1 Mile Hex Mapping

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Re: 1 Mile Hex Mapping

Postby Sturm » Mon May 30, 2016 12:51 pm

Very interesting story Robin.
Others have written bits about Baba Yaga in Mystara here:
http://pandius.com/yaga.html (Havard) Yaga as a ancient and powerful fairy, I think it can fit well with your story.
http://pandius.com/babayaga.html (Ohad Shaham) this is in the area where you placed her, so it fits.
http://pandius.com/foti.html (Lost Woodrake) This mention a deity named Yaga worshipped by wood imps, probably inspired by Havard above.
http://pandius.com/chron.html (Roger E. Moore) cited as an ogre witch who can travel also in time
http://pandius.com/myst_aps.html (Andrew Theisen) cited because she appears in the Reign of Winter Pathfinder adventure path, see here: http://paizo.com/pathfinder/adventurePath/reignOfWinter
http://pandius.com/tales.html (Jennifer Guerra) cited in the tale of Vasilisa the Beatiful.

Maybe you already knew all the above links, but in case they might be useful..
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Re: 1 Mile Hex Mapping

Postby Kilr Kowalski » Mon May 30, 2016 2:58 pm

Ah very interesting! Unfortunately the river doesn't run backwards for a day (of Dread) though. That might have been a bit fun. I like that Baba Yaga is not represented amongst the regular immortals.

I noted in your Breath of Mystara blog:
Specific locations in Ethengar seemed to become attuned to Magic, by the amount of dust caused by the Region.
Further away, the destruction caused a breach between the spirit realm and the Prime Plane on the only mountain of Ethengar. The new magic attracted the falling dust towards it, and as thus saved Ethengar from eternal deprivation of a fertile ground. The region became known as the Black Sands, and the various other magic locations seemed to become sources for magic users or Hakomon.


So your conjecture is that magical-radiological fallout causes increased magic in the Hakomon sites and or tears with the spirit world (at the black sands)?

Does that mean that the Blackmoor device detonated in 1700BC/the broken lands/glantri is also Radiance related? Is this another reactor or something similar being developed during the GROF? (or alternatively, a previous attempt by Rafiel perhaps.. Perhaps this is why he took pity on the shadow elves?)

Are other magic sites good and bad related to techno-magical Fallout? (Has this all been discussed before?)

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Re: 1 Mile Hex Mapping

Postby Robin » Mon May 30, 2016 4:51 pm

ETHENGAR-BROKEN LANDS
Kilr Kowalski wrote:Ah very interesting! Unfortunately the river doesn't run backwards for a day (of Dread) though. That might have been a bit fun. I like that Baba Yaga is not represented amongst the regular immortals.

I noted in your Breath of Mystara blog:
Specific locations in Ethengar seemed to become attuned to Magic, by the amount of dust caused by the Region.
Further away, the destruction caused a breach between the spirit realm and the Prime Plane on the only mountain of Ethengar. The new magic attracted the falling dust towards it, and as thus saved Ethengar from eternal deprivation of a fertile ground. The region became known as the Black Sands, and the various other magic locations seemed to become sources for magic users or Hakomon.


So your conjecture is that magical-radiological fallout causes increased magic in the Hakomon sites and or tears with the spirit world (at the black sands)?

Does that mean that the Blackmoor device detonated in 1700BC/the broken lands/glantri is also Radiance related? Is this another reactor or something similar being developed during the GROF? (or alternatively, a previous attempt by Rafiel perhaps.. Perhaps this is why he took pity on the shadow elves?)

Are other magic sites good and bad related to techno-magical Fallout? (Has this all been discussed before?)

Kilr


The 1700 BC disaster is caused by the last intact Blackmoorian generator, but it is NOT Technomatic or Radiance related.
As technology and magic fused, powered by the knowledge the Ancients brought forth when their vessel crashed on Mystara, the world soon suffered from pollution by this technology, and the nature minded people and elves desired other sources of energy, better for the world but without pollution. This was difficult, as the world was often in war, The humans versus the Beastmen, nations against nations, all to acquire the technological might Blackmoor possessed.
Then some scientists discovered that on some locations in the world the ground possessed great power generated by itself. As if this living planet had something like muscles, able to generate power to do things. This power could maybe harnessed and used. There was only one location that was easily accessible…The region West of Anur Lake…the current Blackmoor colony of Brun.
The humans, dwarves and yes, even elves worked together to create an immense machinery called the RCC (Regressive Colliding Collector), around the few underground cells that provided the energy they craved for.

As such being said, it can be determined that the RCC reactor, was created with the intent to get "clean"energy/magic. But as in the real world new energy sources can only be created with the use of older (bad) sources, so I think it would be similar to the RCC reactor, I think a basis of Radiance energy was used, and the best source for this are the Shadow Elf Crystals. These crystals orginate naturally on many locations of Mystara, are able to store radiance energy (as thus they seem to belong to the Planets biological defence system against damaging energy..aka the Radiance). As in the Shadow Elven Lands, and the Broken Lands the amount of these crystals are higher and their sizes are larger, they must have absorbed much more of this energy, so it must have been there earlier. On the other hand, the crystals could also be attuned to capture other energy.
I myself think that the RCC reactor, was overstored, the batteries were supercharged, and when the Elves did what they could not understand, the energy was released in a blast. Even good energy can be bad...if there is to much of it.
The explosion ruptured the boundaries between the Planes, (somewhat I expect to have happened in Blackmoor too in 3000BC, so creatures from another plane could wander there freely.Maybe that is the source of the Elemental gates all over the North of Mystara??).
Look at it like buckshot, a large irregular hole in the middle, and several smaller ones around it. The small ones are the hakomon sites. Most of these sites either were magic from the beginning (hence more vulnerable to interplanar blasts creating holes between the Planes), or the rupture of the Planes brought forth elemental magic and created new locations. Even both possibilities could be possible. When I look at the Canolbarth the great magic locations seem all to be connected to one Plane or another. So iI assume that Magic locations are normal on Mystara, but these special locations are caused by some sort of planar connection, whether this be natural for the Megalith, or created some how.

I really don't know if this was ever mentioned before. Most knowledge about 1700 BC and the reactor is very sparse, hence I detailed it more, with the Hadron Collider in my mind. Here the population is also afraid it could cause a great disaster, or bring unlimited energy. The same would be with the RCC reactor....at least that is my opinion. however, as it was still in its try-out fase, and very secret only few would know and even less react upon it.
I would suspect Rafiel to be aware of the RCC reactor, before it exploded, knowing its energy and magic potential, and maybe send some of his elves there to investigate..totally unaware of the childish tendency of elves with technology...hence making mistakes...leading to the disaster. The problem lies here however, that I am uncertain if Rafiel was already an active Immortal then...(have to check this)

As to the River, when it is discovered HOW and WHY it goes as it goes, some nations/individuals (Ethengar/Broken Lands/Shadow(Dark) Elves) may want to change this, others to keep this (Darokin). This would have great political impact on the region. But even this I have included in the research of the Discovery crew..so keep your eyes open.
Last edited by Robin on Mon May 30, 2016 9:01 pm, edited 5 times in total.
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Re: 1 Mile Hex Mapping

Postby Robin » Mon May 30, 2016 4:59 pm

Sturm wrote:Very interesting story Robin.
Maybe you already knew all the above links, but in case they might be useful..

Thanx.
No I did not have these links, but as far as I can see, most of them I can merge (fletch... ;) Bruce Heard called me the Fletcher for some reason ;) ) them together with what I already have.
So I am very thankful.♥





Now I only need more input about the Broken Lands region itself.
So ANYBODY.....please help.Give your input..I don't bite :P (unless we both want :twisted: )
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Re: 1 Mile Hex Mapping

Postby Robin » Mon May 30, 2016 5:11 pm

ETHENGAR
It may be weird, but I see the 1700BC blast in a Planar view as actually attracting the Spirit Realm. The Planes touched eachother at the World Mountain due the concentrated energy/magic of the Megalith in this region. When they collided power penetrated the Spirit Realm. The Blast thus entered the Spirit Realm, expanding from there blasting back into the Prime Plane, rupturing at the physical touch of the magical World Mountain. Thus creating the magic hakomon locations with the returning Spirit magic/energy/essence.

