars that stretch from floor to ceiling. The Satyrs
have built fortifications here, an oddity for them. 1D100 of their
number may be found here at any time, tying tripwires between pillars,
crafting shields, knives, and clubs of strange metals, and watching the
south. They guard against incursion from 0506.
0605 — Wide caves with a thick carpet of soft moss coating their floors,
dotted by stone pillars that stretch from floor to ceiling. Cold clear
streams snake across the landscape, and strange fruit trees grow along
their banks, something like a pomegranate. Glow worms dot the ceilings
in great quantity, looking like a night sky in motion and casting a dim
light across the landscape. Satyrs frolic here, and their music and
conversation lingers even when they do not.
0705 — Deserted Gardens. Glow worms have moved here in great
quantity.
0805 — Wide caves with a thick carpet of soft moss coating their floors,
dotted by stone pillars that stretch from floor to ceiling. Cold clear
streams snake across the landscape, and strange fruit trees grow along
their banks, something like a pomegranate. Glow worms dot the ceilings
in great quantity, looking like a night sky in motion and casting a dim
light across the landscape. Satyrs frolic here, and their music and
conversation lingers even when they do not.
0905 — Deserted Gardens.
1005 — Deserted Gardens.
1105 — Deserted Gardens.
1205 — Deserted Gardens.
1305 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
1405 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
1505 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
0106 — Deserted Gardens.
0206 — Deserted Gardens.
0306 — Deserted Gardens.
0406 — Deserted Gardens.
0506 — The castle
of Runalt sits atop an ornate root mass.
0606 — Deserted Gardens.
0706 — Wide caves with a thick carpet of soft moss coating their floors,
dotted by stone pillars that stretch from floor to ceiling. Cold clear
streams snake across the landscape, and strange fruit trees grow along
their banks, something like a pomegranate. Glow worms dot the ceilings
in great quantity, looking like a night sky in motion and casting a dim
light across the landscape. Satyrs frolic here, and their music and
conversation lingers even when they do not.
0806 — The stone pillars of this place are larger and more organic in
form than other parts of the satyr’s holdings, forming a great tangled
and multi-leveled chamber that serves as the center
of their population and a mythical origin of their garden work.
0906 — Wide caves with a thick carpet of soft moss coating their floors,
dotted by stone pillars that stretch from floor to ceiling. Cold clear
streams snake across the landscape, and strange fruit trees grow along
their banks, something like a pomegranate. Glow worms dot the ceilings
in great quantity, looking like a night sky in motion and casting a dim
light across the landscape. Satyrs frolic here, and their music and
conversation lingers even when they do not.
1006 — Deserted Gardens.
1106 — Deserted Gardens.
1206 — Deserted Gardens.
1306 — Deserted Gardens.
1406 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
1506 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
0107 — Deserted Gardens.
0207 — Deserted Gardens.
0307 — Deserted Gardens.
0407 — Ornate roots snake their way south and downwards, forming paths
and walls. At this elevation and below, the ceiling is too far to be
seen without a bright light source. A
stone dome emerges from the roots.
0507 — Deserted Gardens.
0607 — Deserted Gardens.
0707 — Wide caves with a thick carpet of soft moss coating their floors,
dotted by stone pillars that stretch from floor to ceiling. Cold clear
streams snake across the landscape, and strange fruit trees grow along
their banks, something like a pomegranate. Glow worms dot the ceilings
in great quantity, looking like a night sky in motion and casting a dim
light across the landscape. Satyrs frolic here, and their music and
conversation lingers even when they do not.
0807 — Wide caves with a thick carpet of soft moss coating their floors,
dotted by stone pillars that stretch from floor to ceiling. Cold clear
streams snake across the landscape, and strange fruit trees grow along
their banks, something like a pomegranate. Glow worms dot the ceilings
in great quantity, looking like a night sky in motion and casting a dim
light across the landscape. Satyrs frolic here, and their music and
conversation lingers even when they do not.
0907 — Deserted Gardens.
1007 — Deserted Gardens.
1107 — Deserted Gardens.
1207 — Deserted Gardens.
1307 — Deserted Gardens.
1407 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
1507 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
0108 — Deserted Gardens.
0208 — Deserted Gardens.
0308 — Deserted Gardens.
0408 — Small ornately braided roots join together into larger, craggier,
and less ornate root masses. They snake downwards and north over rich
black soil. The cavern ceiling is too far to be seen even with a light
source.
0508 — Deserted Gardens.
0608 — Deserted Gardens.
0708 — Deserted Gardens.
0808 — Deserted Gardens.
0908 — Wide caves with a thick carpet of soft moss coating their floors,
dotted by stone pillars that stretch from floor to ceiling. Cold clear
streams snake across the landscape, and strange fruit trees grow along
their banks, something like a pomegranate. Glow worms dot the ceilings
in great quantity, looking like a night sky in motion and casting a dim
light across the landscape. Satyrs frolic here, and their music and
conversation lingers even when they do not.
