Hexmancer
System: Hexmancer v1.2 Author: Martin Ralya (Traverse Fantasy) Status: Optional supplement — not core to WH Key Sections: Geography, Hex Map
Why Hexmancer Isn’t Core to Western Horizon
The Fundamental Mismatch
Hexmancer’s model: Players wander hex-by-hex, generating terrain procedurally as they go.
Western Horizon’s model: Players declare destinations, GM preps that specific location. Travel is often abstracted. Content focuses on destinations, not journey.
WH doesn’t need procedural hex generation because players post quest intent, not “we wander northwest.”
When Hexmancer Is Useful
Optional hexcrawl mode: If your table wants detailed exploration where the journey itself is the content — where wandering and discovery is the goal rather than reaching a declared destination.
Random waypoint seeding: Use the d20 feature table to quickly generate discoveries during travel. Wizard tower (11-12), Temple (13-14), Castle (15-17) become waypoints. Hand off to Street Magic for detailing.
Terrain generation for new regions: When establishing a new area of the map, Hexmancer’s terrain generation can seed the discovery pool with geographically appropriate content.
What WH Uses Instead
The Travel & Complications tables cover most WH needs:
- d20 Complications table
- d12 Waypoints table
- d12 Encounters table
- d12 Weather table
Hexmancer Tables (Quick Reference)
Three-dice method:
- d30: Terrain generation (influenced by adjacent hex)
- d24: Feature presence (by region type)
- d20: Feature type (ruins, roads, structures, villages)
Plus special rules for byways and waterways spanning multiple hexes.
See Source Systems for purchase information.