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#51 |
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Join Date: Nov 2010
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Indeed, that is on my to do list. Sinle has done a preliminary world map of Yrth. I posted it on my blog. Only Ytarria is shown, but you can get an idea of where it is in relation to the equator.
My assumption is that latitude is indicated in 15 degree intervals. That would put the northern coast of the Nomad Lands around 50 degrees. If folks have ideas on what they want to see I will take requests. https://www.deviantart.com/sinleqiun...emap-935403969 Encampment sites are only meant to represent the center of gravity for inhabitants in that particular area. At 500 square miles per hex (with a total area of roughly 550,000 square miles of area), it is safe to assume there are innumerable small villages, temporary encampments and seasonal camp sites throughout the region. Pure hunters would need 1 square mile per person to population density. Add some foraging, animal herding and minor farming and we can assume many more than that inhabit the region. 2/18 - minor lakes & forests have a more organic look now. We can assume that the Nomad Lands have innumerable small lakes and rivers (similar to Scandinavia) across the whole northern steppe. Mapping such an intricate system of waterways is, for the moment, beyond the scope of this project, and likely of little value for actual game play. Reduced the line thickness of the major river lines, roads and nation borders. Two variants, with large plateaus which house Native American tribes in the Orclands are posted. Not sure which one, if either I prefer. It was more of an experiment than anything else. Moved the two northern Meglan castles. There are twin towns near the border which I will assume would be fortified themselves to stop raiders. All towns/settlements on the map have been named. Decided to use my much neglected GURPS Conan. Nomad Lands (Nordheim) consists of the Nordheimr and the Vanier. South of the Whithoods is a Cimmerian culture. Suits the positioning. There is room in the central forested area of the Nomad Lands for a Slavic culture, based on GURPS Russia. 2/19 - added the map I found online of Ytarria which I have been using as inspiration for adding minor rivers. Not sure who made this one. There was no scale and it appears that some rivers flow into the Great Desert (no clue why, perhaps it is a pre-Banestorm concept map). The additional water ways certainly rationalize the idea that the interior of the continent was able to be explored and colonized. Their addition also allows GMs to encourage players to adventure in areas which might be otherwise impossible or difficult to end up in. Reduced the opaqueness of the forests and jungles by 10% to allow for better hex visibility on printed maps. Added a new canon map. Bare bones. Mostly only the features on the Banestorm book maps. No lakes, minor rivers, ect. 2/21 - looking at the map, it is my impression that the hills in central al-Wazif are actually made up of hills and some low mountains in the western end of the arm. Updated the map to reflect that, although I will keep the canon map as simply a range of hills. Not sure which is quite appropriate to be honest. 2/24 - new hill icons and mountain icons created (regular and snow-capped). Last edited by darebear; 02-24-2023 at 08:05 PM. |
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#52 |
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Join Date: Nov 2011
Location: Seattle, WA
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Any updates, darebear?
I'm about to start fiddling with the map myself and want to makes sure I have the "best" version of what you've been working on!
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-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
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#53 |
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Join Date: Nov 2010
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Yes. I work on it every day. It has become somewhat of a passion. I update it regularly when I make any appreciable changes.
I am in the process of adding small icons for villages, towers and castles. It is a slow process. Of course not every village is on the map. That would be quite impossible. The ones noted are simply the center of gravity for a local power base like a keep, tower or small town. Normally at 24 miles per hex only cities and large towns are represented on said maps. However, since the map is so big it ends up being quite empty when that logic is applied. If anyone has an idea what the population density would be for a nomadic culture I would be most interested. My guess would be around 5 folks per square mile (2500 per hex, but I am likely off). I have read that hunter/gatherers were roughly 1 person per square mile. I would be most curious to see how many nomadic folks could fit into the Wazifi plains (I know it does not quite work that way since areas are not always in a condition for grazing). To facilitate Arabian Nights adventures, a small desert and some oasis has been added to the central region of al-Wazif. The description of the country does talk about desert nomad life, but that terrain is absent from the map. I was thinking Syria when I added that area; arid with many oasis. The desert in al-Haz is more akin to the Kalahari in Africa. The al-Wazif central hills are now a low mountain range. Facilitates isolated wizard towers, monster lairs and other sites of danger for magic carpet owners to travel to. I am considering adding more tributaries to the Markarem river along the Wazifi border. That area is implied to be heavily farmed, at least in the eastern regions north of the hills. (DONE) Some folks might not want these changes in their campaign, so I posted another version of the map without those two deserts added in and without the al-Wazif mountain range (just regular hills), along with the usual bare bones canon version from the main book. Megalos is my next target for addition of villages, towers and such. There is lots still to be done. The Orclands and the Djinn Lands are still in WIP and I still need to name many rivers and forests. If you want me to post a version of the map without certain features let me know. It is just a matter of hiding certain layers on the file. 2/28 - Fixed the location of Quazr-as-Sawh in al-Wazif. Had it in the wrong place. :-/ Last edited by darebear; 02-28-2023 at 08:14 PM. |
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#54 |
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Join Date: Aug 2004
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I really appreciate this project of yours! The results may not be "official", but it'd be great if your map spurred more interest in Banestorm, maybe even new adventure and supplement proposals directed at SJG.
