Bayou of Feathers 6: What’s Where?
Earlier this week, I whipped out Atelier Clandestin‘s Sandbox Generator and went hex-by-hex to determine the main feature in each hex. (Nota Bene: That product link is still an affiliate link. If you click and purchase, I get a small bit of pocket change.) The results are shown below.

I only tweaked two of the randomly generated features. In Hex 19, there was a repeat of a feature having something to with upcoming weather. Since Hex 8 ended up with a randomly generated “Mycelial Proliferation”, I decided to repeat that result in Hex 19. The second tweaked location is Hex 6, since that’s where I put Unvary-by-Water.
Recall that each hex is 2 miles across. That’s about 10.4 square miles per hex, which might seem small. To get some perspective, imagine that someone stole a vehicle and put it somewhere in 10.4 squares miles of forest. It can take a search party a few hours to cover just one square mile of terrain. If you can’t follow the vehicle tracks leading in, you’re facing a potentially lengthy search.
So, what noteworthy features did I randomly generate?
1. There’s only one other settlement in the region: Nisme-on-the-Hill, a hamlet notable for its tourney grounds. This tells me a couple of things. The were-alligators are not refugees from Nisme. Also, there must be larger communities that include knights somewhere outside the center group of hexes. Nisme could be a stopping point on a commonly traveled road.
2. There are several features both artificial and natural that contain hints about other things. Two of them have clues about a magic weapon. If both are about the same weapon, perhaps these clues are there because adventurers seeking the weapon met some grim fate in Hexes 3 and 13?
3. Three of the results deal with fungus. Hexes 8 and 18 have proliferations of mycelium. Hex 12 has a hallucinogenic spore hazard. These hexes are not that close to each other. Is there a sort of fungus that proliferates when a certain sort of weather is imminent? Does this fungus mature and release hallucinogenic spores?
4. There is a group of orcs camped in Hex 19. Are they responsible for the heads on spikes in Hex 2?
5. A wolf pack hunts near a wooden fence in Hex 4. Why is there a wooden fence?
6. Who excavated the quarry in Hex 10?
7. Bandits and beastmen lair in Hexes 15 and 17, respectively. The bandits are close to both Nisme and Unvary. Do they prey on travelers passing through Nisme to points beyond?
8. There are five dungeons in the region: The Chambers of Twilight (Hex 5), The Haunted Tombs (Hex 7), The Infernal Burrows (Hex 11), The Haunted Pits (Hex 14), and The Crumbling Chambers (Hex 16).
Whew! That’s a lot potential plot hooks in about 200 square miles of territory, and this is only one cluster of hexes. There are six other clusters, yielding about 1,100 square miles of territory.





