1 Mile Hex Mapping

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Re: 1 Mile Hex Mapping

Postby Robin » Sun Jun 12, 2016 6:25 pm

Gecko..you are excellent...some more details I need
Due this I think I have to do a second version of the Western Half of the Map before the Meteor destroyed the region and altered it greatly.
Luckily I've done much on the version with the damage, so a copy and alteraing would suffice.
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Re: 1 Mile Hex Mapping

Postby Gecko » Mon Jun 13, 2016 1:12 am

Robin wrote:Due this I think I have to do a second version of the Western Half of the Map before the Meteor destroyed the region and altered it greatly.


That would be most useful, but means a lot more work for you - especially if you work via copy/paste in paint -- I still can't believe you make such large maps that way :shock: (I've mapped individual rooms that way and once a whole dungeon that way- but I can't picture doing a big overland map that way)
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Re: 1 Mile Hex Mapping

Postby Robin » Mon Jun 13, 2016 2:50 pm

Gecko wrote:
Robin wrote:Due this I think I have to do a second version of the Western Half of the Map before the Meteor destroyed the region and altered it greatly.


That would be most useful, but means a lot more work for you - especially if you work via copy/paste in paint -- I still can't believe you make such large maps that way :shock: (I've mapped individual rooms that way and once a whole dungeon that way- but I can't picture doing a big overland map that way)


I can't understand it myself either :o ..it keeps me busy in my depression :( ..and thus away from doing harm to myself. :?
Just as with the Monster Manual compilation ...it's frigging huge and massive and still growing (Constructs almost ready now :lol: )
I seem not to have an internal brake ...in my creations, and continue until the PC refuses to gobble my information down the way I like it. :twisted:
In my maps it is a continuation of gazzillion cuts and pastes after another. and before I know it, my stomach hurts from hunger and it is night again.
I make great use of larger brushes(see my legend http://6inchnails.deviantart.com/art/Legend-610520076 ) which makes it much easier. First I enlarge the 8 mile hex with paint with the resize button 500 and then 188, this is the exact size that 8 1 mile hexes fit in the 8 hex. Then I cut the black 1 mile hex roster, cutting and pasting only a thousand times orso until all the 8 miles are covered. Then i start using the terrain groups of 7 hexes to fill in. This is a heavy, boresome part. Then the fun, the details...here I try to combine all canon and fanon sources togethher, with ecology, social economic structures and behavior (for example borders of regions are NEVER random, they have a reason, just as roads). Here I create in my mind a huge, three dimensional picture how everything is, and how I change things, like height and river flow, and finally then I place the last details like brooks, and settlements.(still according canon/fanon as possible. The good part of 1 mile scale vs 8 mile is that I can shift things a few hexes in either direction to make it fit. This 3d map, seems to keep sticking in my mind (even when i sometimes have to readjust it when finding mistakes, and as thus I am capable of viewing the areas I mapped as if I am there...neat aint it :lol:
I don't know why and how I have this,but my mind works a bit strange. sometimes I can draw a whole building in my head and view the backside without ever looking, and often it is a near perfect fit....and this I try to do with maps too. You don't know ho often I wandered through the Canolbarth or now the Broken Lands and Ethengar, as if I am there at that right moment. I still can't comprehend how and why I do this, ...but hey...it gives nice maps.. :mrgreen:


For the map of before crater I've already begun with cutting and pasting and resizing to fit all together.http://sta.sh/01ri0qzho9ha, using the after meteor as a baase with the canon 8 and fanon 2.66 mile maps fit in. Of ciurse I have to go back in time and readjust the damage of the meteor. And so I go back and forth between both maps at the same time.
But I've stumbled upon some contradictions in the after meteor Canon and fanon maps I have found.
The canon sources are from GAZ3-TSR2511-AD&D2-Mystara-Glantri Kingdom of Magic and TSR 1082 - Wrath of the Immortals.
The fanon map left from Pandius was probably created from the 8 mile hexmap in GAZ3-TSR2511-AD&D2-Mystara-Glantri Kingdom of Magic.
The 8 mile hex map on the right is created by myself several years ago waay earlier combining the first fanon map and canon 24 mile map together into an 8 mile map

http://6inchnails.deviantart.com/art/Great-Crater-615077583
As a research tool for the creation of the 1 mile hex map of the broken lands, this is a combination of all visual sources I could find of the Great Crater that cannonically dropped down on Mystara.
Important notice is the fanon 1 mile map showing NO mountain ridge (in the Yellow lines) on the NE, while canonically 8 miles map from Glantri it does, but the 24 mile map it does not.
Also the canonicallly broken lands area in the SE is mountain in the 1 mile map (red lined)
Also as looking at the art of the Crater, the edges are much, much sharper, i.e, cliff-like than the 1 mile hex map presumes to be,
My opinion as thus is that the 1 mile map (though very very nicely made) has its major flaws, though also its major charm.
As for the creation of the 1 mile hex map of the Broken Lands I try to stay as close as canon as possible, but I surely want to add as much fanon too.
It is created from the 24 mile hexmap from TSR 1082 - Wrath of the Immortals, the 1 mile hexmap from GAZ3-TSR2511-AD&D2-Mystara-Glantri Kingdom of Magic, trying to compensate the differences. The 1 mile fanonmap, I was unaware of at that moment.
The Art from Gaz 3 reveals the craters steep angles, while the art from the Poor wizard almanac reveals the angle the meteor slammed into ..This must have been as it was seen from the north looking south.

The Poorwizards art must be an artistic impression of someone in the hills North of Blackhill/Red River, as their view was best to see it.
The art from GKoM must have been made somewhere on the craters edge south of former Volnay/Oh'r, as this is the easiest accessible. ...yet apparently dangerous enough to leave only one survivor (apparently the artist).


My problem lies in the mixing of these sources in the best way possible. Canon first..and then further...yet now I feel a bit stuck.
As the 24 miles map was created earlier and in the book detailing the event, i feel this takes presedence, yet I also feel something for the 8 mile version, but that does not explain the cannonicall described differences in the region in several sources.

So I could have some support here, and/or opinions to stear me right. so help me out here please...
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Re: 1 Mile Hex Mapping

Postby Robin » Tue Jun 14, 2016 8:00 pm

After some delving into all your souyrces (thanx Micky, Agathokles, and others) and some longterm drawing (cutting pasting, adding, removing, fitting, resizing, describing,etc) I decided to stay between a mix of the 8 mile GKoM map, WotI 24 mile map, 1 mile fan map (whoever made it, thank you :lol: ), and the extra sources from the meteor area.
I've increased the area of Hells kitchen from the fan map, as Micky explained the area already had volcanic tunnels, so with the collapse of the mountain due the meteor, and the pushing/folding the area more volcanic region is created. Nawthrat aka new threat, is (till now) the only surviving (partially ruined) fortress in that hellish region. And now occupied by evil creatures/wizards I surmise it looks somewhat like this picture.
http://thumbs.dreamstime.com/z/castle-evil-wizard-creepy-middle-lava-field-58639178.jpg
I think 36 hours in one move is long enough for today and yesterday...so I remove the matchsticks from under my eyes and try to find my bed...maybe tommorrow I'll look further again.

