Hollow World: Selhomarr, 8 miles per hex

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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Cthulhudrew » Tue Jan 12, 2010 3:54 am

That looks great! Question- what are the oddly colored heavy forest hexes supposed to represent? And the differently colored rivers?
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Seer of Yhog » Tue Jan 12, 2010 2:48 pm

Cthulhudrew wrote:That looks great! Question- what are the oddly colored heavy forest hexes supposed to represent? And the differently colored rivers?


Hey, thanks!

The purple lines denote where I want escarpments to run - I figured it would be much faster to sketch them out than draw them in. So, the area around Heressina in the south is dominated by rugged sea cliffs, and that nook in the interior is an exotic forest boxed to the east and south by cliffs (and a waterfall).

The oddly-coloured forests are areas where dilianoras grow. Those are the rare, vaguely magical trees that were transported over from old Lhomarr when the culture was rebooted in the HW. What I would like, for the final map, would be a modified Good Magic Point hex - with a silver tree instead of white. Just didn't have the time to develop one on my own.
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Thorf » Tue Jan 12, 2010 5:10 pm

Silver is tricky because it tends to just look grey. It's possible to use a gradient to make it look more metallic, but I try to avoid them since they don't look good in 8-bit PNG files.

Would a heavy forest with the trees turned white work?
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Seer of Yhog » Tue Jan 12, 2010 7:13 pm

Thorf wrote:Silver is tricky because it tends to just look grey. It's possible to use a gradient to make it look more metallic, but I try to avoid them since they don't look good in 8-bit PNG files.

Would a heavy forest with the trees turned white work?


Hey Thorf - that would work just perfectly.

Geoff
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Seer of Yhog » Fri Jan 22, 2010 5:05 pm

OK, without further ado, here are the notes for the most recent map:

The coastal road from Ancaramir passes through Tambaromnorion (already done) to Arristamir, and then goes inland to Prymenon, then back to the coast at Restalomnarion (crossing the river there). It will continue into Atlissini, but I’ll need to draw up that map to plot the route.

There are trails from Restalomnarion and Arristamir to Dirianlastion. There is also a ferry route from the latter village to Remosanorion. Dimanyos has no regular connection to the mainland (and they like it that way).

Ansarilnos is connected to the coast road by a trail.

The trail from Gorimnorastion, which passes through Tamanithasios (forgot to name it on the map), continues to Dilanorteldathis, and then to Carithtelios.

The road from Ongalithion (now named) runs to Heressina. The road will follow the coast to Ilyaralastion and points further west. It should also go north, probably staying above the cliffs, to Belomnarios, Carithtelios, and the two villages further north.

Another trail connects Ardaldamir to Prymenon, by way of Tamarorastion.
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Thorf » Sun Jan 24, 2010 5:08 pm

I finished doing Tynerii tonight, but I'm having problems exporting a PNG on my new computer. When I get it sorted out I'll post it.

In the meantime, a few Tyneriian questions:

The spelling of Ilarnnian - should it be Ilarnnian or Ilarrnian?

What does "Ilarrnolur" (underneath the Lorethii forest label) refer to?

You marked the bay in the northeast Sepirolos Bay, but the 40 mile per hex map has it as Xerothnyi Bay. Which do you want to use?

I'll likely have more once the map is posted - and even more for the other regions. ;)
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Seer of Yhog » Mon Jan 25, 2010 8:07 pm

Thorf wrote:The spelling of Ilarnnian - should it be Ilarnnian or Ilarrnian?


Ah, that should be Ilarnnian (two "n"s)

Thorf wrote:What does "Ilarrnolur" (underneath the Lorethii forest label) refer to?


That's what the Ilarnnians call the Lorethii Forest (and again, I've misspelled it). All the place names in that region are Ilarnnian, with the exception of the river (which I could name if there's space on the map when it's done). The (sort of) exception is Dirdassos/Tolkaadiz, which, although almost entirely Ilarnnian, has a Lhomarrian name due to its status as a major administrative centre (with all the connections to the rest of the empire that such a status implies), and the small Lhomarrian population that lives there. Other settlements don't name Lhomarrian names, and it's quite likely that Lhomarrian isn't spoken by most people. Haven't decided what the two Ilarnnian villages in Tynerii proper would be like, but I sense gaming possibilities.

