Mapping Athenos Canal (Darokin, Outer World, 1 mile/hex)

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Mapping Athenos Canal (Darokin, Outer World, 1 mile/hex)

Postby Bonetti » Fri Jun 04, 2010 10:51 pm

This is the region around Athenos, including the Canal and bits of the swamp and up the Streel. Some detail is takein from the the Malpheggi Swamp mapping thread.

ImageImageImageImage

I've put together notes on the new sections, below.

Todo:
  • Adjust river widths to be reasonable and match other texts
  • Play with waterways within the swamp
  • Finish tweaking borders for this scale
  • Add more locations in the swamp? Along the border? Develop the Shires?
  • Finalize names/backgrounds of new sites
  • Adventure seeds (note: seeds from 2 2/3 mile/hex post are already referenced)
  • Add some NPC detail

A special note on the canal: this actually disagrees with the text of the Gazetteer and the 8 mph map. The Gazetteer indicates the locks are at either end of the 15-mile canal (higher than both ends), and that the Streel River is lower than Athenos Harbor (which strikes me as odd given how close Athenos and the mouth of the Streel are -- but water geography (hydrography?) isn't my area of expertise).

As I zoomed in, I put more farm land around Athenos (it's in a valley of sorts), and figured the canal most likely just runs through the hillier parts. Since it would be an even larger engineering effort to raise the whole path to one level, I figured it went up on one side of the hills, down on the other, and the rest was a "local water level" channel. So, the dug out portion works out to be about 23 miles (the canal excavated in the farmland plus the portion in the hills plus the channel dug to divert part of the Streel).
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Re: Mapping Athenos Canal (Darokin, Outer World, 1 mile/hex)

Postby Bonetti » Fri Jun 04, 2010 10:51 pm

Towns

Athenos: As per Gazetteer, additional development still forthcoming.

Villages

The immediate region around Athenos is mostly farming and fishing. A few of the larger villages are noted, but they are merely representative of many such small clusters spread throughout the farmed lands.

Daripol: See 2 2/3 miles per hex map

Dorantia: Small fishing village at the edge of the swamp, probably named for a family or person. Could serve as the town in U1-U3 if one wants to set those adventures here.

Kuronos: Ancient farming village near Athenos, also works closely with Proteus Keep.

Lockport: See 2 2/3 miles per hex map

Notius: The ancient southern fishing village, foundations stretch back as far as Athenos' presence.

Verille: A modest farming village, but it also serves as the entry point to Darokin for traffic from the western part of the Five Shires. So, full of officials and plenty of caravans passing through.

Westlock: Fortified but barely garrisoned, this almost isn't a village. Staffed primarily by workers who man the locks at this end of the raised portion of the canal.

Keeps and Towers

Northpoint Tower: This tower once marked the northern portion of the city-state of Athenos' territory, but it was abandoned as the surrounding lowlands turned into swamps.

Proteus Keep: This small tower has existed long enough to have some fortifications around it. It is built on the highest hill near Solon's Point, and thus provides early warning of incursions from the north (attacks from the sea being rarer than monsters from the swamps).

Witchguard Keep: This ruined fortress may have once been the center of a domain carved out from the swamp and was probably named for the rumored witches who make their homes within the swamp. However, it's been ruins on the hill for the last hundred years.

Places of Interest

The Athenos Light: Lighthouse to both warn sailors of the rocky island upon which it sits and to guide them to the city of Athenos. Unlit in time of war, but it's been a long time since that last happened.

Bandit Camp: This small camp has housed several different bands, being well located and not easily spotted among the trees at the border of the swamp. The current band is becoming active enough that soon the merchants of Athenos will likely hire someone to root them out, since their depradations are impacting trade along the canal.

The Lost City of Eskender: The history of these ruins are lost to time, but some scholars believe the folk name (Eskender) and the myths of buried treasures and a lost civilization come from the ancient Athenosian term for dishonor or shame, and that it may mark a great defeat.

The Mossy Spire: See 2 2/3 miles per hex map

Ruined Estate: These ruins, nestled in the mountains just inside the lands of the Five Shires, may have once been an Athenosian nobleman's estate from the early years of the city (and thus before current borders and nations).

Ruins of Pentelikos: Like many of the hills around Athenos (which has existed in one form or another for a couple thousand years), this area is dotted with ruins. However, these are better preserved and more complete than most, since those in lower-lying areas have already been cannibalized for materials (such as stone) for other settlements.

Streelmouth Bog: This marshy area is where the Streel meets the Malpheggi Bay. When tensions have been higher, it's also been called the Hinbog, although those who wish to stay on good terms with the citizens of the Five Shires do not use that old name in polite company.

Woodrot Village: This is the largest settlement of the Woodrot goblin tribe, one of many goblin tribes in the area. This one has grown large enough to have been a presence for decades, though, unlike most goblin tribes which come and go.