I still need more information about Darokin...so Geoff, If you indeed have material I can use, please...
This also counts for others, who desire some input.

The last updates... as before if you see a white field, click on it to view it or use the download button.
The latest updates of the Maps as per 26-08-2016
Broken Lands East
http://sta.sh/0rxp0mh05ys
Broken Lands West Before
http://sta.sh/0vh0nrx1kt6
Broken Lands West After
http://sta.sh/023snqhdr5uv

It is not ready yet, but slowly I am getting there. :o
Hope you can/want to help me
Also hope you enjoy this work.
Last edited by Robin on Fri Aug 26, 2016 3:15 pm, edited 1 time in total.
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Re: 1 Mile Hex Mapping

Postby Robin » Wed Jun 15, 2016 4:00 pm

I am awake again :? ...(barely... my neighbour said :roll: ..grmpff :oops:
So my work continues :geek: . Doing some Trollhattan rock spires like these :ugeek:
https://www.google.nl/search?q=troll+valley&safe=off&espv=2&biw=1120&bih=614&source=lnms&tbm=isch&sa=X&ved=0ahUKEwiB7aPspKrNAhXFzRQKHTfmCgkQ_AUIBigB#safe=off&tbm=isch&q=nationaal+park+in+Zhangjiajie+in+Noord-Hunan+in+China
Image
very interesting :halo:
suerly would imagine Trolls living here in the fog below
Image
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Re: 1 Mile Hex Mapping

Postby Robin » Thu Jun 16, 2016 10:08 pm

I slowly feel like that song from the Cranberries; :♫ ♪ ♪ ♫ ♩ ♬ ♭ ♮ ♯...Zo-O-mbie, Zo-O-mbie, ...bie, ...bie...♫ ♪ ♪ ♫ ♩ ♬ ♭ ♮ ♯.
I must get some more sleep...but these maps have captured me...they want to be finished, so they can entrap PC's and NPC's, DM's and Players alike ....har har :twisted:

Ok nonsense aside...Been working on the Before Meteor map. :o yes already... :mrgreen:
Finished the County of Wylon, placed the Hills, Silverston, and lots a mountains...yes they need way more detail...I know :| .....I am workiing on it. :x
But this step I could not let you without. :lol:
Wylon is based upon the awesome details of Agathokles http://digilander.libero.it/agathokles/glantri.htm
Yes the whole map is derived from these short lines of text...awesome, aint it, what I can draw from them... :P ..I am content. :cool:
The County of Wylon is build upon Two major large Hills; an unnamed hill to the West, and the Fruithill on the east....and a few smaller ones, amongst a pine covered one leading to the plains between Fruithill. All these hills are,...as Agathokles said,...mainly covered with fruittrees, some minor produce fields, and some grapes. There are some forested hills along the creeks that have no use, other than wood, that is because the pollution of the Silvermines affected the taste/produce of the fruits on these banks, so any produce there was soon stopped.

So This is the Map (as thus far) of the Broken Lands Before the Meteor
As always ...if you see a white surface, click on it to enlarge, or use the download button on the right...
The latest updates of the Maps as per 26-08-2016
Broken Lands East
http://sta.sh/0rxp0mh05ys
Broken Lands West Before
http://sta.sh/0vh0nrx1kt6
Broken Lands West After
http://sta.sh/023snqhdr5uv

Ohyeah...that of the Trolls and Trollhattan, I've also infused in this map.

Any input, reaction is welcome and even desired...
Last edited by Robin on Fri Aug 26, 2016 3:15 pm, edited 1 time in total.
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Re: 1 Mile Hex Mapping

Postby Seer of Yhog » Sat Jun 18, 2016 3:28 am

I've looked at the notes that I do have, and everything I did have in terms of places of interest, is already on the Piazza. :(
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Re: 1 Mile Hex Mapping

Postby Robin » Sat Jun 18, 2016 6:27 pm

Seer of Yhog wrote:I've looked at the notes that I do have, and everything I did have in terms of places of interest, is already on the Piazza. :(


Thay is a pity. ;( ..for how awesome your input already is, the region is still very bare and empty. I have only The daelbar maps thus far.(btw have a Direct link(s)??...for even from text I can draw o lot of information (like you maybe have seemn with Agathokles sourced information about Soth -Kabree, and Micky's stuff about Glantri.(
I am currently applying the Laws of Ecology upon the region, and this alrready has great effect. And study Gaz10 Thar.

So take alook at the map thus far and see if according to your sources more can be added.
I myself think that if Ardelphia was a city, villages, roads and ground use must have been more prevalent in the region of at least 24 miles away, but more possible even more, as this is a remote corner, thus the direction to it, must bare witness of the use of the region as ths..(ie. Roads, etc). The Ruins somewhat North of Ardelphia is the location of where according Sturm's 3000BC map had a Blackmoorian colony village,...only fundaments remain.
Likewise I think (like the Glantrian side) it will have a variety of current ground usage (not only plain for cattle or fields of produce, but also orchards and on hills vineyards...
As You are one of the major sources in this region, i'd like to have more input by you.. wink wink
So any Ideas you have on the map, please please give them..
(and this is for anybody reading this...I sometimes have the feeling speaking to a wall, as only rarely I receive some input from you...do you even like what i did so far...etc..so guys and girls I need your help in this, so please please react.)

Laws of Ecology I am implying on the map.
Evaporated water rises with higher temperatures, hits mountains where it coagukates together in snw, ice or water, gravity causes this water to flow down internally and on surface in time following the path of least resistance. Even glaciers flow, but very slow.
With this fluidic erosion is caused to the mountain, eroded material flows down with the water and coagiulates on more horizonral locations. These sediments harbor metals and minerals necesarry for life. Mosses and Lichens spread spores which need only the smalles amounts of water, and start creating vegetable matter, Plants spread seeds which are spread by wind, water, animals (and in the case of Mystara sometimes even by itself/magic) and take root in the sediments and biological matter (called eartH).
Altitude, wind and temperature ordain the spread of specific plants. There are so called layers, the best know is the treeline, there is also a herbline, and even a moss and Lichen line. Above these lines plants of that class will NOT take root. In a magical world some exceptions however will exist making oppurtunity of the niches given.
Where more water will be more sediments will be found, and used by the plants, as thus animal life feeding on these plants will be more common where more plants are. Even animals adapt themselves to the layers as thus there are animals which can only be found in a specific layer, region altitude, or even location.
As sentient races have the ability to regyulate the flow of waterm control the spread and growth of plants and animls,this will have a great effect upon the world.
For any creature, these same valies count, the feed where water and their food can be found, as thus they move towards these sources, and each step they take alters the region a bit, as nature dictates that any creature will always follow the easiest route to traverse, most stepd will follow the same order, thus creating animal trails, animal trails become trails which may become path and later roads. These are not constant however, and change with the environment. However, most still follow water directly or routes to water.
But even sentient races, abide by the laws of nature, the cluster more where water is, as there is more growth of kife , as thus they travel along these lines of water, Altitude is of great influence upon movement, and together with water they are the main source of how why roads and border come to be the way the come to be.
Other influences are first vegetation, then sociol economical, and this depends on the different cultures (Chaotic and order, peace or war, sometimes regions are greatly affected by dietary neds of a race.
All this I try to reflect in my maps.