I've got no expectation that you're soliciting requests from people. Still, if on a day of happy mapmaking you should find yourself wondering what else people might want to see, here are some points of interest that come to my mind: Volcanoes! The Ytarria map seems to forego most fantasy maps' love of volcanoes. West coast rain forests. Ytarria's west coast is long and rather dull. It'd be a nice place for counterparts to California's redwood forests and Washington's temperate rain forest. (Though maybe those coastal forest blotches in the Orclands and Sahud already do the job.) Plus maybe some nice jungle along the coast down south? Canyons. You've already got badlands; a couple of notable canyons, grand or otherwise, would be nice additions. (That includes fault lines and gaping rifts, which of course hold entrances to hidden underground worlds.) Lands o' lakes. Yeah, Ytarria has lakes. But I'm thinking the craziness that you see in a close-up map of northern Minnesota, or the absolutely nutty mess that you get a bit farther north in Canada. Lakes on lakes on lakes. A region or two like this on Ytarria would be welcome. Valleys. Those wide mountain ranges could be spiced up with some big noteworthy valleys, perfect for remote communities, giant waterfalls, mountain lakes, lost prehistoric jungles, and yodeling competitions. Fjords. The Nomad Lands need some good fjords. (I assume they're there, just not indicated on Banestorm's maps.) Ice shelves. Big ice shelves maybe need to wait for a different, more northern continent. But maybe the Nomad Lands could support a perpetually frozen sea area up top? Other. Named mountains (is Ytarria completely lacking in these, or am I just missing it?), glaciers, notable cave systems, tepui table-top mountains (great places for lost world adventures), major hot spring areas, noteworthy cliffs... == Incidentally, a side thought on the bigness of Ytarria. Yes, it's big, as that well-known "USA on Ytarria" map shows - it holds the US, with even more space out west. But it doesn't have room for Mexico and Central America down below, or the huge Canadian land mass up top. So I'd guess that the extremes of climate between north and south are mild compared to North America. (Then again: fantasy climate, so anything goes.) I simply note that while Ytarria is huge among Earth countries, it's not particularly giant as a continent. (Which still leaves it a massive and sparsely-populated place for adventure, so it's plenty big enough!)
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T Bone GURPS stuff and more at the Games Diner: http://www.gamesdiner.com RSS feed | Site updates thread | Twitter/X: @Gamesdiner (dormant until the platform is well again) (Latest goods on site: No Big New Content of late, but the blogroll has returned to the sidebar, this page collects content edits/updates, and this page hosts minor notices and side thoughts of the sort that used to go to Twitter/X.) Last edited by tbone; 03-01-2023 at 12:34 PM. |
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#55 |
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Join Date: Nov 2010
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You read my mind Tbone. All of that is on my to-do list.
