This generator is designed to create an explorable hex flower with points of interest. It uses d100lands (see PocketLands v1.1 for legend) to generate terrain, as well as prospective roads and rivers. Points of Interest are generated using Worlds Without Number.
Instructions
Choose a default terrain type (grasslands, forest, swamp, hills, mountains, or wasteland). Any hex with an "S" result is this default terrain. Interpret roads and rivers as desired.
Biome Map
| Roll on "d100lands" Roll on "d100lands" Roll on "d100lands" |
Roll on "d100lands" Roll on "d100lands" Roll on "d100lands" Roll on "d100lands" |
Roll on "d100lands" Roll on "d100lands" Roll on "d100lands" Roll on "d100lands" Roll on "d100lands" |
Roll on "d100lands" Roll on "d100lands" Roll on "d100lands" Roll on "d100lands" |
Roll on "d100lands" Roll on "d100lands" Roll on "d100lands" |
Hex Flower Key

Points of Interest
{% hex01={d6} %}
{% hex02={d6} %}
{% hex03={d6} %}
{% hex04={d6} %}
{% hex05={d6} %}
{% hex06={d6} %}
{% hex07={d6} %}
{% hex08={d6} %}
{% hex09={d6} %}
{% hex10={d6} %}
{% hex11={d6} %}
{% hex12={d6} %}
{% hex13={d6} %}
{% hex14={d6} %}
{% hex15={d6} %}
{% hex16={d6} %}
{% hex17={d6} %}
{% hex18={d6} %}
{% hex19={d6} %}
{%if hex01 <= "2"%}
Hex 1
Roll on "Basic Type of Feature"
{%end%}
{%if hex02 <= "2"%}
Hex 2
Roll on "Basic Type of Feature"
{%end%}
{%if hex03 <= "2"%}
Hex 3
Roll on "Basic Type of Feature"
{%end%}
{%if hex04 <= "2"%}
Hex 4
Roll on "Basic Type of Feature"
{%end%}
{%if hex05 <= "2"%}
Hex 5
Roll on "Basic Type of Feature"
{%end%}
{%if hex06 <= "2"%}
Hex 6
Roll on "Basic Type of Feature"
{%end%}
{%if hex07 <= "2"%}
Hex 7
Roll on "Basic Type of Feature"
{%end%}
{%if hex08 <= "2"%}
Hex 8
Roll on "Basic Type of Feature"
{%end%}
{%if hex09 <= "2"%}
Hex 9
Roll on "Basic Type of Feature"
{%end%}
{%if hex10 <= "2"%}
Hex 10
Roll on "Basic Type of Feature"
{%end%}
{%if hex11 <= "2"%}
Hex 11
Roll on "Basic Type of Feature"
{%end%}
{%if hex12 <= "2"%}
Hex 12
Roll on "Basic Type of Feature"
{%end%}
{%if hex13 <= "2"%}
Hex 13
Roll on "Basic Type of Feature"
{%end%}
{%if hex14 <= "2"%}
Hex 14
Roll on "Basic Type of Feature"
{%end%}
{%if hex15 <= "2"%}
Hex 15
Roll on "Basic Type of Feature"
{%end%}
{%if hex16 <= "2"%}
Hex 16
Roll on "Basic Type of Feature"
{%end%}
{%if hex17 <= "2"%}
Hex 17
Roll on "Basic Type of Feature"
{%end%}
{%if hex18 <= "2"%}
Hex 18
Roll on "Basic Type of Feature"
{%end%}
{%if hex19 <= "2"%}
Hex 19
Roll on "Basic Type of Feature"
{%end%}
| d100 | Result |
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98 |
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99 |
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100 |
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| d10 | Result |
|---|---|
1-2 |
Ruin -> Roll on "Basic Ruin Type" |
3-5 |
Community site -> Roll on "Community Site" |
6-7 |
Court site -> Roll on "Court Site" |
8-10 |
Wilderness site -> Roll on "Wilderness Site" |
| d6 | Result |
|---|---|
1 |
Residential site -> Roll on "Residential Ruin" |
2 |
Military site -> Roll on "Military Ruin" |
3 |
Production site -> Roll on "Production Ruin" |
4 |
Religious site -> Roll on "Religious Ruin" |
5 |
Cultural site -> Roll on "Cultural Ruin" |
6 |
Infrastructure site -> Roll on "Infrastructure Ruin" |
| d12 | Result |
|---|---|
1 |
Isolated rural estate of nobility |
2 |
Massive tenement or slum tower |
3 |
Compact fortified village |
4 |
Mazey urban residential block |
5 |
Ancient arcology or fragment of it |
6 |
Sprawling slum of shanties and huts |
7 |
Townhouse of minor gentry |
8 |
Rural grange with outbuildings |
9 |
Hidden shelter against calamity |
10 |
Rubble-wrought makeshift village |
11 |
Outpost of refugees or recluses |
12 |