1008 — A smooth and unbroken black wall fills the entire space.
Impassable and cannot be entered.
1108 — A smooth and unbroken black wall fills the entire space.
Impassable and cannot be entered.
1208 — A smooth and unbroken black wall fills the entire space.
Impassable and cannot be entered.
1308 — Deserted Gardens.
1408 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
1508 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
0109 — Deserted Gardens.
0209 — Deserted Gardens.
0309 — Huge twisting roots wind downwards and south along a steep loamy
hillside, forming a series of precarious ledges. A
campsite.
0409 — Huge twisting roots wind downwards and south along a steep loamy
hillside, forming a series of precarious ledges.
0509 — Deserted Gardens.
0609 — A harsh mountain slope, covered in crags, gravel, and collapsing
shale. Snow lies on the ground, thicker the further down towards the
vast pit’s center, giving off a blinding light as though reflecting the
sun.
0709 — A harsh mountain slope, covered in crags, gravel, and collapsing
shale. Snow lies on the ground, thicker the further down towards the
vast pit’s center, giving off a blinding light as though reflecting the
sun.
0809 — Deserted Gardens.
0909 — A smooth and unbroken black wall fills the entire space.
Impassable and cannot be entered.
1009 — A flat and shallow pool of alien liquids, slightly luminescent.
Crab dogs sleep and play in the unearthly bluish glow. A
student of the Intruder meditates in the pools.
1109 — A flat and shallow pool of alien liquids, slightly luminescent.
Crab dogs sleep and play in the unearthly bluish glow.
1209 — A smooth and unbroken black wall fills the entire space.
Impassable and cannot be entered.
1309 — Deserted Gardens.
1409 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
1509 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
0110 — Deserted Gardens.
0210 — Deserted Gardens.
0310 — Huge twisting roots wind downwards and south along a steep loamy
hillside, forming a series of precarious ledges.
0410 — A monolithic tangle of roots, rising above the rest of the
landscape, up to the roof of the gardens. There are pathways hidden here
that connect to the thickets above. Birds from the surface world make
their way down here to nest, and the wind of the surface blowing over
holes in the earth that lead here creates sounds like a great distant
musical instrument.
0510 — Huge twisting roots wind downwards and south along a steep loamy
hillside, forming a series of precarious ledges.
0610 — A harsh mountain slope, covered in crags, gravel, and collapsing
shale. Snow lies on the ground, thicker the further down towards the
vast pit’s center, giving off a blinding light as though reflecting the
sun. A single well maintained road with many switchbacks emerges from
the rootmass of 0510 and gives a relatively safe route to 0710.
0710 — The bottom of a pit, shaped like the imprint of the peak of a
mountain. Covered in snow, with deep cracks and crevasses hiding
volcanic activity within. A
city, empty of physical inhabitants but operated by automatic processes,
sits here and maintains itself for any who might stumble their way
in.
0810 — A harsh mountain slope, covered in crags, gravel, and collapsing
shale. Snow lies on the ground, thicker the further down towards the
vast pit’s center, giving off a blinding light as though reflecting the
sun.
0910 — A smooth and unbroken black wall fills the entire space.
Impassable and cannot be entered.
1010 — A flat and shallow pool of alien liquids, slightly luminescent.
Crab dogs sleep and play in the unearthly bluish glow.
1210 — A flat and shallow pool of alien liquids, slightly luminescent.
Crab dogs sleep and play in the unearthly bluish glow.
1310 — A smooth solid unbroken black wall.
1410 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
1510 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
0111 — Deserted Gardens. Crumpled paper scraps with graphite smudges can
be found here.
0211 — Hills of shale, rising southward, coated in a papery substance.
Topological lines are drawn directly on, and smear easily. Travelers
pick up smudges of graphite dust as they climb.
0311 — Hills of shale, rising southward, coated in a papery substance.
Topological lines are drawn directly on, and smear easily. Travelers
pick up smudges of graphite dust as they climb.
0411 — Deserted Gardens. Crumpled paper scraps with graphite smudges can
be found here.
0511 — Deserted Gardens.
0611 — A harsh mountain slope, covered in crags, gravel, and collapsing
shale. Snow lies on the ground, thicker the further down towards the
vast pit’s center, giving off a blinding light as though reflecting the
sun.
0711 — A harsh mountain slope, covered in crags, gravel, and collapsing
shale. Snow lies on the ground, thicker the further down towards the
vast pit’s center, giving off a blinding light as though reflecting the
sun. An
old abandoned monastery sits at the cavern’s edge, above the
snowline.
0811 — Deserted Gardens.
0911 — A smooth and unbroken black wall fills the entire space.
Impassable and cannot be entered.
1011 — A flat and shallow pool of alien liquids, slightly luminescent.