I use many sources for topographical inspiration, and you are correct, all of these features are missing from Ytarria. As far as climate, my take is you can use any excuse to have fantastic changes in climate at a local level. The Banestorm, ancient alien machines, curses....all of these can be an excuse to have a region behave differently than the latitude may otherwise suggest. Volcanoes - the Djinn Lands and the Fence of God are prime candidates. I was thinking of having a pair of them (a couple of hexes apart), both linked to the Elemental Plane of Fire (or some other dimension), one being an entrance and the other an exit point, with a corresponding arc of Essential Fire flowing in the sky from one to the other. West coast rain forests - agreed. I envision the west coast to be a gradual plateau, increasing in height as you move eastwards, with the lowlands being like what you describe, possibly with some sharp plateau inclines at certain points. Canyons - agreed. I planned on doing something like this for awhile. The area between southern Caithness, Megalos and al-Wazif is uninspiring (a vast emptiness) and a prime candidate for something bizzare like a land tear or other fantastic dangerous place which is avoided by all three realms. Lands o' lakes. I have perused many a map of Norway and Finland thinking this same thing. I envision The Nomad Lands and Northern Megalos. It is a lot of drawing but I think it is manageable. I need to reference more maps to judge the scale of lakes and such to get a better idea on what is big vs too big. Valleys - I need to flesh those out in the Bronze and Fence of God. Likely just by spreading the ranges out a bit. The old D&D map of Mystara, specifically Norwold is my reference for that. Fjords - agreed. Redrawing the coast is not something I want to do at this time though. Mapping fjords would be a nightmare. Glaciers - I have a map layer for that. It is currently empty. The plan was to put those in both the Nomad Lands the Bronze Mountains, along with plateaus in the central regions. Named Locations - this is another to do list. I have a huge list of names with short write ups for all types of terrain (mountains, forests, swamps). Getting pen to paper is hard sometimes. Once you zoom in on the map and start working on it you realize how huge it is. Areas which I need ideas for are legion. However a few stand out: The plains just south of the Great Forest, between the Great Desert and the mountains. There is one area of ruins and thats it. This area needs a history and something more interesting than more plains. My first thought was a plateau, possibly by extending the mountain range right to the desert and putting said plateau in the middle of that. The area north of the al-Wazif hills, and the region between the Smoke and Makarem rivers. Right now it is a vast empty zone, with many areas of low mana. I have considered filling it with a large lake, mountains...something, anything. One of my main drivers is to create a continent where there are no "boring" locations, meaning there is a reason for adventurers to go there. Its not realistic, but that is not the point in fantasy games to begin with. It could be left as is of course...but having vast emptiness smack dead in the middle of the map bothers me though. West Megalos - between the Blackwoods and Lake Acheron. More emptiness. I have considered adding a small mountain chain here (caused by glaciers from a previous ice age), along with a few lost valleys, effectively blocking the easy expansion of the woods and adding interest to this backwater area. Eastern Orclands around Castle Defiant. I have considered populating this with small human enclaves, beholden to no other Leige, with a rebuilt/undestroyed Defiant, struggling to hold back the Orc tribes. Anyway, suggestions are welcome. I have no qualms about stealing ideas from folks or other supplements. |
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#56 |
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Join Date: Nov 2011
Location: Seattle, WA
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I love it all so much. I guess my only request is to get to Cardiel too and add some more map features!
If I had the skill, I'd make a LOT more changes though, primarily by increasing areas of "uncivilized" land, adding more frontiers, and generally creating space for more petty kingdoms (perhaps between some of the larger powers). I mean, just look at a map of Europe during the Holy Roman Empire...so so so many dukedoms, principalities, and petty kingdoms. But that's going wayyyy past canon, so mostly just keep doing what you are doing, it's amazing and very very appreciated!
__________________
-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
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#57 |
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Join Date: Nov 2010
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Thanks Apoc.
I am not done with Cardiel yet. Not by a long shot. That country is more or less a nation of semi-independent Principalities. It is ripe for internal strife or low level intensity conflicts. I need to add additional castes, estates and wizard towers. There is also plenty of room for additional topographical features: rivers/lakes (with corresponding river pirates), small forests in isolated areas and hill/low mountain regions. The western hills are an intriguing area. That could be expanded into a small mountain chain as well. Cardiel reminds me of the D&D Mystara Grand Duchy of Karameikos: a very secular area, with potential for internal strife/civil war with avenues for both wilderness and seaborne adventures. What it currently lacks is the wilderness and a history which provides for "lost civilizations" and places to explore. One possibility is to have the country become a wizard den, with corresponding estates along with monsters which regularly escape. A dark foreboding forest for the more insane ones and as haven for those fleeing civilized society might be in order as well. |
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#58 | |
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Join Date: Aug 2004
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Quote:
(Incidentally, I cleaned up my last post to properly name the continent Ytarria, not Yrth. I get that wrong a lot. Speaking of continents, I know Banestorm mentions the existence of other continents, but no other continent has an official name, does it?)
__________________
T Bone GURPS stuff and more at the Games Diner: http://www.gamesdiner.com RSS feed | Site updates thread | Twitter/X: @Gamesdiner (dormant until the platform is well again) (Latest goods on site: No Big New Content of late, but the blogroll has returned to the sidebar, this page collects content edits/updates, and this page hosts minor notices and side thoughts of the sort that used to go to Twitter/X.) |
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#59 |
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Join Date: Apr 2005
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Taking a guess at Yrth's physical geography:
Volcanoes
Spoiler:
Rain Forests
Spoiler:
Canyons, Fjords, and Valleys
Spoiler:
Lands O' Lakes
Spoiler:
Glaciers
Spoiler:
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#60 |
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Join Date: Nov 2010
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There is a volcano on the island. It has a red peak. If you want another one we can do that.
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