One question I do have though. The Spirit Realm and Limbo(as explained by Bruce Heard's article in Dragon Magazine) seem very similar, and even more compatible. Could it be that the Moebius Plane of Limbo has an outer edge being the Spirit Realm?
This would make the world mountain a great location for herculean style heroes who intend to retrieve souls without the use of magic.
It would explain why so much undead and spirits (a variation of souls i presume?) are on the World Mountain and the Hakomon sites.


Added labelling Headings to differentiate the posts and discussions about each variant map.
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Baba Yaga (Re: 1 Mile Hex Mapping)

Postby Gecko » Tue May 31, 2016 6:28 am

Just popping in for a quick thought provoking note: Given Baba Yaga's connection to earth/nature magic and to Witchcraft, Is there thus also a connection between Baba Yaga and the Glantrian Secret Craft of Witchcraft (which is mostly Belcadizian) and/or Elven nature magic (be it Erewan or Alfheim)?
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Re: Baba Yaga (Re: 1 Mile Hex Mapping)

Postby Robin » Tue May 31, 2016 11:46 am

Gecko wrote:Just popping in for a quick thought provoking note: Given Baba Yaga's connection to earth/nature magic and to Witchcraft, Is there thus also a connection between Baba Yaga and the Glantrian Secret Craft of Witchcraft (which is mostly Belcadizian) and/or Elven nature magic (be it Erewan or Alfheim)?


Not to far starying away from this mapping topic I mention the basics of my idea...here in a different topic
http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=15838
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Re: 1 Mile Hex Mapping

Postby Robin » Tue May 31, 2016 2:01 pm

BROKEN LANDS
Slowly placing of settlements and Tribes and other locations.
I created or filled in most from the still limited sources I had, as thus I lack lots of information though.

I place these tables here for you to help me fill in (one humanoid nation at a time)
So please do change the "Unknown" into something I can use...especially horde names/locations i can use on the map
The settlements I have placed can be found on the last Map update
Here the latest update of this map (I had to remove several older version as storage space is limited on Stash)
Latest Update West
http://sta.sh/011sc3tlebgc
Latest Update East
http://sta.sh/0mb0ah6m1cv again if a white field is shown, click on it to view it. You can also download it using the green arrow button right, but remember...IT IS NOT FINISHED YET!! :twisted:

The first described humanoid nation will be;
Hobgobland
As you might expect, this is where the Hobgoblin tribes live. These are the tribes that formerly allied with Ethengar, and consequently they have a culture influenced by the Mongols ruled by a Khan.
Fortress Ul'Guzud is surrounded by remains of the Pine forest that once grew here but perished by the volcanic rain and ash. This barroer makes it very hard to attack this fortress.
The large “Plateau” Akkila's throne is actually on average ground level with the Ethengar region on the other side of the former Grondheim/Anur Lake. Contrary to the belief of many, the Western side is going UP instead down like real Plateaux (on the 8 mile canon hex maps this is wrongly applied as being a true plateau). It was on that side originally the foothills of the section of Colossus Mountains did exist, before they collapsed and eroded away in the eras after 1700 BC. Most eroded debris (sand) is still in the area, or flooded the southern part of Glantri. Some of it is packed together forming the Western edge of Hobgobland, often broken up to broken lands by the many earthquakes caused by the nearby volcano Kalazyrd.
http://2.bp.blogspot.com/-K-huSxirUYw/UAzSay-oIJI/AAAAAAAAA6c/WZ5YmaQ4tmE/s1600/Sunrise+-+Sunset+Point+001.jpg
The whole region is still reflecting the fact that it was once a vast pine forest. Trunks and root heaps are found regularly, if not plundered for burning wood. Many weak pines grow since a few decades on the hills, seeking a niche in the by Kalazyrd poisoned ground.https://harvestingnature.files.wordpress.com/2016/04/hunting-public-lands-5.jpg
The weakest Hobgoblin hordes live on the lower areas; the more powerful hordes live on the “Plateaux”. Entrances down to the underground caves are either on the shores of the muddy swamp or by the multitude of caves on the slopes of the Plateaux.

The Western part of the Mucks
http://img00.deviantart.net/f874/i/2011/327/0/b/swamp_by_asong0116-d4h2ame.png
The river Dol Anur is together with the Streel River the reason that the Mucks are still wet. Currently the emptying of the region’s water is still greater than the filling of it, and as thus the Mucks will continue to dry up, becoming a vast muddy plain, and eventually grasslands like Ethengar. Until the draining of the region is stopped this corner of Ethengar will eventually become a very dry, almost desert-like region, with a small fertile area along the rivers. The ground has clung into itself, when Lake Grondheim expanded centuries ago, and many regions are lower than their original altitudes.
As The Mucks are not actually a region owned by any Humanoid race as theirs, many other species can be found here. The official border between Hobgobland is set at the region between wet and dry, but most Hobgoblins go much deeper into the swampy area, and several tunnels to the lower caves are found here (created in ancient times by water going down). The actual border used is the curving Dol Anur River through the Mucks. It is too wide (several hundred yards) for Hobgoblins from crossing, as they mostly don’t know how to swim.
Other races known to exist here are the miniature lizardmen race of Caymen, who have simple clay/mud settlements as they always have.

Blackmoor Ruin
http://img06.deviantart.net/1986/i/2015/328/4/5/city_ruins___concept_sketch_by_kaidash-d9huhk6.jpg
There is an ancient ruined town here from the Blackmoor era, its name forgotten in time, marked with a orange dot. The high buildings are still somehow intact, probably this has something to do that they are made of stone, steel and an unknown compound feeling soft and warm to the touch. Most of the area has long been plundered of anything valuable, but there is a 5% chance a Blackmoorian object can be found, of which 90% are common tools, or writings, and only 10% were magical/technical (DM; the chance of still active is near to nil, but as DM you have the possibility to relay a single item with some power left to the characters [use DDA3 City of gods for which item could be found]. No heavy weapons were used here, and these can’t be found).
The spookiest here are the large globes hanging between the buildings that sometimes still glow, or shed lightning into the area weeks after thunderstorms. It is as if these globes somehow catch the lightning, storing it and irregularly releasing it later. These former energy batteries were used to bring light to this settlement, and were created similar to the batteries of the RCC reactor. They store nature’s electrical energy, and relay it to where needed. However, as most cables are destroyed, the energy is stored and slowly released back into the environment. Every hour (and if touched) small lightning charges are released, functioning like a Shocking Grasp spell; it develops a powerful electrical charge that gives a jolt to the creature touched or in a 10’ radius from the sphere or cable endings. The electrical effect remains in effect for one round or as long as the cables or Sphere is touched. It delivers 1d8+1 point per round damage to the victim. There is no saving throw to reduce damage, but beings immune to electricity are also immune to this effect and beings resistant to heat receive only half damage (round up).

Ruined village of Khumsta
http://www.brsu.by/sites/default/files/turkmen/image014.jpg
There is another ruined settlement nearby. This is the ruined village of Khumsta in the acrid sands. This was an attempt of Gnolls to make a foothold in this region, thus making it easier to attack the Hobgoblins. The succeeded to erect large stone structures, but eventually they all perished by the acidity of the air in this region. The acrid sands are a barren area where acidic rain from the far northern volcano in the Colossus Mountains came down. Nature is slowly gaining terrain, but until then, anybody within this area that is not immune to acid suffers 1 point of damage each day. And this does not regenerate NOR heal as long the victim is in the area.