Adventure Seeds

Lockport: (From 2 2/3 miles per hex map) It's the end of a period of very heavy traffic on the canal, and the nearby mines were shutdown briefly while the miners worked as canal labor to ease the crunch. When they returned to the mines, humanoids from the nearby swamps have taken over, in a bid to find a better base for raiding the barges on the canal.
Last edited by Bonetti on Fri Jun 04, 2010 11:16 pm, edited 2 times in total.
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Re: Mapping Athenos Canal (Darokin, Outer World, 1 mile/hex)

Postby Chimpman » Fri Jun 04, 2010 11:06 pm

I love it Bonetti. Can't wait to see the mini-gaz!
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Re: Mapping Athenos Canal (Darokin, Outer World, 1 mile/hex)

Postby Bonetti » Fri Jun 04, 2010 11:11 pm

Posted, but still a little vague. Right now, I'm still focusing on making sure there are plenty of adventure locales :-)

I'm not particularly happy with the hex art for swampy trees (it doesn't stand out well enough, in my opinion -- that's one thing the jungle hexes did), and I'm not quite satisfied with the geography yet, but it's a start!

I've dotted a number of ancient Greek-derived names in, since I'm (very loosely) basing some of the Athenos area on Athens and surrounds (Solon's Point, for instance) and am thus borrowing heavily. However, I didn't want everything to trace back to them :-)
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Re: Mapping Athenos Canal (Darokin, Outer World, 1 mile/hex)

Postby Chimpman » Fri Jun 04, 2010 11:30 pm

Bonetti wrote:Posted, but still a little vague. Right now, I'm still focusing on making sure there are plenty of adventure locales :-)

Cool, I'll try and look over this tonight.

Bonetti wrote:I'm not particularly happy with the hex art for swampy trees (it doesn't stand out well enough, in my opinion -- that's one thing the jungle hexes did), and I'm not quite satisfied with the geography yet, but it's a start!

Yeah, I know what you mean. They're ok on their own, but tend to wash out when placed among a large number of swamp hexes. We could try playing around with them to see if we can come up with something that will stand out more. My initial thought would be the normal hex tree color on a swamp color background. That might make the difference we need.

Or... if you don't want to mess around with modifying the hexes themselves, you could also try the forested marsh/bog hex - it has a deeper bluish-green color than the forested swamp, and that might make those hexes stand out better.

Bonetti wrote:I've dotted a number of ancient Greek-derived names in, since I'm (very loosely) basing some of the Athenos area on Athens and surrounds (Solon's Point, for instance) and am thus borrowing heavily. However, I didn't want everything to trace back to them :-)

I'd put a few Azcan sounding names in as well - at least names that have a basis in the Azcan language but have been "Darokinized" over the years. I see the Greek influence coming from their Traladaran neighbors, but Azcans have been in the region even longer - under the original Great Plateau in BC 2800 until its collapse in BC 1750. It makes sense that a few of their names would have crept into the area over all that time.
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Re: Mapping Athenos Canal (Darokin, Outer World, 1 mile/hex)

Postby Dave L » Sat Jun 05, 2010 8:27 am

Chimpman wrote:
Bonetti wrote:I'm not particularly happy with the hex art for swampy trees (it doesn't stand out well enough, in my opinion -- that's one thing the jungle hexes did), and I'm not quite satisfied with the geography yet, but it's a start!

Yeah, I know what you mean. They're ok on their own, but tend to wash out when placed among a large number of swamp hexes. We could try playing around with them to see if we can come up with something that will stand out more. My initial thought would be the normal hex tree color on a swamp color background. That might make the difference we need.

Or... if you don't want to mess around with modifying the hexes themselves, you could also try the forested marsh/bog hex - it has a deeper bluish-green color than the forested swamp, and that might make those hexes stand out better.


How about replacing the marsh colour on those tree hexes with the moorland colour?
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Re: Mapping Athenos Canal (Darokin, Outer World, 1 mile/hex)

Postby Bonetti » Wed Jan 19, 2011 12:30 am

Map updated, slightly.

  • Replaced jungle hexes with forested moor hexes
  • Cleaned up borders to match 1 mile hex borders
  • Very small tweaks to river width and shape, still planning an eventual, additional edit to the waterways

Short, sweet, minor :-)
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Re: Mapping Athenos Canal (Darokin, Outer World, 1 mile/hex)

Postby Chimpman » Wed Jan 19, 2011 1:00 am

Bonetti wrote:
  • Replaced jungle hexes with forested moor hexes

:D Very cool. I like the way the forested moor hexes look much better!
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Re: Mapping Athenos Canal (Darokin, Outer World, 1 mile/hex)

Postby Bonetti » Wed Jan 19, 2011 1:35 am

Yup :-)

I tried a couple things, and settled on that because it's distinctive enough to be obvious at a glance but still different from regular trees. So, thanks to you and Dave L for the suggestion :-)
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