As the Broken Lands know enough rain, lots of area will give oppurtunity for vegetable life. This is however, not shown on the maps.
As thus most broken land will become eroded, vegetated where possible, where water is available. From bare mountains to alpine meadows, to hrb/bush covered hills, and Broken Lands, where more water is, trees will grow if the altitude (or magic)allows this.
Lower large poorer areas will be covered by grasses, and later replaced by agricultural breeds for food or produce. Irrigation then will come to be.

there is still a lot to do :ugeek:
Any help is more than welcome.
Last edited by Robin on Fri Aug 26, 2016 3:16 pm, edited 1 time in total.
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Re: 1 Mile Hex Mapping

Postby Robin » Mon Jun 20, 2016 8:28 pm

after some deep digging on the internet I found some other sources that gave away some more material that could be of use in placing some more details in the Glantrian region south of Blackhill to Darokin.
http://www.angelfire.com/ca3/cthulhudrew/mystara/crater3.html This gives some more details of the after meteor period, but, it is clearly based on the GKoM maps without the mountains created by the impact as per earliest canon 24 mile map of Wrath of the Immortals.mapshttp://6inchnails.deviantart.com/art/Great-Crater-615077583. It can be used though on most terrain, except south Blackhill. As that area is cannonically different, all those details must be changed. As the other maps holding this region set Silverston as a tower (more probably a ruin I think) named Broknag tower. The other details of Silverston could thus be transferred to Broknag tower without to much alterations.
The crater itself I see as a somewhat more desolate version of this http://static.panoramio.com/photos/large/36588113.jpg. I could not find any clearer image, with the mountains pushed up...those i did find had water filled cratersand that is our Mystara great Creater not (yet..eventually it will though, most liogically...a few centuries further.), or were volcanic(which is different in appearance, amongst others.)

Then I found this one http://www.zoominfo.com/p/Ezechiel-Naramis/1292386303 which could give a very nice fill for the (now)evil ruler off Bargda and Hill Giant (from the link of Cthulhudrew) that still resides in the area.

Then as I found the adventure of Alan Jones,http://www.zen27196.zen.co.uk/mystara/bronsdale/episode7.pdf which together with the maps in http://other-world-advs.wikidot.com/darokinmaps gave me much more to fill in the details of the often assumed (but not so) empty regionbetween Glantri and Darokin.

Hope to find (or be led to) more sources (especially about North Darokin (Fort Fletcher, Ardelphia, Daelbar, Corunglain)
So if any of you has any idea, knowledge of or lead..please inform me.
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Re: 1 Mile Hex Mapping

Postby Robin » Tue Jun 21, 2016 1:39 am

So, last days especially worked to finish the Glantrian maps, of the map of the Broken Lands.
http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=2331&p=179598#p179598
Hope Micky will be content with them.
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Re: 1 Mile Hex Mapping

Postby Robin » Tue Jun 21, 2016 11:07 pm

according adventure of Alan Jones,http://www.zen27196.zen.co.uk/mystara/bronsdale/episode7.pdfdirections to Zurbaran’s tower.
“You head along the main track for 4 miles then when you get to a fork by the gibbet don’t take the route that winds up the slope, take the one that goes along the valley. The ridge route can be dangerous if the fog comes down or a strong wind gets up. The valley winds east, then west for a mile or so then at the end you should see a flight of broad steps set into the valley side. Climb these and you will see the tower a mile or so ahead.

As thus the distance of the Tower of Zurburan will be 4 to split, +1 (or 2) to east, 1-2 miles west and 1 mile to tower.
Image
it is 4 miles NE, Through orchards according to text, (thus somewhat settled...what is logical as the area North of Assusia is the Viscounty of Nathrat until the meteor fell.....as thus I must also surmise this adventure was placed BEFORE the meteor fell) then 1 to 2 miles NE, then 1 to 2 miles NW through a valley or following the western trail North along a narrow ridge until it hits the eastern trail again, then atop the valley side a stairway and 1 mile further the tower.

As I look to the canon maps, with the placement of Assusia within, there are some discrepancies in these distances as seen on the canon maps. They are however easily resolved by INCREASING the distances mentioned.
Fitting then all in the map everything then comes to a best fit.

The distances then will be as followed from Assusia (following the trail to the Northern village of Nathrat named Mellissa, then East through Orchards, crossing the border creek of Nathrat, until they reach the gibbet (total distance covered not 4 but 22 miles), then 4 miles East, and 5 miles north until the steps and then 1 mile to the tower.
As this wil greatly increase the distance covered in the adventure 32 intotal instead 7 to 10, they might best rest before the border creek in the orchards..but that's best left to the DM and the players
http://sta.sh/012c0i52lbfj
Alan Jones, I hope you are to be found here on Piazza too and read this :lol: , I hope you are content with this solution... as now not only does it fit better with the map, geography, but also social economically structured,. The trail through the valley you suggested is actually a section of the Huledain/Camp Huledain Trail.
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Re: 1 Mile Hex Mapping

Postby Seer of Yhog » Wed Jun 22, 2016 5:02 pm

Robin wrote:I myself think that if Ardelphia was a city, villages, roads and ground use must have been more prevalent in the region of at least 24 miles away, but more possible even more, as this is a remote corner, thus the direction to it, must bare witness of the use of the region as ths..(ie. Roads, etc). The Ruins somewhat North of Ardelphia is the location of where according Sturm's 3000BC map had a Blackmoorian colony village,...only fundaments remain.
Likewise I think (like the Glantrian side) it will have a variety of current ground usage (not only plain for cattle or fields of produce, but also orchards and on hills vineyards...


Well, right off the bat I would say there would have been some mining activity around Ardelphia - enough to ensure artisans didn't buy all their precious metals from Glantri, and quite likely there would have been mining of base metals like tin, lead, or copper. Some of the mines would still exist in the mountain spur to the south, and there would be at least a trail (or part of one) running from those to the ruins. I think it's also quite likely that there would have been a hamlet or small village in the long valley south of Ardelphia, right where the three rivers meet. Carts laden with ore would have traversed the rivers at that point, so there would have been a bridge, and the hamlet would have grown up around it. Some artisans might have set up shop down there to get first pick of whatever came out of the mines, too. It's possible this village could have survived the destruction of Ardelphia, but without the city to serve as a market a lot of people would have left. Now there would probably be an inn for the odd traveller, a market for the farmers who live in the valley, plus a smithy and a few basic amenities. Plus a lot of abandoned and crumbling buildings.
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Re: 1 Mile Hex Mapping

Postby Robin » Wed Jun 22, 2016 7:23 pm

Seer of Yhog wrote:
Robin wrote:I myself think that if Ardelphia was a city, villages, roads and ground use must have been more prevalent in the region of at least 24 miles away, but more possible even more, as this is a remote corner, thus the direction to it, must bare witness of the use of the region as ths..(ie. Roads, etc). The Ruins somewhat North of Ardelphia is the location of where according Sturm's 3000BC map had a Blackmoorian colony village,...only fundaments remain.
Likewise I think (like the Glantrian side) it will have a variety of current ground usage (not only plain for cattle or fields of produce, but also orchards and on hills vineyards...