Ruined village of Gorff
http://www.artofmtg.com/wp-content/uploads/2015/08/Swamp-2-MtG-Art.jpg
The last Ruin named Gorff is an Orcish fisher-village from 2300 BC on the edge of where Lake Grondheim lay. It is fully abandoned, destroyed by nature, and overgrown. Only the large stone harbor can be recognized as such, Only the nearby Caymen come here to plunder and forage (large areas are overgrown with Brambles here) and as result these Caymen may have weapons of steel.

The Fairy Stones
https://s-media-cache-ak0.pinimg.com/736x/fe/71/74/fe7174fff884f94947f426ced717abba.jpg
This peculiar area is rarely noticed, and those who do, almost never venture forth. The area is under powerful fairy magic, emanating from within the rocky swampy area. Within this region non-destructive Witch, Druidic, Elven Treekeeper, and Shaman magic are double in effect OR duration (random), all other magic is halved in effect AND duration and/or may have a weird rarely harmful side effect (DM use your Imagination, keep it fun, a bit ridiculous. Example; Magic missiles turn to paint ball projectiles; a Lightning bolt makes the caster extremely electrostatic, hard to concentrate/sleep/eat, or touching others while generating these tiny sparks). Only those able to see invisible can detect the hexagonal stepping stones leading deep within the area, to the magical portal. This magical location is a portal to the Fairy Realm, and many Fairies of different kind enter or leave the region from here, by using these magical stones, mostly in invisible form. Races friendly to the fairies (like Hsiao, Treant, some individual Hin, Elf or even Human) often know this location too, but refrain from abusing its power for fairy magic seems to have its counter effects. They only use this location as a conduit to other Fairy locations (Alfheim, Isle of Dread, etc.).


Hobgoblin Settlements;
Raised square pyramid-roofed leather and wood housing, adorned with shields, tusks, or tusk shaped treeshttp://2.bp.blogspot.com/-qQKcGL54p6Q/VIJFrusB4EI/AAAAAAAAUXQ/vTi48m-W3EI/s1600/darkelfvillage_01.jpg


Wooden tent shaped housing, often reed-roofed, interior decorated like Yurts
http://fancyfishgames.com/havencall/screenshots/hometown.jpg


Stone and wooden Fortress mimicking Dwarven Style
http://thumbs.dreamstime.com/x/castillo-de-madera-de-hadas-7234185.jpg

Most 6th tier Hordes live in the smaller caves, and don't even have villages, houses or tools.As thus they are very possessive of what they can obtain.
Last edited by Robin on Mon Jul 18, 2016 11:35 am, edited 10 times in total.
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Hobgobland (1 Mile Hex Mapping)

Postby Gecko » Tue May 31, 2016 7:48 pm

I shouldn't be spending time on this, but I had some thoughts:

Your map also has Olodzin, but you didn't list it. I'm presuming it's either the 1st type of settlement, or a 3rd type (ie not the 2nd type)

Ul'Guzud is mostly below ground right? I take it this is just the outer fortifications.

On "the Throne": Omilla, Esthi, & Varsha are all probably part of Akilla's Horde (could probably use an additional village). Pasha-Dir sounds Ogrish, and probably a 5th Tier horde. Torto could be a 5th Tier

I would add 3 more villages in the "Nankoweap" area, and have that be the "Night Stalkers" Horde

For the two 4th Tier hordes (Night Crawlers and the Shadow Blades): Kabilla & Ulgarai are probably the same horde, as are Jigme & Olodzin, so one grouping is one, the other the other.

Gunjiz is a different name, maybe that is a mixed Ogre & Troll horde?

Xigaze sounds M-Nahuatl (ie Oenkmarian or Azcan), so I'm not sure what to make of it.

The Khan-Terir & Kai'Bataar are 5th Tier hordes.

So we've got:
2nd Tier: Akilla's (3-4 villages on the throne), probably named after a historical leader of Hobgobland
3rd Tier: Nankoweap (translation of "Night Stalkers", with 3 villages, along the river)
4th Tier: Night Crawlers & Shadow Blades, each with 2 villages, one to the north of the Throne, the other NE
5th Tier Hordes: Pasha-Dir (Ogres), Torto, Gunjiz, Xigaze, Khan-Terir, Kai'Bataar
6th Tier: too small to show up.


P.S. I think it was the Italian Demography project that gives the population of Hobgobland as an est. 4,120 humanoids: 2020 Common Hobgoblins, 1120 Goblins (Mostly Yellow Goblins), 860 Yellow Orcs, smattering of Ogres & Trolls
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Re: Hobgobland (1 Mile Hex Mapping)

Postby Robin » Tue May 31, 2016 8:44 pm

Broken Lands
Gecko wrote:I shouldn't be spending time on this, but I had some thoughts:

Gecko, even if you shouldn't., I am glad you found a moment and did..you saved the day..thank you ♥

Your map also has Olodzin, but you didn't list it. I'm presuming it's either the 1st type of settlement, or a 3rd type (ie not the 2nd type)
overseen in the listing :oops: .but I agree it is more a fort style village, as seen to the locxation and history with Khumstra....I'll change the Icon on the map.

Ul'Guzud is mostly below ground right? I take it this is just the outer fortifications.
Yes it is indeed only the top that is a mixture of stone and wood in a dwarven style. I assume it has a direct connection with the underground areas. Directly underground it has even chambered corridors to suffice as housing areas. and not using the tent like structures.

On "the Throne": Omilla, Esthi, & Varsha are all probably part of Akilla's Horde (could probably use an additional village). Pasha-Dir sounds Ogrish, and probably a 5th Tier horde. Torto could be a 5th Tier.
Xigaze sounds M-Nahuatl (ie Oenkmarian or Azcan), so I'm not sure what to make of it.
The names I actually took from the Gaz Orcs of Thar, in the naming section, ethengar based..as I don't have the faintest idea of this language...I thought to collect some nice sounding names, that felt good from this list. I add another village.

I would add 3 more villages in the "Nankoweap" area, and have that be the "Night Stalkers" Horde
As these are the lower hordes, these could best be within the many caves there. I shall name three to distinguish them.

For the two 4th Tier hordes (Night Crawlers and the Shadow Blades): Kabilla & Ulgarai are probably the same horde, as are Jigme & Olodzin, so one grouping is one, the other the other.
Thanx

Gunjiz is a different name, maybe that is a mixed Ogre & Troll horde?
That would be logical, for those Ogres/Trolls under Hobgoblin rule.

The Khan-Terir & Kai'Bataar are 5th Tier hordes.

These are also far-away regions, so understandable

So we've got:
2nd Tier: Akilla's (3-4 villages on the throne), probably named after a historical leader of Hobgobland
3rd Tier: Nankoweap (translation of "Night Stalkers", with 3 villages, along the river)
4th Tier: Night Crawlers & Shadow Blades, each with 2 villages, one to the north of the Throne, the other NE
5th Tier Hordes: Pasha-Dir (Ogres), Torto, Gunjiz, Xigaze, Khan-Terir, Kai'Bataar
6th Tier: too small to show up.
The next map update will hold this information.