Crab dogs sleep and play in the unearthly bluish glow. Seawater flows
into the pool from the south, making for mesmerising swirls of
luminscence, but it does not flood.
1111 — A flat and shallow pool of alien liquids, slightly luminescent.
Crab dogs sleep and play in the unearthly bluish glow.
1211 — A smooth and unbroken black wall fills the entire space.
Impassable and cannot be entered.
1311 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before. A
small village has formed against the wall in of the megastructure. Its
residents try to mine the pitch black material, with no success.
1411 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
1511 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
0112 — Deserted Gardens. Crumpled paper scraps with graphite smudges can
be found here.
0212 — Huge mounds of easily broken paper, rising to the south like
hills. Resembles the material of a wasps nest. Graphite lines are drawn
onto them, highlighting the contours of the hills and giving an unreal
quality to the landscape. Digging far enough into the papery layers
reveals loose shale.
0312 — Huge mounds of easily broken paper, rising to the south like
hills. Resembles the material of a wasps nest. Graphite lines are drawn
onto them, highlighting the contours of the hills and giving an unreal
quality to the landscape. Digging far enough into the papery layers
reveals loose shale.
0412 — Huge mounds of easily broken paper, rising to the south like
hills. Resembles the material of a wasps nest. Graphite lines are drawn
onto them, highlighting the contours of the hills and giving an unreal
quality to the landscape. Digging far enough into the papery layers
reveals loose shale.
0512 — Deserted Gardens. Crumpled paper scraps with graphite smudges can
be found here.
0612 — Deserted Gardens.
0712 — Deserted Gardens.
0812 — Deserted Gardens.
0912 — Deserted Gardens.
1012 — A smooth and unbroken black wall fills the entire space.
Impassable and cannot be entered.
1112 — A smooth and unbroken black wall fills the entire space.
Impassable and cannot be entered.
1212 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before. Luminescent liquid from 1111 floats in
from the north, providing light. Chunks of perfectly black debris litter
the seafloor, where the wall that was once here was torn away by some
massive force. Has a cavern roof above, cannot leave via surfacing.
1312 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
1412 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
1512 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
0113 — Deserted Gardens. Crumpled paper scraps with graphite smudges can
be found here.
0213 — Huge mounds of easily broken paper, rising to the south like
hills. Resembles the material of a wasps nest. Graphite lines are drawn
onto them, highlighting the contours of the hills and giving an unreal
quality to the landscape. Digging far enough into the papery layers
reveals loose shale.
0313 — Huge mounds of easily broken paper, rising to the south like
hills. Resembles the material of a wasps nest. Graphite lines are drawn
onto them, highlighting the contours of the hills and giving an unreal
quality to the landscape. Digging far enough into the papery layers
reveals loose shale.
0413 — Deserted Gardens. Crumpled paper scraps with graphite smudges can
be found here.
0513 — Deserted Gardens.
0613 — Deserted Gardens.
0713 — Deserted Gardens.
0813 — Deserted Gardens.
0913 — Deserted Gardens.
1013 — Deserted Gardens.
1113 — Deserted Gardens.
1213 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
1313 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
1413 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
1513 — A simulacrum of the seafloor. Creatures of the land can breath
and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before.
0114 — Deserted Gardens.
0214 — Deserted Gardens. Crumpled paper scraps with graphite smudges can
be found here. To the south, the Wall of Catage looms.
0314 — A cave entirely filled by a huge paper wasp nest structure, its
contours sharpened by easily-smudged graphite. Clings to the Wall of
Catage. An
ancient balcony opens from the wall into the nest.
0414 — Deserted Gardens. Crumpled paper scraps with graphite smudges can
be found here. To the south, the Wall of Catage looms.
0514 — Deserted Gardens. To the south, the Wall of Catage looms.
0614 — Deserted Gardens. To the south, the Wall of Catage looms.
0714 — Deserted Gardens. To the south, the Wall of Catage looms.
0814 — Deserted Gardens. To the south, the Wall of Catage looms.
0914 — Deserted Gardens. To the south, the Wall of Catage looms.
1014 — Deserted Gardens. To the south, the Wall of Catage looms.
1114 — Deserted Gardens. To the south, the Wall of Catage looms.
1214 — Deserted Gardens. To the south, the Wall of Catage looms.
1314 — Deserted Gardens. To the south, the Wall of Catage looms.
1414 — Deserted Gardens. To the south, the Wall of Catage looms.
1514 — A simulacrum of the seafloor. Creatures of the land can
breath and move as though they are on dry land, creatures of the sea can
breathe and swim as though they are submerged. Amphibious beings
experience both simultaneously, which can be overwhelming to those who
have not experienced it before. To the south, the Wall of Catage
looms.
The extremely good hex kit assets I used for this map can be found
at:
https://johnbattle.itch.io/batts-analog-hex-kit-tileset
https://johnbattle.itch.io/batts-digital-hex-kit-tileset