Well, right off the bat I would say there would have been some mining activity around Ardelphia - enough to ensure artisans didn't buy all their precious metals from Glantri, and quite likely there would have been mining of base metals like tin, lead, or copper. Some of the mines would still exist in the mountain spur to the south, and there would be at least a trail (or part of one) running from those to the ruins. I think it's also quite likely that there would have been a hamlet or small village in the long valley south of Ardelphia, right where the three rivers meet. Carts laden with ore would have traversed the rivers at that point, so there would have been a bridge, and the hamlet would have grown up around it. Some artisans might have set up shop down there to get first pick of whatever came out of the mines, too. It's possible this village could have survived the destruction of Ardelphia, but without the city to serve as a market a lot of people would have left. Now there would probably be an inn for the odd traveller, a market for the farmers who live in the valley, plus a smithy and a few basic amenities. Plus a lot of abandoned and crumbling buildings.


This is the stuff I desire. Thank You. :lol:
The idea with mines is not only logical :ugeek: , but still very credible...as seen to the location of Ardelphia, I even assume there must have been mines in the northern Mountains/Broken Lands, to give the location of Ardelphia in the middle of these locations credibility.
Your village idea could indeed best placed SE of Ardelphia..to enable river/creek crossings by the bridge and a route to Corunglain for commerce.
:idea: As thus I even think it would seem logical to have a village near the Bronsdale Pass through the Silver Sierra Mountains...thus enabling the usage of boats to Akkaros, and such, for trade. As such it will lore clearly describe the function of Bronsdale...a mid point for trade of the Borderlands and direct route to the major cities south.

I'll implant this. :ugeek: Place mines SW, and N, some current and former farmlands (these are now wild flatlands, while others are clearly defined as cattle or produce farmlands.) around Ardelphia, and some near the villages. ;)

:?: Would there be more ruins nearby?? :?:
:?: What was the culture of the Ardelphians...for example if warlike it would have had a few forts, if studious it would have had 1 to 4 towers for sorcerers, if it was religious it would have had one or two shrines. If industrious, more villages (productive thus affecting the region nearby) would be. What would thus be culturally. :?:
:?: Would the surviving villages have orchard and/or wine produce, or more harvest and/or cattle :?:
:?: As Fort Fletcher has a very Strategic location, and Ghiarathor (i keep thinking Geriathor...Old people..strange :? ) and Detwillon are nearby. three passes (Detwillon Pass to Haggas and beyond, Bronsdale Pass to Bronsdale region/Lake Amsorak and the Wide pass to Glantri through/along Soth-Kabree, Nathrat, Camp Huledain, etc) I think that within the confines of the valley (name??...probably ancient ..ardelphian based?) a general sense of safety will exist., as thus maybe enabling more hamlets and maybe even small villages(reviving or enabling old ardelphian ones). Do you think this is right or...mayb e there is something other happening. :?:
:?: I know from your text Geoff, that there are/were lots of tunnels and caaves from the Broken Lands going under and even IN ardelphia, Would they surface in Ogremoor, and thus be mainly used by Ogres, or would they go even deeper (to lLower Broken Lands SW, or even Shadow Elves area?) :?:

Thanx for the Help :D
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Re: 1 Mile Hex Mapping

Postby Robin » Thu Jun 23, 2016 1:36 am

Extrapolating other sources; Nightwail.
Following the desctiptions in the adventure.

As to the description of the Vesubian River, it describes it as having deep sides (as according Gaz 10 Orcs of Thar)....however, they still say a caravan crossed this.
When I investigate this there is only one solution...just north of the Mountain area, there in the Broken Lands area, the Vesubian could be crossed, and using the Kano trail (I used the name of the Goblin creating/using this trail in this adventure).
This makes the route on the map a bit flawed however, as the Vesubian crossing is thus NOT north of the Waterfall(which would not only be very impractical and dangerous, but such an area is often too deep to cross with multiple wagons,especially when having clifflike riversides as described), but instead it is where Broken Lands becomes mountain....the trail further continues as in the adventure.

one interesting bit from this adventure
http://oi64.tinypic.com/4gkxmx.jpg
A goblin Sheep herder.
This not only means that the goblins are sentient and clever enough to herd animals for food and thus have a (maybe primitive) understanding of farming, but it gives base to the understanding that ANY creature naturally tries to get as much food/water while using the least energy. As thus the races here will do the same, and caravan raids will be NOT their main food source (it brings less (not all ware is food), gives too many casualties ( especially a chaotic race/individual would think of itself before the group), as the caravan is mostly well defended, thus the risk is too high. Raids in nearby areas will be easier (as guards must be aware and enough in number to prevent this hit-and-run raids. As thus the nearby region will have adapted to this; Glantri has a large barren flat land open against the Broken Lands...due this coming Humanoids can be more easily earlier seen and thus taken care off.
Darokin uses towers along its borders and forts. especially along the Kolland/Darokin border there are many.
The Darokin Ogremoor side however has less, this could be due the lack of current population in the region (only near Fort Fletcher are more sttlements, and in the Daelbar region. Ardelphia, will have some locations that still be plundered, but there is too less to do this often. Even chaotic humanoids know by experience that taking all will ruin thefuture raids, and thus the will mostly leave them be. Fort Fletcher region is too well defended and too many risks, Soth -Kabree and Nathrat, and the Southern Free Province are however, an open place...especially after the meteor fell. the area will reflect this. Howevr, Orcs, Ogres, Goblins thus will have farms and herd animals...and the area will reflect this

The East map thus far.
The latest updates of the Maps as per 26-08-2016
Broken Lands East
http://sta.sh/0rxp0mh05ys
Broken Lands West Before
http://sta.sh/0vh0nrx1kt6
Broken Lands West After
http://sta.sh/023snqhdr5uv
I have detailed Red Orcland...as being a former Lake, according to the Geomorfological history of the Broken lands (soon the next chapter is ready)


Red Orcland
Eastern and southern areas. bushes/clusters of forest sporadically ideal ambush sites for trails
Deserted badlands (not plateau) are remains of the old lake that was here. When the Vesubian slowly broke through the mountains, it first connected this lake, further increasing its yield. The amount of water pressure was thus high it broke through the western mountains gushing down towards Corunglain.