P.S. I think it was the Italian Demography project that gives the population of Hobgobland as an est. 4,120 humanoids: 2020 Common Hobgoblins, 1120 Goblins (Mostly Yellow Goblins), 860 Yellow Orcs, smattering of Ogres & Trolls

Ok nice source, otherwise I had to make estimates myself.
As I read Gaz10 and what else i coukd find, about 50% belongs to the main horde 25% to second Tier, 12% to third tier, 7% to forth tier and 4% to the 5th and the remaing 2% to the 6th tier.
Now i have your numbers to work with. so these i add later ;)
Thank you again. Hope you'll continue to help me with the other nations, when I try to present them here. I don't read/understand italian any further than chiao, pizza and spaghetti :oops: ;)
Last edited by Robin on Wed Jun 01, 2016 7:54 pm, edited 1 time in total.
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Re: Hobgobland (1 Mile Hex Mapping)

Postby Gecko » Wed Jun 01, 2016 11:46 am

After posting, on the drive to work I had 3 thoughts and have ben waiting to get back home to relay these-

1st- Ignore "6th Tier" That would be too small to be considered a "Horde"- more like large gangs or a really small lone clan

2nd- "Pasha-Dir" wouldn't be Ogrish but Gnollish, however Gnolls are not particularily common in Hobgobland so I'm not sure what to make of it. If it wasn't such a prominent location I'd be tempted to say an individual Gnoll has formed a "horde" out of Pariah's from all over, but they would be in some marginal corner, not there. Maybe "Pasha" is also used by Yellow Goblins?

3rd- could Xigaze be a horde that worships Atzanteotl and/or Danel? (At work I was thinking Red Orc, but I see now the numbers don't have a lot of Red Orcs in Hobgobland, perhaps the non-yellow Goblins)

On "the Throne": Omilla, Esthi, & Varsha are all probably part of Akilla's Horde (could probably use an additional village). Pasha-Dir sounds Ogrish, and probably a 5th Tier horde. Torto could be a 5th Tier.
Xigaze sounds M-Nahuatl (ie Oenkmarian or Azcan), so I'm not sure what to make of it.
The names I actually took from the Gaz Orcs of Thar, in the naming section, ethengar based..as I don't have the faintest idea of this language...I thought to collect some nice sounding names, that felt good from this list. I add another village.


really? I guess I need to look again at those lists when I get time. As a nice bonus it also means those can easly double as the clan names then. What about "Nankoweap"? Where did that come from? it looks/sounds almost Native American to my eyes/ears.

For the clans of Akilla's Horde: At least 2 or 3, if not all 4, of the Clans are Yellow Goblins I would think. The Grasslands area of "Akilla's Throne" is the closest thing to a "Yellow Gobliny" for these stateless folk.

I would add 3 more villages in the "Nankoweap" area, and have that be the "Night Stalkers" Horde
As these are the lower hordes, these could best be within the many caves there. I shall name three to distinguish them.


not sure I follow, do you mean "lower" as in "Weaker/smaller" or as in "those living in the Lower Broken Lands"? For those Hordes in the lower broken lands in Hobgobland I've got:

1st Tier: Night Bringers
2nd Tier: Argul (probably Yellow Orcs and/or Yellow Goblins), Ozomo (probably Hobgoblins and/or mixed)
3rd Tier: Night Slashers
4th Tier: none
5th Tier: numerous

I also remembered that I decided in the past that the higher the Tier the more settled it is and the lower the Tier the more nomadic, but now I'm not sure I like that anymore.

re: Cave symbols: I had thought they were meant to mark entrances to the Lower Broken Lands. Caves definately work as a settlement for humanoids, did I miss other caves elsewhere?

Gunjiz is a different name, maybe that is a mixed Ogre & Troll horde?
That would be logical, for those Ogres/Trolls under Hobgoblin rule.


If Pasha-Dir is not Ogrish, then I'd say have Gunjiz be just trolls (they are said to be in the eastern part of Hobgobland) and make something else an Ogre horde. Kai'Bataar could very vaguely be ogrish sounding (almost like Khyber pass) or Torto could work perhaps (if Torto, then say that Hutai Khan keeps the Ogres as a heavy shock force or enforcers and has placed them in an area to limit the growth of Akilla's horde to keep them from becoming too powerful and thus rival his authority)?

so now it's:
Night Bringers (1st Tier) Hutai Khan's Horde in Ul'Guzud
Akilla's Horde (2nd Tier): Omilla, Esthi, Varsha, & ? clans: This Powerful Horde of (mostly/entirely) Yellow Goblins controls the best lands in Upper Hobgobland and might actually dabble at some "dirt scratching". Akilla is likely the name of a past Yellow Goblin unifyer/leader/freedom-fighter.
Argul (2nd Tier) in Lower Hobgobland controls the tunnels leading to the Hai Wall and the Lava Lake, These Yellow Orcs are protected from their powerful Akkar rivals by the Hai Wall and by being part of Hobgobland.
Ozomo (2nd Tier) in Lower Hobgobland controls the western most parts of the caverns up to the Northgate. No threat has come from Lower High Gobliny in some time and this mixed horde has grown overpopulated and complacent.
Night Stalkers (3rd Tier), or "Nankoweap" in their tongue. One central village and several cave-settlements, nicely placed to raid caravans when they stop for the night.
Night Slashers (3rd Tier) in Lower Hobgobland.
Night Crawlers & Shadow Blades (each 4th Tier)- 2 named clans (or perhaps 2 dual-clan settlements, one per race, if the Horde's are mixed Hobgoblin & Yellow Gobiln), one poised to raid Ethengar (and occassionally a caravan) and patrolling the Hobgobland part of the mucks, the other poised to raid either Ethengar or Glantri. Perhaps Kabilla is Yellow Goblin given the similarity to "Akilla", Ulgarai & Jigme are Hobgoblin, the 4th (Olodzin) could be whatever (Hobgoblin, Yellow Orc, etc.), as needed.
Pasha-Dir (5th Tier)- ???
Gunjiz (5th Tier)- Trolls
Xigaze (5th Tier)- Atzanteotl worshipping Common Goblins?
Khan-Terir (5th Tier)- Hobgoblins?
Torto & Kai'Bataar (each 5th Tier)- one is Ogres, the other ?
plus various 5th Tiers in lower Hobgobland: Along with the Night Slashers, various hordes vie for power in the Central, Northern, and Southern parts of the Central Cavern of Lower Hobgobland

P.S. I think it was the Italian Demography project that gives the population of Hobgobland as an est. 4,120 humanoids: 2020 Common Hobgoblins, 1120 Goblins (Mostly Yellow Goblins), 860 Yellow Orcs, smattering of Ogres & Trolls

Ok nice source, otherwise I had to make estimates myself.


Keep in mind that's for upper and lower combined, I'll have to check to see if it breaks it down further.

random tidbit I found in my files:
"Hobgoblins are experts at fortification building, ..., but never bother to name the fortifications so others name them (ie Northgate was named so by the Goblins of High Gobliny, Hai Wall by the Yellow Orkians, Ul'Guzud by the Yellow Goblins)."
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Re: 1 Mile Hex Mapping

Postby Robin » Wed Jun 01, 2016 12:36 pm

BROKEN LANDS
1 ok..
2 Yellow goblin would fit best I think
3 hmm...not a bad idea... could be any race of descendants/refugees of Oenkmar after the Shadow Elves "flushed" them out.
4 naming Gaz 10 Orcs of Thar pages 40-41...
5 lower i mean weaker or lower ranking tier
6 pahadir and Gunjiz idea ok
total working out thanx

Nankoweap I found when looking for a picture to morph/stretch to resemble the Streel river sectionbetween Gnollistan and Hobgobland http://oi66.tinypic.com/1ox5pj.jpg
It is a section of the Nankoweap trail of the Colorado river, so to you familiar indeed. I liked the name, it gave a nice humanoid feel.

numbers ok, have to ponder how much less now would live under ground, as the date is after oenkmar's takeover...by the now dark shadow elves. As the Shadow Elves first chased the Humanoids from Aengmor and the surrounding caves, the later (as Dark Elves under Atzanteotl) accept them back in the surrounding caves..as a sort of buffer... Aengmor itself would however remain pure dark elf territory... especially after they closed off the great magma chamber to rise Aengmor up, they lost interest in the humanoid caves. and let them regain their former grounds...I myself presume that much of lower Gnollistan would remain in Dark Elf hands though due the then proximity of Aengmor, and the Gnolls leaving the minor surface caves and the surface only.
the map is as dated 1016AC, but could easily be used for earlier dates as the surface had almost no changes.

