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01-25-2023, 04:36 PM | #1 |
Join Date: Nov 2010
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Completed Ytarria Hex map with terrain added
Finished my first version of Ytarria with terrain features added. I considered using different colors for the climate in the Muslim lands. Maybe on my second version. I assumed all areas of Ytarria are at least lightly wooded, except for the Djinn lands and the Great Desert. The wooded areas are exceptionally heavily forested. Hills and mountains have flora depending on the needs of your campaign.
Newest map is at the bottom of the blog entry. https://darebearsminiemporium.blogsp...f-ytarria.html https://drive.google.com/file/d/1-1y...ew?usp=sharing Last edited by darebear; 01-12-2024 at 08:14 PM. |
01-26-2023, 12:49 AM | #2 |
Join Date: Apr 2005
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Re: Completed Ytarria Hex map with terrain added
Very nice!
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01-26-2023, 01:59 AM | #3 |
Join Date: Jul 2009
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Re: Completed Ytarria Hex map with terrain added
This is awesome! Thank you very much for sharing. I appreciate your hard work.
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01-26-2023, 06:09 AM | #4 |
Join Date: Nov 2010
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Re: Completed Ytarria Hex map with terrain added
Your welcome fellas. My intention is to add different terrain types such as rocky desert, badlands, steppe, stuff like that. Likely some named locations too for adventures.
You can check back periodically to see what I have added. It is very much a work in progress. Last edited by darebear; 01-26-2023 at 10:55 AM. |
01-26-2023, 11:08 AM | #5 |
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: Completed Ytarria Hex map with terrain added
Awesome, and something that I have long looked for. My own attempts got aborted in boredom.
I know that you said it's a work-in-progress, but just to be sure: I think that you are missing some hills. Western Al-Wazif, the Cardien/Hazi border, and the island in Keyhole Bay stand out. I think that there may have been a supplement that put some hills near the Wazifi coast, too? And I could be completely wrong but it sort of feels like southern Araterre and especially Bilit Island should be mostly tropical forest, doesn't it? A suggestion: maybe use the widely-accepted three-dots symbol for ruins? It looks like the therefore sign- https://en.wikipedia.org/wiki/Therefore_sign. A critique: it is difficult to differentiate national borders from rivers. The Megalan/Caithness and Cardien/Hazi borders are particular examples. Also, I don't think that the door symbol for the dwarven halls works well. Either the usual town dot or something that looks like a cave mouth might be better. Are you familiar with CartographersGuild.com? https://www.cartographersguild.com/content.php I find it to be an invaluable source.
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I'd need to get a grant and go shoot a thousand goats to figure it out. Last edited by acrosome; 01-26-2023 at 11:29 AM. |
01-26-2023, 02:01 PM | #6 |
Join Date: Nov 2010
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Re: Completed Ytarria Hex map with terrain added
I agree with your critique. Unfortunately, I did not produce the original hex map template. Another fella did. The cities, rivers and borders are part of his document. So, I basically have to work with what I am given.
The islands are not done yet. I am working with Inkscape and generally learning as I go. For terrain, I consider the main map in the Banestorm book a very high level overview..basically what scribes think they know. I have been adding swamps, moors, light hills, badlands, oasis, forests, plateaus and other features as I see fit. My finished map will be far more detailed than what is presented. The continent is huge and there is plenty of room for all kinds of biomes which are not represented on the map. For example in al-Haz I have added oasis, hills, arid plains, coastal jungles, a rocky/sandy desert near the al-Wazif border (with the caravan route going through it), and badlands areas for all manner of bandits and monsters to reside. |
01-26-2023, 10:04 PM | #7 | ||
Join Date: Jan 2019
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Re: Completed Ytarria Hex map with terrain added
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10-16-2024, 12:37 PM | #8 | |
Join Date: Aug 2005
Location: Portland, Oregon
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Re: Completed Ytarria Hex map with terrain added
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National borders often are rivers in real life both because surveyors find them convenient and because armies don't find them so when they are perpendicular to the march. However canon says Caithness doesn't have borders, it has marches. The Hazi border is to wild to be worth the bother to survey. While the Megolos border is where Megolan battle mages find the "magical desert" terrain uncomfortable.
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"The navy could probably win a war without coffee but would prefer not to try"-Samuel Eliot Morrison Last edited by jason taylor; 10-16-2024 at 02:07 PM. |
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01-29-2023, 05:02 PM | #9 |
Join Date: Mar 2017
Location: Brazil
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Re: Completed Ytarria Hex map with terrain added
Hey, for anyone wanting to create fantasy maps for plays, I found this online one that is absolute fantastic. It has everything anyone could ever want an then some. You'll have details that you didnt even ask for! Im in absolute awe about it, check it out, I hope it can help
https://azgaar.github.io/Fantasy-Map-Generator/ |
01-29-2023, 10:50 PM | #10 | |
Join Date: Jul 2006
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Re: Completed Ytarria Hex map with terrain added
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banestorm, mapping |
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