Huge rocky pillars, or flat topped rocks rise from ground. These pillars where rocky islands in the former lake, where the high acidity caused by the nearby volcanoes greatly eroded the sand and chalk-stone rocks away. The remnants of the islands are now huge packages of packed earth and stones on top of these eroded rocky spires. The lower parts are slanted collections of the eroded stone. The hordes often camp atop these columns and some are sacred burial grounds, and are up to this day used by the Red Orcs for various reasons.
The area (actually the dried bottom of a chemically magically poisoned lake) still has locations reflecting this. Their exist magical locations enabling Mudmen to come here, a water silicon based lifeform of the same general biological group as Stone Giants, Geonids, Rockmen and Ghaleb Duhr. There are several of these magical mud pits. There are also a few other magical locations, but I have not determined its statistics further

The Red Orcland area is a vast desert of mostly dried muck, that hardened and breaks in the sun. It is now called by the few humans who ventured here; "The cracked earth"

One area doesn't dry up, a large pit of mud, replenished by the few small creeks that still exist in the region. There were valuable ores and metals in the mud at 800' depth of the bottom. Natoka, a brave Orc warrior ventured here with a small army and battled the many mudmen that had staked out a mere existence here. He succeeded, and the mudmen were defeated, but the muddy pit became his grave. Up to this date the area is named after his demise by the Red Orcs (And NOT the Mountain like many think to be.) (region generally 3300' mud pit Natoka's Grave 2500')

Mudmen still exist in the region, but they are either enslaved or eradicated. The Red Orcs know a way of torturing death to these rare and strange earthlike creatures is sending them into the dry and barren plain, viewing them to crackle, stiffen and breaking apart from the high-topped plateaus.
Like Stone Giants, Rockmen, Geonids, and Ghaleb-Duhr the Mudmen belong to the few creatures without a carbon-based chemical structure but a silicon-based version, as such they are all also ovipareous.
Warning; Do not confuse Medmen with Mudgolems, Mudmen are smaller, strange, but natural reproducing creatures, and seem to have intelligence, while mudgolems are larger, and much, much more dangerous magical creations which follow preprogrammed commands in a limited frame of understanding (we can't call that intelligence). Mudmen can be hurt by mud gollems due their magic, but Mudgolems Can't be hurt by mudmen due their equal liquid consistency, just like mudmen can't hurt other mudmen. Other creatures can hurt mudmen only by heat, Cold, magic or massive impact of blunt weapons. Sharp weapons, missiles, cause also no damage. As being neutral (non-Evil) creatures they are not help by protection from evil spells and can't be dispelled,
As mudmen strike fear into most creatures not understanding their biological phisique and behavior, Red Orcs sometimes emulate these creatures with clay-masks and a mud dirt covering upon their skins. These are often part of their rituals, or parties.

Sacred Cavern=fortress according to Gaz 10 text


About the west side i found this; The City of Ardelphia was a great metropolis of multiculturalism compared to the mud hole of Braejr.
http://paizo.com/threads/rzs2pv0x?mystara-fiction-SuLus


Moderators thank you, the troll picture was way too big, but I could not shrink it. So thanks that you did this. :lol:
Last edited by Robin on Fri Aug 26, 2016 3:17 pm, edited 1 time in total.
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Re: 1 Mile Hex Mapping

Postby Seer of Yhog » Thu Jun 23, 2016 2:07 am

Robin wrote: :?: Would there be more ruins nearby?? :?:
:?: What was the culture of the Ardelphians...for example if warlike it would have had a few forts, if studious it would have had 1 to 4 towers for sorcerers, if it was religious it would have had one or two shrines. If industrious, more villages (productive thus affecting the region nearby) would be. What would thus be culturally. :?:
:?: Would the surviving villages have orchard and/or wine produce, or more harvest and/or cattle :?:
:?: As Fort Fletcher has a very Strategic location, and Ghiarathor (i keep thinking Geriathor...Old people..strange :? ) and Detwillon are nearby. three passes (Detwillon Pass to Haggas and beyond, Bronsdale Pass to Bronsdale region/Lake Amsorak and the Wide pass to Glantri through/along Soth-Kabree, Nathrat, Camp Huledain, etc) I think that within the confines of the valley (name??...probably ancient ..ardelphian based?) a general sense of safety will exist., as thus maybe enabling more hamlets and maybe even small villages(reviving or enabling old ardelphian ones). Do you think this is right or...mayb e there is something other happening. :?:
:?: I know from your text Geoff, that there are/were lots of tunnels and caaves from the Broken Lands going under and even IN ardelphia, Would they surface in Ogremoor, and thus be mainly used by Ogres, or would they go even deeper (to lLower Broken Lands SW, or even Shadow Elves area?) :?:


Happy to help!

There would definitely be more ruins nearby. Drawing on the old lore (Daelbar et al), Ardelphia did exist as a petty state for a time before being re-absorbed into Darokin, and then ultimately being destroyed. These states didn't always co-exist peacefully, so it would be logical to assume that there were fortified border posts (towers) and the like. There would have been such a post between Corunglain and Ardelphia, and one with Daelbar - so there are two ruins for you to add. ;) I could see one of those old border forts now being occupied by highwaymen/brigands. I would probably add another ruined village there, too - put it in just north of the hills.

There is no official information about Ardelphia or its civic culture, but to me, given its name and location, the city was probably highly trade-oriented and artistic, but its proximity to the Broken Lands would have required a strong military presence. IIRC, it is also mentioned as having been a competitor to Corunglain. In my own campaign, the city once had a legendary temple to Asterius that boasted 336 bells - one was rung for each day of the year. After the city fell the golden bells were of course looted, and remnants of the House that founded the city have sworn an oath to recover as many of them as they can.

Surviving villages (there would be a few) would be self-sufficient, or would trade amongst themselves. There might be an apple orchard or two, but probably not vinyards (although there may be a forgotten estate whose vines have now grown wild). Vines would have been cut down and replaced by root vegetables, or wheat - anything with solid food value. Herding - sheep or pigs, probably, would be common. Goats would be common, too, because they can eat anything.

The people in this region are survivors - their city was destroyed, and they were basically left to fend for themselves. They are probably very close-knit, and keep close tabs on their neighbours, but strangers who act in a remotely threatening way are probably killed.
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Re: 1 Mile Hex Mapping

Postby Robin » Thu Jun 23, 2016 2:23 pm

Darokin section
Seer of Yhog wrote:
Robin wrote: :?: Would there be more ruins nearby?? :?:
:?: What was the culture of the Ardelphians...for example if warlike it would have had a few forts, if studious it would have had 1 to 4 towers for sorcerers, if it was religious it would have had one or two shrines. If industrious, more villages (productive thus affecting the region nearby) would be. What would thus be culturally. :?:
:?: Would the surviving villages have orchard and/or wine produce, or more harvest and/or cattle :?:
:?: As Fort Fletcher has a very Strategic location, and Ghiarathor (i keep thinking Geriathor...Old people..strange :? ) and Detwillon are nearby. three passes (Detwillon Pass to Haggas and beyond, Bronsdale Pass to Bronsdale region/Lake Amsorak and the Wide pass to Glantri through/along Soth-Kabree, Nathrat, Camp Huledain, etc) I think that within the confines of the valley (name??...probably ancient ..ardelphian based?) a general sense of safety will exist., as thus maybe enabling more hamlets and maybe even small villages(reviving or enabling old ardelphian ones). Do you think this is right or...mayb e there is something other happening. :?:
:?: I know from your text Geoff, that there are/were lots of tunnels and caaves from the Broken Lands going under and even IN ardelphia, Would they surface in Ogremoor, and thus be mainly used by Ogres, or would they go even deeper (to lLower Broken Lands SW, or even Shadow Elves area?) :?:


Happy to help!