nice tidbit
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Re: 1 Mile Hex Mapping

Postby Gecko » Wed Jun 01, 2016 7:17 pm

Robin wrote:Nankoweap I found when looking for a picture to morph/stretch to resemble the Streel river sectionbetween Gnollistan and Hobgobland http://oi66.tinypic.com/1ox5pj.jpg
It is a section of the Nankoweap trail of the Colorado river, so to you familiar indeed. I liked the name, it gave a nice humanoid feel.


oh nice. So it's name is same as that of the Nankoweap Geologic Formaton of the Grand Canyon (I'm a bit surprised I've never heard of that one before, having tiwce been to the grand canyon with a Geology/Geography class). The Etymology is said to be vaguely Paiute (ie either Paiute sounding or a bad attempt at Paiute), and since Paiute and Nahuatl are related languages, there could be an ancient Oenkmarian connection if you wanted.

numbers ok, have to ponder how much less now would live under ground, as the date is after oenkmar's takeover...by the now dark shadow elves. As the Shadow Elves first chased the Humanoids from Aengmor and the surrounding caves, the later (as Dark Elves under Atzanteotl) accept them back in the surrounding caves..as a sort of buffer... Aengmor itself would however remain pure dark elf territory... especially after they closed off the great magma chamber to rise Aengmor up, they lost interest in the humanoid caves. and let them regain their former grounds...I myself presume that much of lower Gnollistan would remain in Dark Elf hands though due the then proximity of Aengmor, and the Gnolls leaving the minor surface caves and the surface only.
the map is as dated 1016AC, but could easily be used for earlier dates as the surface had almost no changes.


The numbers I gave are defiantely before that (I don't recall when though).
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Re: 1 Mile Hex Mapping

Postby Robin » Wed Jun 01, 2016 7:42 pm

Gecko wrote:oh nice. So it's name is same as that of the Nankoweap Geologic Formaton of the Grand Canyon (I'm a bit surprised I've never heard of that one before, having tiwce been to the grand canyon with a Geology/Geography class). The Etymology is said to be vaguely Paiute (ie either Paiute sounding or a bad attempt at Paiute), and since Paiute and Nahuatl are related languages, there could be an ancient Oenkmarian connection if you wanted.

The numbers I gave are defiantely before that (I don't recall when though).


https://en.wikipedia.org/wiki/Nankoweap_Trail
I take a lot of information and pictures from Wikipedia.
and then more info from the additional mostly links below ;P

It is one of the few USA locations I would like to see in Reality :) , but I'll never ever travel outside Eurrope :( , even though a faraway spark in my famlily tree is Sioux :o , i feel usa is too dangerous/religious/bigotriy/discriminatory for me :evil: , the best positive americans i meet here :lol:
.
Paiute = real world American native
Nahuatl = Real world ? or Mystaran? It indeed sounds connected /similar to Azcan, thus Oenkmarian connections in this nearby region is not strange. Probably some more will pop up..I think..

I assume the numbers are more or less equal..you have WotI, the Dwarven/Shadow Elf/Oenkmar war, The Crater, as main decimating factors against the exapansive growth before these. in total I assume the numbers would ne similar. I even intent to keep Kolland as before, wereas WotI says all of them went to the crater.
In total I think a lot perished in these ordeals/happenings, another large group moved into the crater, but roughly the same amount returned in their original lands when the Dark Elves accepted them back (former shadow elves turning away from rafiel in Aengmor towards Atrzanteotl---Atzanteotle was not consent with the Shadowelves earlier, replaced them by trickery with humanoids, was not content with these either, so now a merging of the two would do the trick [together with a new Immortal Lolth] see Threshold magazine Alfheim Future.)
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Re: 1 Mile Hex Mapping

Postby Gecko » Wed Jun 01, 2016 8:07 pm

forgot a bit from your earlier post:
Robin wrote:5 lower i mean weaker or lower ranking tier


ok, so they are powerful not because of big clans, but because there just so many small clans, spaced along the corridor positioned so that wherever a caravan stops for the night, one or 2 clans WILL be nearby for a nighttime attack. Nice.

moving on to your newer post:

Robin wrote:
Gecko wrote:oh nice. So it's name is same as that of the Nankoweap Geologic Formaton of the Grand Canyon .... The Etymology is said to be vaguely Paiute (ie either Paiute sounding or a bad attempt at Paiute), and since Paiute and Nahuatl are related languages, there could be an ancient Oenkmarian connection if you wanted.

The numbers I gave are defiantely before that (I don't recall when though).


Paiute = real world American native
Nahuatl = Real world ? or Mystaran? It indeed sounds connected /similar to Azcan, thus Oenkmarian connections in this nearby region is not strange. Probably some more will pop up..I think..


Nahuatl is the RW Aztec lansguage, nowadays commonly encountered (for me at least) by it's very noticable influence on Latin American Spanish.

M-Nahuatl would be Oenkmarian and/or Azcan, ie the name "Atzanteotl"

It is one of the few USA locations I would like to see in Reality :) , but I'll never ever travel outside Eurrope :( , even though a faraway spark in my famlily tree is Sioux :o , i feel usa is too dangerous/religious/bigotriy/discriminatory for me :evil: , the best positive americans i meet here :lol:


Remember the sheer size of the US. You're generalizing a few locations to the entirety. The Southwest is quite different from the South[east] which is quite different from the Midwest which is quite different from California which is quite different from the Pacific Northwest which is quite different from ... etc. etc. etc. And bad news and impressions travel further than good ones. Hundreds of thousands, if not Millions, of tourists visit parts of the US every year without incident.

I assume the numbers are more or less equal..you have WotI, the Dwarven/Shadow Elf/Oenkmar war, The Crater, as main decimating factors against the exapansive growth before these. in total I assume the numbers would ne similar. I even intent to keep Kolland as before, wereas WotI says all of them went to the crater.
In total I think a lot perished in these ordeals/happenings, another large group moved into the crater, but roughly the same amount returned in their original lands when the Dark Elves accepted them back


I believe Micky made a similiar assumption for the same reasons for His post Gaz-10 take, but he has the tribes as mono-racial (and used just strict cannon numbers).

I just re-read the Codex entry for Yagrai, I had forgotten that Akilla was his mortal name and there's mention of him building a great fortification. Should the ruins of that be placed somewhere on the map?
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Re: 1 Mile Hex Mapping

Postby Robin » Wed Jun 01, 2016 8:47 pm

Gecko wrote:ok, so they are powerful not because of big clans, but because there just so many small clans, spaced along the corridor positioned so that wherever a caravan stops for the night, one or 2 clans WILL be nearby for a nighttime attack. Nice
You got my drift (and the canon one)

moving on to your newer post:

Nahuatl is the RW Aztec lansguage, nowadays commonly encountered (for me at least) by it's very noticable influence on Latin American Spanish.

M-Nahuatl would be Oenkmarian and/or Azcan, ie the name "Atzanteotl"

Remember the sheer size of the US. You're generalizing a few locations to the entirety. The Southwest is quite different from the South[east] which is quite different from the Midwest which is quite different from California which is quite different from the Pacific Northwest which is quite different from ... etc. etc. etc. And bad news and impressions travel further than good ones. Hundreds of thousands, if not Millions, of tourists visit parts of the US every year without incident.
Of course, Yet I have my legit reasons to be afraid.

I believe Micky made a similiar assumption for the same reasons for His post Gaz-10 take, but he has the tribes as mono-racial (and used just strict cannon numbers).
Have to check it out.

I just re-read the Codex entry for Yagrai, I had forgotten that Akilla was his mortal name and there's mention of him building a great fortification. Should the ruins of that be placed somewhere on the map?