Thorf wrote:You marked the bay in the northeast Sepirolos Bay, but the 40 mile per hex map has it as Xerothnyi Bay. Which do you want to use?


Let's use the original name - my bad.
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Thorf » Thu Jan 28, 2010 1:28 pm

I've uploaded the latest version, with Tynerii almost complete. I've corrected the spellings and the bay name on my version, but they won't show up until the next upload - which hopefully won't be too long, since I'm working on the next one now. 8-)

Edit: I also took the liberty to mark two bridges. And I made a preliminary good fishing hex, although it's likely just a placeholder for now.

The cliffs don't show up very well, so I'm making them a little bit clearer. I left some areas where the cliffs have worn down, sloping down to the sea. But I made the island in the fjord completely surrounded by cliffs - it sounds like it could make for some interesting adventure opportunities that way. ;)

I also just finished extending the national border all the way round.
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Thorf » Thu Jan 28, 2010 2:07 pm

I'm working on Ardeth. I notice that you seem to have overlooked some captions from your 40 mile per hex map here too. Specifically, Garith is now Gareth; the Forest of Garithor went un-named; and the two rivers (the Ferennis and the Disarna) have got new names. Let me know which names you want to go with. Could it be that the Calimnissian Flow has different names for each part of its length? It seems a possibility.

Edit: Another question: what do the Gs in the mountains stand for?
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Seer of Yhog » Fri Jan 29, 2010 3:03 pm

Lovely work, as always Thorf! :D I'll answer your questions....

Thorf wrote: I notice that you seem to have overlooked some captions from your 40 mile per hex map here too. Specifically, Garith is now Gareth; the Forest of Garithor went un-named;


Ah, those are most likely typos and omissions on my part - thanks for pointing that out.

Thorf wrote: and the two rivers (the Ferennis and the Disarna) have got new names. Let me know which names you want to go with. Could it be that the Calimnissian Flow has different names for each part of its length?


To the people in Calimnis, the Calimnissian Flow begins at the Lhomarrian Range and flows, unbroken, to the sea. To everyone else, it only begins where the Disarna and Ferennis meet. ;) The Barancarith and Rethelcarith are tributaries of the Ferennis (whose name I may modify to make consistent with the developing naming conventions), while the Disarna is fed by the Tamcarith and the others.

Thorf wrote:Edit: Another question: what do the Gs in the mountains stand for?


Those are supposed to denote glacier hexes (picturesque snow-capped peaks, from which snow monsters and frigid rivers flow!)
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Thorf » Fri Jan 29, 2010 4:23 pm

Update: I just uploaded the latest version of the map, including not just Tynerii but also Ardeth and Soroth, all finished and ready for checking. :D

I also added a new variation of the map with the guide turned off, which gives you a slightly different view of how much we've done and how much there is still to do. I'll likely delete this version eventually when it becomes obsolete, so I'm not linking it to the main post of this thread, and there's no need to archive it at the Vaults (or anywhere else).

Here it is: http://mystara.thorf.co.uk/unofficial/_ ... status.png

Seer of Yhog wrote:
Thorf wrote: I notice that you seem to have overlooked some captions from your 40 mile per hex map here too. Specifically, Garith is now Gareth; the Forest of Garithor went un-named;


Ah, those are most likely typos and omissions on my part - thanks for pointing that out.


Okay. I'll leave them in as they are, then. :)

To the people in Calimnis, the Calimnissian Flow begins at the Lhomarrian Range and flows, unbroken, to the sea. To everyone else, it only begins where the Disarna and Ferennis meet. ;) The Barancarith and Rethelcarith are tributaries of the Ferennis (whose name I may modify to make consistent with the developing naming conventions), while the Disarna is fed by the Tamcarith and the others.


Ah, I see. I've fitted the captions to the appropriate parts of the rivers, but let me know if I made any mistakes or there's a better spot for labelling.

While we're at it, I also didn't copy the collapsed plateau rivers and islands section exactly, so please check that it's okay. It's easy enough to change it if necessary.