There would definitely be more ruins nearby. Drawing on the old lore (Daelbar et al), Ardelphia did exist as a petty state for a time before being re-absorbed into Darokin, and then ultimately being destroyed. These states didn't always co-exist peacefully, so it would be logical to assume that there were fortified border posts (towers) and the like. There would have been such a post between Corunglain and Ardelphia, and one with Daelbar - so there are two ruins for you to add. ;) I could see one of those old border forts now being occupied by highwaymen/brigands. I would probably add another ruined village there, too - put it in just north of the hills.

There is no official information about Ardelphia or its civic culture, but to me, given its name and location, the city was probably highly trade-oriented and artistic, but its proximity to the Broken Lands would have required a strong military presence. IIRC, it is also mentioned as having been a competitor to Corunglain. In my own campaign, the city once had a legendary temple to Asterius that boasted 336 bells - one was rung for each day of the year. After the city fell the golden bells were of course looted, and remnants of the House that founded the city have sworn an oath to recover as many of them as they can.

Surviving villages (there would be a few) would be self-sufficient, or would trade amongst themselves. There might be an apple orchard or two, but probably not vinyards (although there may be a forgotten estate whose vines have now grown wild). Vines would have been cut down and replaced by root vegetables, or wheat - anything with solid food value. Herding - sheep or pigs, probably, would be common. Goats would be common, too, because they can eat anything.

The people in this region are survivors - their city was destroyed, and they were basically left to fend for themselves. They are probably very close-knit, and keep close tabs on their neighbours, but strangers who act in a remotely threatening way are probably killed.

Awesome...more details. :lol: :mrgreen:

Through this information I managed to find an old map, that with minor alterations could be perfectly used for the city of Ardelphia.
http://6inchnails.deviantart.com/art/Ardelphia-840-AC-617165788
This map created from an old map of the Dutch Town of Amersfoort.
I changed some roads and waterways, removed vessels, placed the D&D compasrose, (Important; NORTH is directed DOWN of this map!!), and named the map.
The heraldry seems alright and fitting, .
As Geoff Gander suggested; the city was probably highly trade-oriented and artistic, but its proximity to the Broken Lands would have required a strong military presence. It is also mentioned as having been a competitor to Corunglain.. The city once had a legendary temple to Asterius that boasted 336 bells - one was rung for each day of the year. After the city fell the golden bells were of course looted, and remnants of the House that founded the city have sworn an oath to recover as many of them as they can,
This Temple is the central one on the Map.
The other tower structure is a former mage tower. He had several students.
The city had underwent a few stages in development, first there was only the central part, with its concentric redirigated water canals and simple wooden walls were the first city borders and defense.

The City of Ardelphia later became a great metropolis of multiculturalism compared to the mud hole of Braejr, and as thus expanded greatly. New canals, defenseworks (sort of earthen forts) and city walls (earthen walls on the outside of strurdy stone walls.) were added. The Mage tower came to be. The other important buildings (bleu-roofed in the map), were a cloister (East), Military school (South West), Merchant Chambers (somewhat like the great Darokin Halls) are South East, On the Market, the small stone structure was city Hall, Nothwest was a well known Tavern, larger than many current taverns., North was something Glantri was angered about, a Public Library...how denigrating, to let commoners enable to learn, study or even read. The small templelike stucture was a building know as "Shrine to any" here shrines to many good immortals could be found, and it was this that enabled Ardelphia to become a cultural melting pot. If you behaved, paid your taxes, did your deus, you were welcome. Vagrants, beggars were however sent outside the city walls.

Today 1014 AC Ardelphia is a ruined city, the stone buildings still exist, but are greatly damaged due weather effects. the wooden and half-timbered houses are the worst, less than 25% is still standing.
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Re: 1 Mile Hex Mapping

Postby Robin » Thu Jun 23, 2016 10:47 pm

Ardelphia
Ok Geoff. I tried to fit in your wowie ideas a bit, the rest and more will follow. ;)
http://6inchnails.deviantart.com/art/Ardelphia-to-Corunglain-617249882
:?: What was Delbar before it was a ruin...I placed a small town ruin north of Caldenhill on the lake there..it seemed logical..As this river has no bridge except at Caldenhill (your earlier daelbarian info) then the river would in effect be some sort of border, could Delbar be a buffer town/castle or a renegade. :?: as Delbar and Daelbar are very similar
The small Town I placed was a hunting/fishing some mining town, with some nearby farming

:!: I did place (and maybe a few more has to be added) some ruins. ruined villages, some surviving hamlets, and even villages, abandoned/forgotten trail(purple dotted). The dead trees near Ardelphia were once orchards, like on the city map.
:!: some more hill valleys will be added, and rivers(actually wide creeks/brooks) will be more forested in the Broken Lands region. Of course the Ogres there will have their settlements too. I see them more Sindhi in behavior(as fanon) , thus less offensive (as canon)..as thus they will have farmlands too.
and of course heights have to be inserted.

:?: I need some regional names;
Mountain spur of...(the one SW i mean)
Vale of..., (SW, West. maybe even some Mid, and East)
...Hills, (south,, east)
Creek of..., (all of them)
the ...River (I think the combining of creeks from the west makes up a small river through Ardelphia, yet to name this again Ardelphian feels lame..),
and of course the village/town names Ruined or not) :?: I tried some myself, but I feel not content with them...that may be my depression (I am not very well today :oops: ;( ), so my ideas are a bit ...pale....
Luckily I have this mapping that keeps me active. :|

So with you as main source of this area...any ideas?? Any more input??

As to the other mapsections of the Broken Lands ...any input will be VERY welcome...From anyone
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Re: 1 Mile Hex Mapping

Postby Robin » Fri Jul 01, 2016 10:36 am

Still looking for stuff to apply to the Darokin side of the map, I've found this apparently expired site (on hiatus it said) which contains several nice things.
I could not let you all without this, even when most does not apply to my mapping projects here on Broken Lands/south Glantri/North Darokin.
Several links do not work, but the maps are nice. Like Arbanville, and Taymor, Snarfquest, and other's. I do not know who owned this site. I myself like the handdrawn maps.

http://adventures1161.rssing.com/chan-13055183/latest.php
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Re: 1 Mile Hex Mapping

Postby Robin » Fri Jul 01, 2016 10:53 am

I found this site with maps/info from Tower of Doom
http://www.arcadequartermaster.com/capcom/ddtod_bosses.html

me like :P :mrgreen:

And Storm over Mystara. for the Glantrian side
http://www.arcadequartermaster.com/ddsom_bosses.html


And it gives away some more detailed information about Corunglain...which i have imposed now in my 1 mile hex map of the Broken Lands/North Darokin/South Glantri...Limestone caverns and an abandoned mine nearby. To Fort Runnels more wastelands and manticore lairs, A dragon's lair (flamewing) in the Ogremoor region with a route to the black tower. A beholder/Hellhounds/Gnolls living on the Mountain spur, and Deimos works together with evil Shadow Elves...(the dark Elves of the future as in Threshold)The tower is infested by hellhounds, skeletons, kobolds, gnolls and ogres (of course ogres as this is Ogremoor..!!duhh)

What I also see is that North to NW of Fortrunnels behind the mountains the area is much more green..aka forest.