The Fortress Ul-Guzud is that location. It is not even ruined, (often repaired though, but as constructive as the Hobgoblins are this is no problem (all the repairs and other constructions are one reason the amount of dead pinbes have greatly diminished) Intended to mimick dwarven style he experienced, his intent was to recreate this, but lack of tools/knowledge/good stones, made it a mixture of resources found in abundance; the trees of the former pine forest here. With this as background, the 1 mile hex map, and the Ethengarian/humanoid background it thus is possible to create a feasible map of this fortress...but that's something for later and/or somebody else....first finish this map and its details..still a lot to do ;P
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Re: 1 Mile Hex Mapping

Postby Robin » Thu Jun 02, 2016 11:14 am

Broken Lands
Latest Update West
http://sta.sh/011sc3tlebgc
Latest Update East
http://sta.sh/0mb0ah6m1cv

Update 4-6-2016; Newest updates.
With some information from our Glantrian expert Micky, the 2300BC maps of the variant mapmakers, and the geomorfology and Gazetteers of these regions, I succeeded to fill in more of the Southern Glantrian region..

Thanx to Micky I had to expand my legend again, now with Vineyards(poor and Good) and orchards (hills and plain--any fruits) and reedlands . :ugeek: http://6inchnails.deviantart.com/art/Legend-610520076
The Vesubian River and the Red River have reed covered shores (from Glantri city mucky grounds to Trintan, and as such reed roofed houses are common along these rivers, in the city and beyond
The elves of Erewan, have altered the course of these rivers by using the priciple of Darokinian river dikes (summer (lowdikes to keep the course of the river as desired) and the Winterdikes (to prevent flooding)
the old erewan lake, had deposited a lot of debris over the ages, and a lot of volcanic remains. as such the area is extremely fertile, and a boon for Glantri produce.
As Erewan is elven based it hasd a lot off affection with trees and the canon map/Gazetteer reflected that, however, there was not the diversity the Gazetteer displayed, as such, with the relaying of the rivers, and the use of the area, this is now better..at least I think

Please give me your opinion...especially you Micky :P
I hope you are consent with what i did with your informative background

Further any other ideas about the region are still more than welcome, :lol: so please stop being silent and help me!!,
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Re: 1 Mile Hex Mapping

Postby Robin » Sat Jun 04, 2016 1:55 pm

Seer of Yhog wrote:
Robin wrote:Upon some remarks of download issues due the sheer size of the Canolbarth map I enabled for your convieniancy the possibility to download it in halves.

Also as per 16-05-2016 I have Updated map with addition of Geoff Gander's Barrowfields.
This was the first time I noticed this belonging to Darokin/Inlashar, so I had to put it in :P ;P
Excellent work Geoff btw. :mrgreen: Hope you like your work infused in the Great map
(I know you are here on Piazza but I don't know your alias :oops: :evil: )


That would be me. ;)



Hi Geoff, do you already have any additional information I could use?
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Re: 1 Mile Hex Mapping

Postby Robin » Sun Jun 05, 2016 4:51 pm

BROKEN LANDS
The latest update of the Western Section
http://sta.sh/0es4zetayhm
I succeeded to impose most of not all information from Micky and his South Glantri Input.

As this being 1014 AC, I've decided that Glantri can't afford empty ruined baronies, and as such attempt to resore the region.
the ruined locations Tombstone and Ohr'r named by the Humanoids, as being Lizzienne and Volnay respectively.
The crater disaster, lies now to rest, the damages great, but now the restoration can commence.
http://oi68.tinypic.com/i3e988.jpg
I think Dolores Hillsbury eventually relinquishes her former domain (the people there happy ) in favor of her Family domain to be restored. It is also nearer to Kolland, so she can keep a better watchful eye on the humanoids, and it is an aliby for the dragon sightings when she flies over. On the 1 mile map I named it New Blackhill.
Further I tried to stay as close as possible to Canon AND Micky's material http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=2331&p=178592#p178592

There does however seem a lot of open unused areas, so i need more input for those regions.
So ANY help will do.

As for the Norther Darokin section, I am still hoping Geoff can help me filling this in, I hope with similar input as Micky/Glantri. But anybody else aware of details in North Darokin against the Broken Lands or the Broken Lands themselves...help me out with this information.
I would be thankful :lol: :lol:
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Re: 1 Mile Hex Mapping

Postby Robin » Tue Jun 07, 2016 5:03 pm

Broken Lands

I used a lot if not all of Micky’s source see here http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=2331
South Glantri is a mixture of canon with the meteor and Micky’s input. I kept Thar's invasion, AND the meteor. As thus some minor changes were made to his text and locations, I show the changes here, with my additions, but all other additional text you must search in Micky’s topic about Glantri…and please do…it is not only interesting, culturally, but tasting too :P :lol: :twisted:

Erewan
Erewan is now, as far as i can, finished with all Micky’s input.
Old Erendyl was founded in AC 715 , but abandoned after multiple humanoid attacks and the river changes, a new Erendyl was founded on a small hill several miles north, next to the new rivers and was considered to be inspirited by the layout of Alfheim Town. The town is predominantly human with a small population of elves who handle much of Erewan’s financial and commercial interests. Erendyl lays directly on the main trade routes, by land and water, to the southwest quarter of Glantri and has a thriving economy. Ones first impression of Erendyl is formed as one first approaches and sees the town is protected by a 10 ft. high wall. However this is no ordinary wall but one fitting one protecting a town in an elf dominion. The wall is not of stone but of earth. Not simply an earthen wall, but one adorned in ivy. The wall is known is Wrigley’s Field in honour of the Thyatian poet who wrote of its beauty over a century ago. However unknown to all but a few long lived elves the wall is no simple wall of earth but is actually an earthen shell over multiple applications of the Steelform spell made permanent (a very functional winter dike, the historic Belcadiz quarter and the Warehouse district are only protected by a lower summer dike, but most doors are a few feet from the ground and the lower areas are all of waterproof stone without doors/windows, in case of flooding walk-able ramps are used instead the flooded streets). The town has three human outer districts around a central Elven district

Belcadiz
Belcadiz is now, as far as i can, finished with all Micky’s input.

