Hollow World: Selhomarr, 8 miles per hex

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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Seer of Yhog » Thu Jul 08, 2010 2:22 pm

Next stop - the semi-thirsty land of Akalis. Once this is done, there are only two maps left to do, and a few minor refinements after that, and The Great Map will be done!
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Seer of Yhog » Fri Jul 09, 2010 7:17 pm

I must be on a roll. Here is the map of Akalis. And now for the notes:

- The coastal road from Saristeldar in Ilyoris crosses into Akalis and heads straight to the forgettable village of Solrestathis (lit., "dwelling of little water"), the only place for miles around that has accommodations or decent supplies of water. From there, the road continues southwest through the gap, and then follows the line of the hills northwards towards Dedremii, where it ends.

- A second road heads north to Arstina, but after that it is reduced to a trail, passing through all the villages. From Solelnamir, the trail joins with the main road before it dips down to Solrestathis. There are also trails from Tamrestanyos to the nearest mine, and from the road to Dedremii and the nearest mine.

- There is a coastal trail from Dedremii to Southend Tower, passing through Disaramir.

- There is a side trail from the main road to Beseron's Watch.

- There is a trail from Solrestathis to Rosilmarion, and from there to the mine.

- The forest on the Silver Isles should be coloured white.

- As on other maps, the purple lines denote escarpments.

- and finally...the X should be replaced with a shipwreck.
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Seer of Yhog » Wed Jul 14, 2010 6:31 pm

Another one down - the province of Atlissini. Notes to come.
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Chimpman » Wed Jul 14, 2010 6:58 pm

Only 2 more to go? I can't wait to see the completed map!
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Seer of Yhog » Thu Jul 15, 2010 1:02 am

One, actually. :D The last one (Sexerothnyi, a northern province) will change quite a bit from how I originally envisioned it, because now the Third Empire of Mogreth exists in that swamp even further north.
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Seer of Yhog » Mon Jul 26, 2010 6:50 pm

Now for the Map Notes for Atlissini....

The eastern coastal road from Soroth (Restalomnarion) continues north to Gorimbaramir, and then goes inland straight to Xirenyos (with a side-road to Solgalithios. The road then splits, with one branch heading due north, through one of the Twins, to Prenos.

The other branch heads west, hugging the coast, passing through Sorathis (with a side road up to the other Twin), and then to Nevora. This branch also splits a few hexes outside of Xirenyos, just south of the battle marker, with a road heading south to Ilaprymendion (hugging the hills), and then south off the map to connect with Tynaldamir. So, you can do a nearly complete circle around the Tylierian Peninsula (cart races, anyone).

As for the trails, Indalrestion is connected to the north-south road, and from there is a (highly unsafe) trail hugging the coast to Orestian’s Tower. There is another trail to the ruins of Baranrothnios, but this is most often used by adventurers (and often one-way at that). Solgalithios is connected to the nearest mine with a trail, as well. Prenos is connected to the lighthouse by a trail.

There have been efforts to connect Orestian’s Tower with the Twins, but the presence of monster-infested caves (need one or two of those in the hills) has ensured that not much work has been done.

Fire-blackened Dulbaranyosion was destroyed long enough ago that the paved road it once had has long since become overgrown.

Xirenyos is connected with the nearest mine by a trail. Another trail runs from the western Twin up to Jurandinos, and then Belastamir, which is in need of adventurers (there’s also a branch off of that trail to Nevora). Iltynamir is no longer connected by a trail. The people of Belastamir try their best to maintain the trail to the lighthouse.

Dimorastios is connected to the nearest road by a trail, and to the nearest lighthouse. One of the hills hexes also contains caves.

Needless to say, any trails in sunken Galithmir are known only to the fish and other sea critters.
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Seer of Yhog » Tue Jul 27, 2010 2:27 pm

Ah yes, forgot to mention the usuals:

F=good fishing place
S-sunken ships (lots of naval battles with the Antalians around here, which explains why the coasts have basically been abandoned, outside of walled towns)
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Seer of Yhog » Tue Oct 19, 2010 7:01 pm

Update: I've been working away at the last map of the series, and I'm almost there. Hopefully it should be done by next week.
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Seer of Yhog » Tue Nov 09, 2010 2:53 pm

Yes, it's late. Coming up with place names is getting difficult. Suggestions (3-4) welcome - just give me an English name and I'll translate it into Lhomarrian.
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Seer of Yhog » Wed Nov 10, 2010 9:26 pm

Never mind - I finished it. Here it is - the last part of the map:

http://i215.photobucket.com/albums/cc29 ... othnyi.png
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Seer of Yhog » Wed Nov 10, 2010 9:34 pm

Now for the notes:

The great coastal road runs from Garidishavn and follows the coast to Prallis, Silanbarios, and around the southern part of the hills until it can run straight to Balarisanteldar, which is a junction.

The coastal road continues across the Marelnacarith to Rethnaris, and then to Ilyarithas and finally ending at Seradian's Wall. There's probably a coastal trail that continues from there, off the map, which would end up somewhere in the Third Mogrethian Empire. Not too much traffic, though, unless it's armed.

The northern road goes from Balarisanteldar to the Lake of Lost Hope, and skirts the dry edge of it to reach the North Watch.

There's also a sea route from Rethnaris to Marelnamir. Nothing connects to Segalithcoris, as the latter is a community of people expelled from the empire.

As usual, "X"s are sea battle markers, and "F" means good fishing.
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Thorf » Sun Jul 17, 2011 6:15 pm

Surprise! :D

Over the past few days I found some free time at last and completed all the pending updates to the map. There was a lot to do, so there are likely a few errors and omissions. After that's out of the way, though, the map will be almost finished.

The last step is to fill in the areas outside Selhomarr's borders. Geoff, what do you want to do about that? It's quite a vast area, but there's no real need to develop anything other than the basic terrain - best to leave that to another project, don't you think? I can quite easily fill in the hexes with the terrain from the underlying 40 mile per hex map, if you want. There are a couple of areas where you deviated from the 40 mile per hex map that I'll need some help with, though.

Unfortunately, I haven't been able to make a PNG of the map, so I've uploaded the PDF instead. (I can't export PNGs of big maps like this one on my home computer, despite it being higher spec than the older one which I now use at work. I think it's related to using Illustrator in 64-bit Windows.)

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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Havard » Sun Jul 17, 2011 8:35 pm

Looks Great Thorf! Fantastic to see another map by you :)

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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Chimpman » Mon Jul 18, 2011 1:12 am

I'm blown away Thorf! The map is brilliant. You and Geoff have done an awesome job with this... now I can't wait to see the revised Selhomarr Gaz ;) No Pressure Geoff.
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Seer of Yhog » Mon Jul 18, 2011 4:10 am

:shock:

*dumbfounded* *amazed*

:mrgreen: :mrgreen: :mrgreen:

*words will come later*
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