The Map
Bob has described the concept, but I wanted to give a bit more detail for the thousands of FFH lurkers out there (
![cry cry](https://www.realmsbeyond.net/forums/images/smilies/cry.gif)
).
Each player has a setup very similar to this one, with the same resources and general terrain, so I'll just show you DaveV.
Starting region:
Note the exclusive isle, which has enough for two packed island cities, and will hopefully prompt naval exploration. It's boundaries are setup so that preventing boating the capital should be difficult.
There's also a defogged coastal route to the star visible. These are impassable (unless you want to chance a Maelstrom) but mean that post-sailing there will be a coastal trade route available to the star. Dave has one of the shorter ones, which shouldn't be relevent unless someone starts blockading.
Contested Island/Donut Region:
The Star:
They each get a tendril like this, though the bottom ones were easily the most trouble to draw. Note the preponderance of Ice - there's only one tundra tile on the map currently, but Sun I adepts will change that quickly.
Central Star:
The portal unloads on the volcano. Each tendril is protected by a Held, Drill 4, Strong, Hidden Nationality, Heroic Defense 2 Hunter. This should ensure that each player is allowed relatively uninterrupted entrance to their areas. I fully expect some of the players to delete theirs, but it will cost them.
Centre Donut:
Tundra-Hill Yggdrasil stands there, protected by the powerful Yoda! (...A Weak/Withered Goblin.) This island is setup to frustrate, with them being required to settle on a resource, none of which give capital bonuses.