New Blackhill
. The Mountain on the west is the result of pushing the earth like a blanket forth to the east, as thus there are many cracks, elevations and (canon)broken lands, as this map of 1014 AC is 7 years later, nature will have reintroduced new creeks, and slowly takes over again.
. The Huledain River is not navigable anymore to any river transport after the meteor changed the region, and dried out becoming nothing more than a creek filled by more eastern creeks.
. Construction of the defensive works is expected to take at least one more year. Once completed it is expected that Princess Dolores will rename the town into Dolorosyn (and a handy synonym for her alias), an Alphatian derivant of “owned by Dolores”. Some new settlers have moved into newly constructed tenements and started new businesses but it will likely be many years before Old Eriadna regains its prominence economically.
. Volnay/Ohr’r (2500/3500) Volnay was the political and military center of life in Blackhill., then it became a humanoid ruined settlement(according to fanon maps), before retaken by Dolores and rebuild Today Volnay is home to 90% of the surviving Alphatian population of the principality and has now becomes the leading economic and cultural centre of the principality and has grown in size as new settlers come into the principality. Expansion of Volnay took priority over the clearing and reconstruction of Eriadna and among the first priorities was construction of a suitable port to handle river trade. Finished in AC 1012, the new port quarter has many berths for river boats and a large warehouse district.
. Silverston: (900/0) is a large village/small town located close to the estate of the Prince of Blackhill. A large town grew around the estate providing services to the estate and growing into a economic power in it’s own right due to the large deposits of blackrock found in the area. The Aendyr estate was a vast, majestic complex covering 100’s of acres. All of which is now gone and lies in ruins if any remains. Upon and from these ruins the humanoids erected Broknag’s Tower (probably with some unknown outside help.
Princess Dolores until recently has shown no interest in living in Blackhill as she maintains permanent residence at the Capital. The town itself is slowly rebuilding as new settlers, mainly Thyatians, seek to extract and exploit the area’s natural resources. However, since she reclaimed Blackhill, a castle sprung over night in the hills North of the Red River.
. The few villages North of the Red River are now part of New Blackhill.
. Recent History The low intensity hit and run war continued in Blackhill for several years until the meteor disaster hit the principality in AC 1007.
Blackhill was totally unprepared and caught by surprise as Thar then followed and advanced his main body of forces through Soth-Kabree into Blackhill the sack of Blackhill commenced. Nothing was safe and nothing was spared in Blackhill, The Principality of Blackhill was devastated, towns and villages sacked and burned to the ground, the populations herded into captivity, or the cook-pots, when not outright massacred. All livestock were taken. . It had been picked clean as a source of supply and plunder for the humanoid army and left nearly all in ruin.
. Rebuilding for the principality has been a very long and painful experience. The disaster and invasion were compounded a deadly plague that came to Glanti in AC 1008 that, magnified by the lack of clerical resources and wartime conditions, swept the nation killing several hundred thousand
. It was long thought that Volospin’s heir to Blackhill would be his son Lathan but in a shocking development a new claimant and potential heir came forward in Dolores Hillsbury who claimed to be the product of a liaison between Volospin and the recently deceased Lady Margaret Hillsbury. She was granted a small dominion first, Fenswick, North East of Glantri, as her grounds of “birthright” were devastated. Even more shocking was the renouncing of the claim to the principality by Lathan several years later. Dolores was then confirmed by the Council of Princes as the next Princess of Blackhill, and abandoned Fenswick.
The last years have been difficult ones in Blackhill as the original Alphatian makeup of the Principality was nearly destroyed and the makeup of the principality has been changed beyond recognition. New settlers send by Dolores Hillsbury have flooded into the region to help with rebuilding and in hopes of finding a new life. The area has had surges of Fen settlers hoping to find a new Fen homeland and a true Fen leader. They have been disappointed on both counts as Princess Dolores has no interest in creating one, or being one. The area has also seen waves of Thyatian settlers. The principality has become a mixed ethnicity principality with even, in a shocking display of bad taste to some, humanoids being invited to come to Blackhill and learn to live a domestic civilized life. Rebuilding and immigration into the area continues but still after four years the principality has many many years and lot of hard work to do before it even approaches the grandeur and prosperity of principality of only a dacade ago
. As the region suffered greatly from the destruction, the Red River has some neglect and the Reed borders have grown far into the river reducing its span somewhat, but making landing even more difficult.
. I also had to shift somewhat with Micky’s villages, to keep them as near as canon/and his text as possible.
. The most of the former farm/harvest lands are now wild terrain, and need to be restored. Orchards are now forests of dead trees.
The Fields of Arunaru and Ghaeranatos, are named by Dolores, and nobody knows these are names from her former alias and her father (From John Calvins Article Vampire Queens in Threshold..I would also like to add the following names from this same history, but have not found a suitable location as of yet; Fadhadi’s Rest, and Kikanari’s Fall). The chance anybody will learn this is very slim, and probably Dolores will try to prevent this. But her sense of honour to these names is greater than the fear of discovery.

Hightower
Hightower is now filled up and clearly a settled region, but I need fitting names, for villages and some other locations/areas…maybe Micky(or anybody), can you can twist something up?

Nyra
The Free Province of Nyra also has too much open space, especially in the southern area. I succeeded in placing areas of produce. But I have the feeling more villages are needed here..or something else…especially in the region north of the Broken Lands.

Southern Hills
Free Province of Southern Hills needs some more fleshing out, as does the Satolas and Bamyra region, (those are on the Eastern section of the map, and I will come to that soon.

Soth-Kabree
Soth-Kabree, is a bit more filled up, but also needs more fleshing out. I enlarged the eastern borders a bit to reach the Broken Lands Border. Thus giving protection on that trail there.

New Threat/Naw Thrat
Naw Thrat, lies just beyond the borders of this map, but was ruined and then taken over by humanoids who named it (bastardized it) to New Threat. And it is a nuisance to the new dominion of Ritternour. Some of this area can be seen west of the scar.

Ritternour
Ritternour is placed, touching the Darokin border there, encrusted against the remaining mountains. It has an interesting yet peculiar feature. The meteor enforced the pressure of a large underground section of the lake Amsorak, cut it of and since then it bubbles up in almost 30 small lakes in the region. Nature has taken this mineral rich water and grows rapidly. The nation is the wettest settled spot on Mystara, and then the weather is not even added. Mosses, and ferns grow almost everywhere, within 7 years the Broken lands are covered for a great part in vegetation of a great variety. Along the rivers and lakes even young trees which will certainly turn the region into a wet forest. The mineral waters are among the best in taste and fertility for any produce, as thus the new region will be able to self sustain. As being close to Darokin, trade will take place through fort Fletcher.
I still have to name the villages and tower.

Huledain
A large scar in the earth (actually a cell of the planet has ruptured and though it slowly [very slowly] heals, it will affect the region for a few decades) is to the south which will eventually cool down and dry out, but humanoids (and any other) thus far can easily, though very dangerously, collect metallic ore from the lava-lake.
Most famous of all of them would be the Mystaran renowned Sierra Lava Tubes located in in the folds of Broken Lands against the new Mountain, approximately 16 miles west of Camp Huledain, created by the upheaval of the area due the meteor impact.
Fort Huledain is near the scar, on the site of Camp Huledain as Micky suggested , and as such a perfect fit with Micky’s Sierra Lava Tubes together with the Lava Scar.

Overall area
I’ve added the several ruins from the faraway bygone era of Blackmoor (according to the fanon maps of Sturm/John Calvin), these are now nothing more than foundation, as everything is looted and plundered aeons ago. As such they have also no name (yet) as this is forgotten.

I’ve also added Sable Tower of Doom in the far south of the Southern Province from the Mystara game Tower of Doom/Shadow Over Mystara, but this section has to fleshed out in more detail, as the area has been greatly uplifted in 1700 BC, it reverese the old Vesubian river thus far, it returned its flow back into Glantri. This of course must be reflected in the map in detail, as thus creeks and such coming from the Yak’s spur, must be added, also the Ogrish settlements, etc. This will come up later.
Micky’s Free province Borderland is actually Ogremoor, according to canon, so I discard that province in favor of canon Ogremoor.

As thus I also had to establish some more trails in this region connecting all these locations, but more detail has to be given, especially the undamaged northern section and that near the Darokin border with Fort Fletcher.

Thus if you (especially you Micky) would name these locations. …then I continue with the Broken Lands first.

For the Darokin section I still hope to gain support by Geoff and others who know of this region.
One interesting feat, a bit NE of The Ruins of Ardelphia (6 miles), and about 16 miles south of Fort Fletcher are also ruins of bygone Blackmoor era seem to pop up after merging the maps of 3500BC and current…only foundations, and looted, plundered, eroded heavily, but still it could hide some knowledge to gain (objects of any use are of course long gone or eroded/rusted out of any use.).

AND OF COURSE I STILL NEED ANY INPUT I CAN GET IN THIS HUGE PROJECT. :lol: :lol:

The latest update of the map thus far
http://sta.sh/0cuqvfl3o3s even if only a white screen, click to view, or use download button right. Remember it is not ready as of yet.
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Re: 1 Mile Hex Mapping

Postby Robin » Wed Jun 08, 2016 6:36 pm

Robin wrote:ETHENGAR
It may be weird, but I see the 1700BC blast in a Planar view as actually attracting the Spirit Realm. The Planes touched eachother at the World Mountain due the concentrated energy/magic of the Megalith in this region. When they collided power penetrated the Spirit Realm. The Blast thus entered the Spirit Realm, expanding from there blasting back into the Prime Plane, rupturing at the physical touch of the magical World Mountain. Thus creating the magic hakomon locations with the returning Spirit magic/energy/essence.

