I’m working on a hexcrawl, and I figured a fun and useful addition to the map would be natural campsites; spots that are known (to rangers and the like) to offer good shelter.
The basic idea here would be that these sites offer protection from the elements and wildlife – but that other travellers know about these spots as well, which can lead to unwanted guests or strange, enigmatic figures joining you at the campfire. Mechanically, I would decrease the odds of wildlife/monster encounters, but increase the odds of human(oid)/fellow traveller encounters.
This could lead to the (amazing) concept of the Majula-like camp, except at various spots on the map.

Whereas ‘civilization’ (cities and the like) are the place for normal people, connected by roads and patrols, it is spots like these – connected by nearly invisible trails and tracks – that form the infrastructure for adventurers.
Here’s a bunch of ideas!
Mountains
- Skywatcher’s Perch
Description: A narrow plateau high above the clouds, where the wind howls but the stars shine bright.
History: Used by ancient astronomers to track celestial movements.
Why it’s a good campsite: The elevation provides a clear view of approaching threats, and rainwater collects in a natural basin nearby. - Stormcaller’s Rest
Description: A cave carved into the side of a sheer cliff, with jagged rocks forming a protective barrier.
History: A hermit once lived here, claiming to commune with the thunder gods.
Why it’s a good campsite: The cave shields from the harsh mountain storms and strong winds. - The Fallen Colossus
Description: A massive ruined statue of a forgotten king, its broken pieces forming natural windbreaks.
History: Once part of a grand monument, shattered by an earthquake centuries ago.
Why it’s a good campsite: The hollowed torso provides shelter, and the ruins deter wildlife. - Frozen Henge
Description: A ring of frost-covered standing stones atop a lonely peak.
History: An ancient pilgrimage site for those seeking enlightenment in solitude.
Why it’s a good campsite: The stones block the worst of the wind, and a spring-fed pool remains unfrozen even in the coldest months. - Windhowl Pass
Description: A deep gorge with overhanging cliffs that cut the wind to a whisper.
History: Once a hidden smuggler’s route between mountain kingdoms.
Why it’s a good campsite: The overhangs provide excellent shelter, and an old fire pit suggests others have rested here safely.
Forests
- The Hollow Oak
Description: A massive, ancient oak with a hollow trunk large enough for several people to sleep inside.
History: Local legends claim it once housed a druid’s spirit.
Why it’s a good campsite: Dry shelter within the trunk, hidden from prying eyes. - Mossveil Glade
Description: A soft, moss-covered clearing surrounded by thick, protective trees.
History: Said to be the burial site of a lost elven prince.
Why it’s a good campsite: The moss provides natural bedding, and the dense tree cover shields against rain and wind. - Echo Hollow
Description: A shallow cave beneath a rocky outcrop, overgrown with vines.
History: Used by bandits in the past, now long abandoned.
Why it’s a good campsite: Dry, well-hidden, and protected from the elements. - Silverbrook Crossing
Description: A small grove beside a gently flowing stream, its waters sparkling under the moonlight.
History: Travelers have used this spot for centuries due to its fresh water supply.
Why it’s a good campsite: Access to clean drinking water, and fish are abundant in the stream. - Crumbling Shrine
Description: A ruined stone altar, now reclaimed by nature.
History: Once a place of worship for forest spirits.
Why it’s a good campsite: The stone foundation offers a dry, stable surface to sleep on, and the remnants of old offerings may still have magical blessings.
Swamps
- Gator’s Rest
Description: A raised island of dry land amidst the murky waters, ringed by cypress trees.
History: Named for the large alligator skull found here long ago.
Why it’s a good campsite: Safe from flooding, and local wildlife avoids the area for unknown reasons. - Witch’s Haunt
Description: A tangle of vines and roots forming a natural dome over a dry patch of earth.
History: Once home to a reclusive swamp witch.
Why it’s a good campsite: Hidden, naturally insulated, and away from the biting insects of the water. - The Drowned Watchtower
Description: The ruined top of an old tower, half-sunken into the bog.
History: Once part of a fortress, now all but lost to time.
Why it’s a good campsite: Elevated above the swamp, keeping campers dry and safe from creatures below. - Bonepile Rise
Description: A mound of earth littered with ancient bones, overlooking the swamp.
History: A battlefield from a forgotten war, its dead long picked clean.
Why it’s a good campsite: The bones deter scavengers, and the ground is firm enough for a fire. - Moonlit Mire
Description: A shallow pool with strange, bioluminescent plants growing along its edge.
History: Legends say the lights guide lost souls.
Why it’s a good campsite: Provides eerie but natural illumination at night, reducing the need for torches.
Hills
- Stonewatch Ridge
Description: A long, grassy ridge with a scattering of large boulders.
History: Once used as a lookout point by ancient hill tribes.
Why it’s a good campsite: Elevated position provides an excellent vantage point, making it hard to be ambushed. - Foxburrow Hollow
Description: A gentle depression in the hills, lined with soft grass and wildflowers.
History: Named for the many fox dens found here.
Why it’s a good campsite: Sheltered from strong winds and naturally camouflaged from passing threats. - The Whispering Stones
Description: A circle of ancient, weather-worn stones at the top of a rolling hill.
History: Believed to be a sacred site for long-lost druids.
Why it’s a good campsite: The stones block the wind and provide an eerie but peaceful atmosphere. - Badger’s Rest
Description: A series of small, interconnected caves nestled into the side of a hill.
History: Once home to a wandering hermit who lived among the wildlife.
Why it’s a good campsite: The caves offer protection from the elements and a concealed entrance. - Ridgecrest Overlook
Description: A high, grassy plateau with a commanding view of the surrounding land.
History: Used by scouts and travelers for generations.
Why it’s a good campsite: Excellent visibility for spotting both threats and opportunities, with flat ground for easy setup.
Plains
- Traveler’s Hearth
Description: A ring of old stones where fires have burned for generations.
History: A known resting place along trade routes.
Why it’s a good campsite: Already prepared for travelers, and a common place to meet others. - The Lone Rock
Description: A single, massive boulder in the middle of an open field.
History: Said to have fallen from the heavens.
Why it’s a good campsite: Acts as a windbreak and a landmark for navigation. - Whispering Grasses
Description: A shallow depression where the grass grows tall and thick.
History: Believed to be the burial site of an ancient warrior.
Why it’s a good campsite: Provides cover in otherwise open land. - Shepherd’s Shelter
Description: A ruined stone hut, its walls still partially standing.
History: Built by a long-dead shepherd as a refuge.
Why it’s a good campsite: Offers partial walls for shelter and a safe place for a fire. - Starwatcher’s Rest
Description: A perfectly flat hilltop with an unobstructed view of the sky.
History: Used by astrologers for reading omens.
Why it’s a good campsite: Great visibility, allowing travelers to see threats from afar.






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