The same also is for the area NW of Darokin west of Ansimont to Akorros, and the region NW of Faraway up noth to Fort Runnels... Which would implicate that the area has more forest (whatever density and type) than the canon maps seem to give, or this map is flawed...

The region North of the Mountains, lies within the Broken Lands, aka Ogremoor north, and that would seem somewhat logical that the region has enabled forests to grow on the broken lands there. Originallythis was the region where the Vesubian flowed before 1700 BC disaster/creation Broken Lands, so moisture enough. Also the mountains are thus high to capture enough moisture and create lots of brooks/creeks to enable lots of growth in that region. It would still be a mixture of eroded Broken Lands, Forests (Evergreen), hills, and bare broken lands. but all in all it would be a much more variable region than the canon maps suggests...(only broken lands and mountain. As you see The old Vesubian I have already infused in the map, so this seem all logical to me...What is your opinion about this...any??

The Anisimont Akorros trail would be logical to have more forest (also along the trail itself (this is light green hexes on the canon maps=flatland/fields/acres/etc)
but the region NW of faraway does implicate that the region has more forest than the sparse spread light forest on the canon maps.
Siege on Nemiston= there must be lots a kobolds, gnolls and Ogres nearby (probably from crutch mountains), Darokin Forest+en route to Darokin= Canolbarth SouthEast, (meaning there are Manticores NE of Crutch),En Route to Fort Crutch=Cutch Province (mid south Canolbarth)...meaning there are displacer beasts near crutch, Streel River Ambush = south of Darokin city, The Athenos swamp = Malpheggi swamp,

I question the Gnolls living in Ogremoor...the game says so, but how to bring this inlune with Gaz 10 Broken Lands,...the Ogres do not especially like the gnolls and visa versa..so how does this fit...kobolds ok, that could fit well, even a beholder or shadow elves, renegade lich(deimos) i could accept...but the gnolls i do nort understand...as of yet.

As of Storm over Mystara in the Glantrian side (the map is in some chines/japanese look alike scriptt, so unusable)
Trintan=trintan humanoids of any type and warmachines and owlbears seem logical, Dark Warrior(what would it D&D statistics be????), there seem to be Manscorpions in the region south of Glantri near the Veubia,...(origin??), Aensun= Canolbarth.forest of Despair..never heard of..where??do they mean Emerlas forest??,...with a beholder..ok...green dragon ..in canolbarth ok...even manticore ok...forest Labyrinth..hmmm ok...elves.....Gnome village(is this thus Oakendale?? from the emerlas adventure??, Cave of Rafael the Immortal (Rafiel i presume), then further underground with humanoids, and an AD&D2 flame and Frostr salamander(instead an animal like D&D flame salamander) and frost salamander is even in AD&D2 unheard of..(stats ..any?), Air castle(somewhere in Broken Lands...but where), arena ..ok...battle royal(a circular hole with a sloping corridor around it..interesting..where would it be??), Behemoth...new creature (stats any???), and at the end Synn is defeated...ok Synn thus seems to find her demise in somewhere around 1016 AC... oor is it a huge powerful dragon charmed/allied/enamored by Synn (as it is Red instead of Night Black as a night dragon would be.

Your opinions please. : :|
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Re: 1 Mile Hex Mapping

Postby Robin » Sat Jul 02, 2016 11:35 pm

Broken Lands

The latest updates of the Maps as per 26-08-2016
Broken Lands East
http://sta.sh/0rxp0mh05ys
Broken Lands West Before
http://sta.sh/0vh0nrx1kt6
Broken Lands West After
http://sta.sh/023snqhdr5uv

(as before click on the white feld if you see only that or use the Download button Right)
What did I do...? with the West map of the Broken Lands...( i am also busy with the East, but I am not content enough to present that already.

North of Corunglain I placed some forested hills to enable placing some Limestone Caves as per Tower of Doom adventure game.
The Hills South Of Corunglain now hold 2 Old Mines as per Tower of Doom.
There is now a trail through the Broken Lands area west of Corunglain, named the Wastelands. There are several caves, amongst other Manticore caves.

I decided that the Daelbar region now, is much more empty in agricultural usage due the Humanoids attackes long ago. There are several small abondoned hamlets...most of the trails leading there are gone. Most agricultural area is now wild flatlands.More details must be added though...it still does not give the right feel)

To the Main Road Darokin/Corunglain I placed also several existing hamlets and corresponding tertiary trails.
The same I did along the Caldenhill trail.
The Old Trail from inlashar leading south next to the Streel is now placed, some details like the Dikes are placed and some hamlets

The area of Ardelphia city now reflects more of its former power/use as a city. I altered the river to reflect the city map I've given earlier

As proposed By Geoff Gander :lol: some former Ardelphian locations are placed; The Ardelphian Gate to the Bronsdale Pass, several mines South and North, Several abandoned/ruined villages (Luzanc=mining village, Shoester= forest/merchant village, Oenal= Hunting/Fihing village), 2 Ardelphian Keeps (near Caldenhill/Oenal, and to the Southern border with Daelbar), the Village Tommer and the Hamlets Esti Farm, Julian Farm, Gomers Farm are more or less defensable remains of a bygone era, that slowly gain populace and use of the nearby area.

There is a Ruin East of Ardelphia which was a Tower of a mage.
A lot of abandoned/ruined hamlets and abandoned trails (purple) are in this area.
The rivers and creeks west are now all forested, as biologically/ecologically and per Tower of Doom.

The Yak's Spour
is now named, as are most areas there.
It also reflects the presence of a Beholder and Hell Hounds as per Tower of Doom.
Amongst other details here the old Vesubian river (as per 3500BC maps), now the Vesubian Cleft( a more or less cleft in the mountain range, with a more or less clear ancient riverbed..some sand areas are here too..gold can be found here.
The Lair of Breathwing is placed as per Tower of Doom.
From Tower of Doom I made the area North of the Yak's Spur more forested without losing its broken Lands feel.
The Tower of Doom itself is placed along a deep crack in the uplifted area there.. The old rivers, and new creeks blend together, and become the "River that Returned.

According the adventure Library Fines from Alan Jones, I placed (somewhat readjusted as proposed earlier) the tower, trails, orchards, and other locations.

I also filled in a lot of details for the Viscounty of Nathrat region.,,especially details that agree with the later (1014 AC) detructed area map...volcanically details majorly.

I detailed the Faenare valley of Khyr more, with some white dragons on the mountain tops

Trollhattan is now ready...one important remark about this area; According the clearly flawed canon maps, Trollhattan was at -600 feet, while te surrounding area was at 3000+ feet. According the text of Gaz 10 Trollhattan was 600 feet lower than the surrounding area..
Trollhattan is 600'deep
...which places it at 2400' instead at -600', what is a lot more logical and reasonable.


