In this hypothetical game, does the camera stay trained on the player as they walk through individual maps of hexagons or illustrations (such as the skull cavern), or does the player walk through the boundary of a screen and have the camera 'flick' across, like something out of Flashback or Abe's Oddysee? A real-time 'lighting' engine where hexagons far away from the player are dimly lit, could work just as well as a flick-screen map system where objects of interest retain detail.
I really like the low-scale render of the grave marker, from the purple-grey-brown ground to the edge-lit gravestone proper.
This is an interesting question I didn't give a proper thought, tbh. I'd make it 'flick across' with the map section player currently explores occupying most of the screen, similar to this mockup.
As for the "lighting", each hexagon would have 3 states: 'visible' (occupied by the player and the neighbors), 'visited', 'unexplored'. Not sure if I'd make 'visible' hexagons have more than 1 dim value depending on the distance from the player.