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| for the Wall, and for my good friend archon who I love very much |
Hexermap has been treating me well. Set Water to Landlocked in the Advanced Settings. Smaller maps tend to be more mixed.
- Plains are contiguous tin plating. On clear days, the sun's reflection is blinding, reducing visibility as you move into these sections.
- Grassland is also tin, but jagged and rusty. Any mishap carries a risk of infection (of you, or of your metal tools).
- Forest is metal scaffolding. Horizontal ledges mean you don't need to roll to move side to side.
- Dense Forest is damage from the last war (d6): melted metal; bristling spears; foreign banners; gouged-out craters (balcony); unexploded artillery; foxhole (dungeon entrance).
- Lakes are where roots break thru the wall (dungeon entrance).
- Rivers follow the roots themselves. Animals and Braids are surefooted when walking on roots.
- Swamp is dense foliage, vines, fungi. Dangerous fauna and flora are more likely to hide here. (+1 climbing die size, random encounters on 6+)
- Hills are exposed concrete and stone. Moving upwards out of these sections means navigating an overhang. (particularly dangerous!)
- Mountains are sacred sites: vertical shrines festooned with gargoyles. (potential dungeon entrance) Any mishap risks a curse.
- Desert is a particularly hazardous section (d6): burning plating; electrified grille; caustic chemifall; dismembering machines; gravitational anomaly; a gap.
- Tundra is iced over by shivers. Cascades thick fog in poor weather.
- Roads are salmon-trails left by other climbers: ropes and pitons and clear indicators.
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| overhangs, potential routes, in-the-wall routes |
These are very Cath-specific but hopefully illustrative. (I didn't even add the big plastic slide that takes you down a level for free.)


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