Those are supposed to denote glacier hexes (picturesque snow-capped peaks, from which snow monsters and frigid rivers flow!)


I should have been able to work that one out. :oops: Anyway they're marked now.
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Thorf » Fri Jan 29, 2010 4:31 pm

Things to check on the latest version of the map:

Ardeth Bogs of Disania
Ardeth southern border
Ardeth Plateaus
Ardeth Roads and Trails
Soroth Plateaus
Soroth Roads and Trails
Soroth Forests
Tynerii Good Fishing Spots

Seer of Yhog wrote:- The purple lines are meant to be the line of an escarpment, which forms the southern border. Some time in the distant past (but after Selhomarr was created) there was a great earthquake in this region, which caused a large portion of the escarpment (which formerly ran roughly diagonally) to collapse. Hence the broken lands hexes. After the land subsided, and new river courses were carved, much of the resulting lowlands filled up, creating a mass of rivers and tiny islands. I haven't decided where Selhomarr's border would run in this part - perhaps it would follow the mainland.


For now I placed the border as an arbitrary line through the mess of rivers and islands. It seems likely it would just be a "line on a map" type theoretical border, so this probably the easiest way to go. We could also move it to go round the top or bottom edge of the rivers.

- I'm toying with the idea of turning the northern swamp into a bit of a sinkhole, in which case (correct me if I'm wrong) the forested hill hexes could be edged in low escarpments. This would create a low-lying region where the river collects a bit and becomes stagnant. Then, I'd like to have a couple of mushroom forest hexes replace a few swamps. Yep - giant shrooms, thanks to a combination of weird minerals, and the SoP (some Immortal whisked some giant shrooms from the surface world and deposited them here - long before Selhomarr appeared). Just thought it would be a cool feature.


This is a nice idea, but I'm not sure exactly where you want the escarpments. I placed some fungal forests, but I'm not sure if they're where you were thinking of. Let me know and I'll fix it up.
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Chimpman » Fri Jan 29, 2010 5:06 pm

Thorf wrote:I also added a new variation of the map with the guide turned off, which gives you a slightly different view of how much we've done and how much there is still to do. I'll likely delete this version eventually when it becomes obsolete, so I'm not linking it to the main post of this thread, and there's no need to archive it at the Vaults (or anywhere else).

Here it is: http://mystara.thorf.co.uk/unofficial/_ ... status.png

Hey! Actually I think you've passed the 50% mark - at least for territory within the Selhomar borders. Looks like only 3 or 4 (tops) more sections to tackle before the map is done. Of course filling in the rest of the area (outside the borders) will take a bit more work ;)

Keep it up guys! I really like this map 8-)
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Seer of Yhog » Fri Jan 29, 2010 7:06 pm

Very strange - I went to the local library over lunch to try to view the new map (because Thorf's site is blocked at work - who would have thought Thorf was dangerous! :P), but for some reason I couldn't view them. I could get to the main page, and get down to the thumbnail level in the directories, but none of the maps were viewable.

Has anyone else had any difficulty?
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Chimpman » Fri Jan 29, 2010 7:20 pm

Seer of Yhog wrote:Very strange - I went to the local library over lunch to try to view the new map (because Thorf's site is blocked at work - who would have thought Thorf was dangerous! :P), but for some reason I couldn't view them. I could get to the main page, and get down to the thumbnail level in the directories, but none of the maps were viewable.

I got the link above without any problems, and the handful on the front page don't seem to be giving me any problems either.

:twisted: Boy... these are some of the most beautiful maps I've ever seen. Words simply can not describe them. It's really a shame you can't enjoy them... :twisted:
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Seer of Yhog » Fri Jan 29, 2010 9:50 pm

chimpman wrote:Boy... these are some of the most beautiful maps I've ever seen. Words simply can not describe them. It's really a shame you can't enjoy them...


Image
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Chimpman » Fri Jan 29, 2010 10:39 pm

Seer of Yhog wrote:
chimpman wrote:Boy... these are some of the most beautiful maps I've ever seen. Words simply can not describe them. It's really a shame you can't enjoy them...


