Taking a break from writing blogposts over the Easter weekend, I found and got stuck into a new RPG project. An immense collaborative effort to write settings, hexcrawls and adventures for Antarctica, rendered as a warmer continent and overlaid with the standard B/X six-mile hex.
There is no understating the enormity of the task. Antarctica may not be the biggest continent, but it is thousands of miles of interior landscape and coastline in every direction. Apart from the need to comply with the limited number of rules, I am free to do what I want with it.
Most people
have taken the idea of an ice-free Antarctica as an excuse to do sword &
sorcery and other antediluvian/lost world stuff. I joined in on this because a continually
updating bestiary of monsters leaned that way. But I hope to mix in some
standard B/X or OSE monsters as well.
This was organized
over on Itch.io and can be found here (https://itch.io/jam/antarctica-jam).
Just click
join, look at the map, FAQ and head over to the Discord for more idea sharing
between members.
Submissions
open until February 28th 2026 at 7:00 PM
This is obviously a big project, one of which I will be keeping the blog updated throughout the rest of the year on. Interrupting my carefully planned schedule of posts but maybe allowing me to finally start posting about OSR content with any frequency.
What I’ve
done so far is reserved an island down in what is real-life Wilkes Land to
develop. The island itself is a little under 10,000 square miles or about the
size of North Macedonia. It’s self-contained and quite warm by the setting’s
logic, covered in farmland. But influenced by Wolves Upon the Coast, I wanted
to do something a little more mundane. A place of rival tribes and city-states
vying for tribute.
I used this chart, lifted from here (https://occultronics.blogspot.com/2024/10/stocking-hexes-with-bx-dungeon-stocking.html), which is already linked on the Antarctica Jam to help fill out the island. Rolling each hex’s feature. Farmland was automatically a town and if farmland and a Special result met, I eventually decided it was a city of thousands.
The low population density of Wolves Upon the Coast’s hex fill procedure worked
in my favour. Creating small patchworks of communities with the sort of
wilderness that can hide monsters. Luke Gearing fortunately uploaded it here
(https://lukegearing.blot.im/wolves-upon-the-coast-hexfill-procedure).
I then used
the standard OSE encounter tables to fill out the monster lairs. Adapting any
new ideas to try and fit my humancentric and S&S feel.
Eventually
I ran into two problems, the idea of reusing the B/X dungeon stocking table for
the wilderness meant I had a huge number of locations to write up. As you can
see, I had to trim them down to reach 200 or so, especially as each farmland
hex was dense enough to justify a writeup on this island.
The other
major issue was a self-inflicted one, I had been using the Dungeon Lair numbers
and not multiplying them by 5 for the wilderness. Meaning my landscape was carefully
calibrated for roving bands of low-population raiders and traders. Not hundreds
of monsters.
I tried to
justify this by saying the monster-slaying had reduced the population to merely
Number in Lair x2 and not x5.
For the
dungeons, and it’s hardly an OSR game without dungeons. I used this nifty chart
(https://grinningrat.substack.com/p/tetromino-dungeons)
to find some random square assemblages of what I learned are called tetrominoes.
Then I stuck them together to make dungeon layouts and stocked them with OSE
monsters.
In the
future, I would just stick to the WUTC hex filling procedure, digitized here (https://dungeon.loottheroom.uk/wolvesfills). Using the OSE SRD to fill wilderness lairs, compensating for the reduced
number WUTC would generate.
Or any of the other tools and proeedures on the Hexcrawling page for the Jam.
I’m super
interested to see if the project goes anywhere and how many people finish. If I
finish my first region early, I might choose another region. Otherwise, I await
you readers to join us in creating a setting that could provide years, if not
decades of play.
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