Inhabited natural feature or cave |
| d12 | Result |
|---|---|
1 |
Grand fortress of major significance |
2 |
Remote frontier keep |
3 |
Isolated watchtower |
4 |
Military training camp |
5 |
Half-subterranean entrenchments |
6 |
Battlefield littered with fortifications |
7 |
Hidden bunker or strongpoint |
8 |
Secret operations base |
9 |
Battered front-line fortress |
10 |
Gatehouse controlling a vital pass |
11 |
Military cache or storehouse |
12 |
Fortified waystation |
| d12 | Result |
|---|---|
1 |
Illicit manufactory for illegal goods |
2 |
Sacred shrine for holy product |
3 |
Destroyed camp or extraction site |
4 |
Inexplicable ancient manufactory |
5 |
Outsider goods production site |
6 |
Magical production facility |
7 |
Mine or open pit for excavation |
8 |
Overgrown ancient plantation |
9 |
Managed woodland gone feral |
10 |
Farm for now-feral valuable beasts |
11 |
Repurposed ancient manufactory |
12 |
Fishery or salt extraction site |
| d12 | Result |
|---|---|
1 |
Lost pilgrimage destination |
2 |
Tomb of some mighty ancient |
3 |
Shrine repurposed for a newer god |
4 |
Inexplicable sacred structure |
5 |
Outsider fane to an alien god |
6 |
Pilgrim hospital or waystation |
7 |
Fortified frontier monastery |
8 |
Prison-monastery for heretics |
9 |
Fragment of megastructure temple |
10 |
Place of some holy trial or test |
11 |
Prison for a sealed demonic force |
12 |
Holy archive or relic-fortress |
| d12 | Result |
|---|---|
1 |
Inscrutable Outsider art structure |
2 |
Ancient culture’s gathering site |
3 |
Monument complex to lost glories |
4 |
Abandoned school or study center |
5 |
Indoctrination camp or prison |
6 |
Museum of a lost nation |
7 |
Library or ancient archive |
8 |
Resort for nobles at ease |
9 |
Enormous musical structure |
10 |
Massive ceremonial structure |
11 |
Preserved “heritage” village-resort |
12 |
Taboo site of dark magic |
| d12 | Result |
|---|---|
1 |
Psychic or tech communications site |
2 |
Canal or aqueduct control center |
3 |
Reality-stabilizing Working ruin |
4 |
Massive bridge or tunnel |
5 |
Ancient power production center |
6 |
Semi-ruined teleportation node |
7 |
Subterranean transit tunnels |
8 |
Weather-control Working ruin |
9 |
Ancient road through an obstacle |
10 |
Huge ancient dam |
11 |
Outsider xenoforming engine |
12 |
Now-incomprehensible wreckage |
| d10 | Result |
|---|---|
1 |
Village of aboriginal natives |
2 |
Small colony of a nearby nation |
3 |
Soldier-farmers dispatched to the wilds |
4 |
Sectarian village of unorthodox believers |
5 |
Demihuman enclave |
6 |
Village of not-always-hostile monsters |
7 |
Bandit meeting camp for trade and fun |
8 |
Remnant of a major settlement swallowed up |
9 |
Village of rebels or exiles from a nation |
10 |
Oppressed group’s settlement of refuge |
| d10 | Result |
|---|---|
1 |
Small group of isolated recluses |
2 |
Monastery or hermit retreat |
3 |
Degenerates forced out of civilized lands |
4 |
Wizards conducting esoteric business |
5 |
Demihumans of neutral disposition |
6 |
Small tribal clan living in seclusion |
7 |
Monsters not immediately hostile in nature |
8 |
Another adventuring or explorer party |
9 |
Traders or merchants risking the wilds |
10 |
Miners, prospectors, or woodsmen |
| d10 | Result |
|---|---|
1 |
Cavern or cave complex |
2 |
Extreme example of the native terrain |
3 |
Valuable natural resource site of some kind |
4 |
Lake, spring, or major water source |
5 |
Crevasse, rift, or broken ground |
6 |
Megastructure remnants or fragments |
7 |
Traces of a long-lost road or canal bed |
8 |
Mountain, high hill, or commanding height |
9 |
Treacherous ground suited to the terrain |
10 |
Pocket of unusual or atypical terrain type |