Image


:mrgreen: If I could snip a post and hang it above my mantle, this would be it. I haven't laughed so hard in a long time... especially after I read the image's name.
You might want to consider that as an avatar ;)

Seriously though, the escarpments look brilliant. I don't know how Thorf does those. On my own maps I always get so frustrated with the things that I just scribble them in as fast as I can just to be done with them.

I really, really, Really like the Soroth territory. I think you could build an entire campaign just within the borders of this area. The Gorimnis hills and mountains are just begging to be explored by adventurers... and I'm dying to see a more detailed view of the headwaters of the Silver Tree River (and the waterfall, and the forest in that area, and the nearby ruins of Arristarathnir). I think that is my absolutely favorite section of this map.

I'd also love to see what the city of Heressina is like. Cliff walls to the east, and ocean to the west. I can see this being a very interesting place.

I really want to visit Soroth... that's how good the map is (can you see it yet Geoff?)!

Thorf:
Another thing I just noticed - you're using different size fonts for the settlement labels. Is that a new practice, or is that something you've been doing in other maps? Regardless, I like it.

And another question for you - do you draw the roads and trails by hand, or is there some tool you use to help? If by hand, I must say I'm impressed. I can never get my hand steady enough to draw lines that smoothly using my digital pad.
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Thorf » Sat Jan 30, 2010 3:05 pm

As far as I can tell there are no problems with the site. I hope you manage to see it soon Geoff.

Chimpman wrote:Seriously though, the escarpments look brilliant. I don't know how Thorf does those. On my own maps I always get so frustrated with the things that I just scribble them in as fast as I can just to be done with them.


They are made up of three parts stacked on top of each other: two sets of hexes and the line representing the escarpment. The line is on top, made 60% transparent with a brush applied to give it the little height lines. Next is the hexes for the top of the plateau, which are masked using a shape made from a copy of the escarpment line. This means that the hex types on top of the plateau continue right up until the edge. Finally, at the bottom of the stack are the hexes for the terrain below the plateau.

What this means is that you have two sets of hexes on top of each other, with one masked off so that the bottom ones show through at appropriate places.

I really, really, Really like the Soroth territory. I think you could build an entire campaign just within the borders of this area. The Gorimnis hills and mountains are just begging to be explored by adventurers... and I'm dying to see a more detailed view of the headwaters of the Silver Tree River (and the waterfall, and the forest in that area, and the nearby ruins of Arristarathnir). I think that is my absolutely favorite section of this map.

I'd also love to see what the city of Heressina is like. Cliff walls to the east, and ocean to the west. I can see this being a very interesting place.

I really want to visit Soroth... that's how good the map is (can you see it yet Geoff?)!


It is rather nice, and full of potential as you say. Nice job on it, Geoff! :)

Thorf:
Another thing I just noticed - you're using different size fonts for the settlement labels. Is that a new practice, or is that something you've been doing in other maps? Regardless, I like it.


It's a feature taken from some official maps, really. Generally it's just the capital which has a bigger point size. Another option (in line with many real world maps) would be to have different point sizes for villages, towns and cities. In fact it could be combined with the current system too, so that regional capitals and other important settlements would always have a larger point size regardless of size.

There are various experimental things going on with the type in these maps. If you notice anything else you like or dislike, please feel free to comment. :)

And another question for you - do you draw the roads and trails by hand, or is there some tool you use to help? If by hand, I must say I'm impressed. I can never get my hand steady enough to draw lines that smoothly using my digital pad.


I draw them by hand using my Wacom tablet. I'm not that good at using it either, but with Illustrator you can adjust and redraw paths again and again until they're just right, so it's not that hard. It also helps to control how far you're zoomed in while you draw: zoomed too far in or out makes drawing straight lines where you want them rather hard. For my maps, about 200% seems best. (And I should add that the published versions are not 100% but 125% - every time I export them, I have to re-render them at 125%. I've long considered just blowing up the maps permanently so that 125% becomes the base 100% size, but thus far I have resisted it because the smaller size is likely better for printing and PDFs.)
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Seer of Yhog » Sun Jan 31, 2010 4:01 am

Chimpman wrote::mrgreen: If I could snip a post and hang it above my mantle, this would be it. I haven't laughed so hard in a long time... especially after I read the image's name.
You might want to consider that as an avatar ;)


Suggestion noted!