One question I do have though. The Spirit Realm and Limbo(as explained by Bruce Heard's article in Dragon Magazine) seem very similar, and even more compatible. Could it be that the Moebius Plane of Limbo has an outer edge being the Spirit Realm?
This would make the world mountain a great location for herculean style heroes who intend to retrieve souls without the use of magic.
It would explain why so much undead and spirits (a variation of souls i presume?) are on the World Mountain and the Hakomon sites.


Added labelling Headings to differentiate the posts and discussions about each variant map.


I delved a bit further into the Ethengar gazetteer( including the adventures). ...and I see that the Spirit Realm was brought Closer to the Prime Plane by the Rain of Fire cataclysm (page 37 right column top), and that it was the 1700BC disaster that brought it even closer and opening a gate where it borders the Prime Plane (i.e. World Mountain). However it also states;
This disaster also enabled the forces of Entropy to enter the world freely through the Lands of Black Sand. This caused the spirits to become embroiled in a struggle with the forces of Entropy, seeking to keep them out of the Spirit World and to minimize their effects on the world
The Lands of Black Sand, fed directly by Entropy, began to grow...spawning undead abominations.
The spirits discovered that they could not leave without allowing Entropy to spread throughout the Spirit World

Near World Mountain are small Gates to the Sphere of Death powered by Blood(according gaz12 page 54 adventure yurt of death) which is probably the Realm of Death from the M5-TSR9214-D&D-Mystara-Talons of Night adventure. It fits best.
The Nearer you come to the top of the mountain with the gate the more difficult(if not impossible) turning of Undead will be...in Limbo there is absolutely no turning of undead possible as the link with the Immortal is severed (he must find eternal rest on his own accord and combat the difficulties to reach that goal..according Bruce Heard's Article in Dragon Magazine.

As such I surmise that the diisaster not only opened a gate to the Spirit Realm but also enabled smaller gates to the Sphere of Death be opened. As thus, combined with the further given description of the Spirit Realm (any terrirtory possible depending on goal living characters --vs---Limbo any territory possible depending on faith of the arrived soul) is very very similar. the only difference being the characters being living or souls. As Limbo is an infinite Moebius Plane, that displaced its appearance based on the faith of each individual character, and the Spirit Realm does the same on the mutual goal of the group of living characters...i surmise indeed that Limbo f Bruce Heard and the Spirit Realm are the same. As thus spirits are actual souls, (maybe adapted/experienced by or to the realm, of any alignment or origin.). As Limbo is indeed riddled with gates to other Realms, amongst othe a lot to the Sphere of Death, others to "after life" gates to Outer Planes. Everything combins best together....And Thus the Spirit Realm = Limbo...(an edge of Limbo but still.)

As thus I think that the outer edges of Limbo/Spirit Realm are covered with the gates to Outer Planes (amongst other the Sphere of Death) and it is these gates that are now touching the Prime Plane, affecting both planes and threatening both (In Limbo/Spirit Realm it would thus threaten the continuation of the search of souls/spirits for eternal rest).
Gaz 12 also gives spirits to plants, animals, and such which is interesting as this concept is barely touched by Bruce Heard's article but does not barr it., actually it enables it. Although I would think it would be in another section than where the more sentient races appear on death in Limbo.

As the dead Kahn are brought literally into Limbo/Spirit Realm, as thus enabling the recombination of their Soul AND their body, it could be a very strong tie to enable reaching Eternal Rest...in its own body.
Image
Limbo aka Spirit World with within barely visible the Prime Plane, and beyond (the red) the Astral Plane.

The only problem (and it is minor) I see in this is the Shadows also available in this region, even while they are NOT undead, nor attached somehow...they are a seperate (cursed) race from another world (and this is canon) and their victims who became like them. So there must be a legitimate reason for them to be there.

I couldn't let this of my mind, but now I can go back to the Broken Lands map ;)
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Re: 1 Mile Hex Mapping

Postby Robin » Fri Jun 10, 2016 3:58 pm

Ok
This is an overview of lower scaled maps superimposed on the existing trailmap.
http://oi67.tinypic.com/xehnp5.jpg

I have made several 1 mile hex maps(Rockhome Dwarven Pass, Alfheim+parts of Darokin/Broken Lands +Parts of Darokin, Glantri and some Ethengar), Carytion(green Squares) or am busy with some (Ethengar Streel/Krandai River)(blue squares)
Micky has made several 1 mile hex maps in Glantri (NW Glantri, Sablestone, Boldavia)(pink Squares) or was busy with Central Glantri (orange Square)

Darokin has been laid out in 2.66 hex maps (Yellow Line)
as is the Threshold region and Penhaligon region (Tellowsquare)
There are however also some 1 mile hexes of threshold and Penhaligon (purple squares)
West Karameikos exists in 1 mile hexes too(Larger Purple square)
And Shawn made a 2,66 mile map of the castellan region (yellow square)
Cannonmaps of roughly 1 mile exist too (being from B10, and Specularum)(black squares)

Awesome maps, with great oppurtunities to game with, respect to the different artists.

I gives me the immediate feeling, that when I am ready with Broken Lands and Ethengar, I must do Karameikos (much sourced material, but lots a different scales and presentations, and the overall feeling, there is lots of info missing inbetween)...
What do you think about it??

My Plans for 1 mile maps thus far are; World Mountain in Ethengar (upon dire feeling), Quedhar (upon request), and thus now Karameikos.
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My personal Mystara Blog;http://breathofmystara.blogspot.nl/
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Re: 1 Mile Hex Mapping

Postby Sturm » Fri Jun 10, 2016 9:31 pm

Agathokles did a 3.2 mph map of Karameikos that I later populated with communities, see here: http://pandius.com/kara1020.html
I also have a 1mph map of the Halag/Fort Doom area I haven't shared yet.. I also have several hand drawn 1mp square maps from the 90s.. :-) I should turn them into png maps :-)
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Re: 1 Mile Hex Mapping

Postby Robin » Sat Jun 11, 2016 11:40 am

Sturm wrote:Agathokles did a 3.2 mph map of Karameikos that I later populated with communities, see here: http://pandius.com/kara1020.html
I also have a 1mph map of the Halag/Fort Doom area I haven't shared yet.. I also have several hand drawn 1mp square maps from the 90s.. :-) I should turn them into png maps :-)



Nice map indeed.

but 3.2 miles hexes??? :o how did they come to that odd number...2.666 I can understand (1/3rd of 8) but I can't make anything out of 3.2. :shock:
That will be a heck of fitting/overlaying to get to 1 mile. :evil: I already foresee problems with Castellan region(Shawns map, and this one). but hey...it will keep me busy... :mrgreen:

B10 also has a canon 3 mile map inside, but this has been re-edited to the threshold region to fit in The Rock, etc..(which I deem perfect and logical).....and..... It will take a while before I get there..first finishing Broken lands, Ethengar Streel/Krandai River, Ethengar Blackmountain, Quadhar, enough to do...enough time to collect data before.
So 1 mile hexes I am always interested in, the more the merrier, handdrawn or not, so please post them. and gimme a link ♥ :lol:

The map posted over Trail map, was for me a sight to astound, how much I've already done or doing, together with other 1 mile (orso) sources, like micky's glantri..and hey....it is much.
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Re: 1 Mile Hex Mapping

Postby Gecko » Sat Jun 11, 2016 9:51 pm

Robin wrote:Soth-Kabree
Soth-Kabree, is a bit more filled up, but also needs more fleshing out. I enlarged the eastern borders a bit to reach the Broken Lands Border. Thus giving protection on that trail there.


Soth-Kabree is detailed here at The Glantri Interactive Map.

For the Darokinian side, Alan Jones Caravan Campaign site has more locations.

and don't forget the cliffs in eastern Ogremoor (per the Gaz)
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