I also almost finished Rddorclands, now clearly resembling its history as a lakebottom. most of this area is done, but I have to check Gaz 10 for missing details.At least there are the mud pits as told earlier, the plateaus, the magic and crystal locations (functions I will detail more later.)

What to do still;...a lot,...
Ogremoor, all settlements,, Orcius Rex, all details and Settlements, Bugburbia, the same, Red OrcLand..as per Gaz 10 some settlements and details, Placing most altitudes. titles, names, crystal/magic locations if any, monster and Dragon Lairs (if any most will be small sized Dragons or are renegades like Breath wing from Tower of Doom, who do not have a realm).
More details in the Ardelphia/Daelbar region.
And of course the details from Storm over Mystara computer adventure.

and I finally hope (although according to my feeling I've already given up :( ) to get more reflection and/or input from all (or at least more) of you...I see many viewers, but apparently only a few take the pleasantly welcome and accepted time to help me ;( ..in this huge project. I am absolutey very thankful for their help(Gecko, Seer of Yhog, Agathokles, Alan Jones) :D
as this is a work from many sources I need Input to organise things...I have specifically requested help, several times :? ,..so please do so if you can...I beg you :oops: ...as you see thus far, any input will be worked with :lol: ...and the Result is a way better map of the Broken Lands...and not only I, but many many other will be happy with the result.
Last edited by Robin on Fri Aug 26, 2016 3:21 pm, edited 1 time in total.
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Re: 1 Mile Hex Mapping

Postby Robin » Tue Jul 05, 2016 2:06 pm

As in my research I came upon the Trintan map of Gazetteer 3 Glantri. A nice map, but it compass direction as according the canon 8 mile hex maps (and thus my 1 mile hex map) was flawed, and did not reflect the details I brought in.
As thus I have updated the Town map of Trintan.
http://6inchnails.deviantart.com/art/Trintan-Updated-619703492
My Deviantart page; http://6inchnails.deviantart.com/ For Mystara hexmaps and Fantasy art (to see all fantasy art; enter and declare you are an adult...frigging exposure rules)
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Re: 1 Mile Hex Mapping

Postby Robin » Sat Jul 09, 2016 2:16 pm

Broken Lands

Here a gift for the Players
http://6inchnails.deviantart.com/art/Vesubian-Route-Corunglain-to-Glantri-620549910
Vesubian Route Corunglain to Glantri Merchant Map
This is a typical merchant map that players may buy in Corunglain or Trintan for only 100 gold pieces.
It is the most complete map merchants have access to.
The hefty 100 gold price is normal for maps made in dangerous areas.
All details are as seen from the Trail, (often with farseer glasses), or by brave scouts who ventured somewhat from the path.
Other details not described as clearly are assumed by logic or divination.
The map will be copied by scribes on paper and delivered in a leather tube for carriage (waterproofed tubes cost an additional 15 gold)
It is roughly 1 foot by 2.5 feet long
including tube it weighs 15 cn (tube 10cn).

Some typical merchant info is added.

A stteep climb (or descent the otherway around) decreases the speed in this reggion by 5% for each 5% or part thereoff higher than 25%.
Other delays may be in raids but these may differ extremely depending upon time, guards, and the raiding force.

Caravans travel mostly in wagons at speeds of 60'/20'or 90'/30' and rarely (or not) use firced march )adding 50% to the total traveling time of 8-10 hours, but exhausting most animals , riders and drivers that they need 50% extra resting time (averagely 6-8 hours depending on individual).
Remember a Turn = 10 minutes, 1 minutes = 6 rounds on D&D Mystara.

On the Trail a common wagon with a average speed of 60'/20' passes 1 mile Broken Land hex. Hill hex and fords in 2 Turns and 1 minute for a total of 18 miles a day in this territory, beyond the Trail this would be 6 Turns (1 hour) for a total of 8 miles a day.
On the Trail a common wagon with a average speed of 90'/30' passes 1 mile Broken Land hex. Hill hex and fords in 1 Turn and 8 minutes, beyond the Trail this would be 4 Turns for a total of 12 miles a day.
On the Trail a common wagon with a average speed of 60'/20' passes 1 mile Mountain hex in 1 hour, beyond the Trail this would be 3 hours and 4 Turns.for a total of 2 2/3rd miles a day.
On the Trail a common wagon with a average speed of 90'/30' passes 1 mile Mountain hex in 4 Turns, beyond the Trail this would be 5 Turns and 4 minutes for a total of 9 miles a day.
For easy, use any delays as given above only for those 1 mile hexes in which the delay is effective.
This way you can easily calculate how far you can travel each day, or how long the trek normally would last
Corunglain trintan normally )60'/20') covers roughly 70.5 miles through Broken Lands, Forested Hills,Fords and a 50.5 miles Mountain, totaling a roughly 121 miles distance. For a total of about 75 travelling hours = 8 days.
Together with handicaps (smaller sections reduce speed to 30'/10' at best, steep climbs/descents.) this would become about 12 days.


Of course the Darokinian/Glabtrian mappers have made flaws. for example they are unaware of Trollhattan, and assume only a mountainlake of some sort.
Equally, venturers have seen vibrating air in the east south of the snowcapped mountain giving away high temperatures, but they do not know what is there.
Last edited by Robin on Tue Jul 12, 2016 11:40 pm, edited 1 time in total.
My Deviantart page; http://6inchnails.deviantart.com/ For Mystara hexmaps and Fantasy art (to see all fantasy art; enter and declare you are an adult...frigging exposure rules)
My personal Mystara Blog;http://breathofmystara.blogspot.nl/
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Re: 1 Mile Hex Mapping

Postby Robin » Sat Jul 09, 2016 2:21 pm

I'll make a Corunglain-Ethengar version too.
My Deviantart page; http://6inchnails.deviantart.com/ For Mystara hexmaps and Fantasy art (to see all fantasy art; enter and declare you are an adult...frigging exposure rules)
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Re: 1 Mile Hex Mapping

Postby Sturm » Mon Jul 11, 2016 9:55 am

This players map is great Robin, really useful for play, I look forward to see the other one! :)
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Re: 1 Mile Hex Mapping

Postby Robin » Mon Jul 11, 2016 2:44 pm

Sturm wrote:This players map is great Robin, really useful for play, I look forward to see the other one! :)

Thanx Sturm....This gives me a good feeling, to continue again.
I need reflection in my work, in one way or another or I will slow down(as I was now with the 1 mile map), or even halt...and I don't like that, but without I become eventually deadlocked.
Maybe strange that I function that way, but it is thus I can't change.

The other will come soon.
And I continue with the main map again.
Thanx ♥
My Deviantart page; http://6inchnails.deviantart.com/ For Mystara hexmaps and Fantasy art (to see all fantasy art; enter and declare you are an adult...frigging exposure rules)
My personal Mystara Blog;http://breathofmystara.blogspot.nl/
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