Chimpman wrote:Seriously though, the escarpments look brilliant. I don't know how Thorf does those.


I agree - he really is a true cartomancer. I bask in his holy mapiness.

Chimpman wrote:I really, really, Really like the Soroth territory. I think you could build an entire campaign just within the borders of this area. The Gorimnis hills and mountains are just begging to be explored by adventurers... and I'm dying to see a more detailed view of the headwaters of the Silver Tree River (and the waterfall, and the forest in that area, and the nearby ruins of Arristarathnir). I think that is my absolutely favorite section of this map.


Wow - thanks! The more I think about it, the more I think this region does have a strong potential for further development - centrally located in the empire, a mix of large and small settlements, lots of land to explore, mixed terrain, sea encounters, and tensions with neighbouring Atlissini and the Imperial Domain. Arristarathnir (Stronghold of Silent Shadows) is also a deadly place, too, which is partly responsible for the creation of the swamp.

Chimpman wrote:I'd also love to see what the city of Heressina is like. Cliff walls to the east, and ocean to the west. I can see this being a very interesting place.


Well, for the Selhomarr Gaz revamp, I was seriously thinking about city maps... Part of my thinking on Heressina is that a portion of the city extends into the cliffs themselves. This could originally have been a haven in case of invasion, or it could have originated for other purposes (some of which might still be valid).

Chimpman wrote:I really want to visit Soroth... that's how good the map is (can you see it yet Geoff?)!


Then I did my job! :mrgreen:
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Seer of Yhog » Wed Jun 23, 2010 6:19 pm

Thorf wrote:Things to check on the latest version of the map:

Ardeth Bogs of Disania
Ardeth southern border
Ardeth Plateaus
Ardeth Roads and Trails
Soroth Plateaus
Soroth Roads and Trails
Soroth Forests
Tynerii Good Fishing Spots


Back in the saddle on this project!

Everything on the list is perfect! There is only one small thing to change for Ardeth for the next round of updates (and I realise that it was me not being clear) - if it's possible, I'd like escarpments added to the area south of Jehannos, dividing the forested hill hexes from the swamp (this was the sinkhole effect I was thinking of - perhaps I was using the wrong term). Then, we could toss in a couple of fungal forests. Let's leave the ones you put in the far south, though - those are cool, too.
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Seer of Yhog » Fri Jun 25, 2010 4:16 pm

Here is the map of Ilyoris.

Map notes are as follows:

The coastal road from Ilyaralastion (in Soreth) passes through Lomnamir and Tamaronilnos on the way to Ayrissom. There it branches, with the southern route heading through Saristeldar and then following the coast into Akalis province. The contentious northern route heads due north (through the battlefield), then turns "west" towards a giant statue (the "S" on the map, intended to be replaced by the statue marker from the Milenia map) and ending at Ilandurion.

A trail heads northeast from the battlfield to Sandarilnos, and then to Tolandurios, with a side trail to Seressina from the town. Silpelarios is literally the end of the line.

A little-used trail connects Saristeldar to Calimnilmar (whose name is an in-joke based on a series of popular slasher flicks from the 80s, which will eventually be reflected in an adventure hook if I get around to it).

F denotes a goodf fishing marker. I think we'll need a couple more.

Ssathash is not connected by any roads or trails, and that's how the human population likes it.
Last edited by Seer of Yhog on Fri Jul 02, 2010 6:17 pm, edited 3 times in total.
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Chimpman » Fri Jun 25, 2010 4:20 pm

I'm glad you started this back up. I was thinking of this project just the other day. Speaking of which - have you made progress with the 10th anniversary update of the Gaz?
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Seer of Yhog » Fri Jun 25, 2010 8:18 pm

Errrrr.....no. :oops:

But it's on my to-do list.
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Chimpman » Fri Jun 25, 2010 8:31 pm

Seer of Yhog wrote:Errrrr.....no. :oops:

But it's on my to-do list.

:lol: :lol: :lol:
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Re: Hollow World: Selhomarr, 8 miles per hex

Postby Seer of Yhog » Fri Jul 02, 2010 6:18 pm

New map uploaded - check here.
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