Mapping of individual hexes is done in session, and then compiled by Del into a composite world map. (When a major update (like adding an expedition) is made to the world map, Del is awarded 100 gp to give to one of their characters.) If you’re the mapper for your session, please try to post a scan of your map as soon as possible so the world map can be updated.
The composite map is available on the “maps” section of the site. [link]. If you want a jpeg copy, let Del know and they’ll pass it along.
The identified regions are described in The Known Regions.
Hexes are referred to by an identifier number, which is xx.xx, where the first pair of numbers identify its horizontal position, and the second pair of numbers identify its vertical position. So, for example, the town of Silas is at 02.13, and the dark forest to the southeast of the town starts at 05.14. The wall protecting Silas is the grey line on the outside borders of hexes 02.12, 03.13, and 03.14.
- Terrain type is identified by background colour; there’s a legend along the bottom right.
- If a hex has been fully explored, it gets a star next to its hex number.
- The numbers in brackets next to the hex number denote relevant expeditions that have visited that hex. Information about the anything on the map is usually available in one of the logs of the expeditions listed there. (Not every expedition to travel through hex gets added to the tally on the map, just ones that added things to the map or changed the hex in significant ways.)
- A hex that has no bracketed numbers next to its hex number is unvisited.
- A hex coloured in white is unknown terrain.
If you find notice an error or something missing from the world map, let Del know and they’ll set it right.