1 Mile Hex Mapping

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Re: 1 Mile Hex Mapping

Postby Angel Tarragon » Tue Jan 12, 2016 5:24 am

Quite the labor of love here. I can't imagine how many hours you have whiled away on this.
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Re: 1 Mile Hex Mapping

Postby Robin » Fri Jan 15, 2016 11:31 pm

Angel Tarragon wrote:Quite the labor of love here. I can't imagine how many hours you have whiled away on this.

Billions of seconds, millions of minutes, thousands of hours, several weeks, a few months.
a gazzilion cut&paste routines in windows paint.

result cramps ;P
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Re: 1 Mile Hex Mapping

Postby Bonetti » Mon Feb 01, 2016 9:06 pm

Wow, just... wow.

If my group ever gets together again, this is going to be the 1mph map for that area for me (and not just because I got a creek ;-) ).

I second/third/fourth/umpteenth what everyone else said. Awesome!
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Re: 1 Mile Hex Mapping

Postby Robin » Mon Feb 01, 2016 9:17 pm

Thanx Bonetti. :D
These are the reactions that give me some self-worth...-esteem..-value or how you may say in these darker days of mine. :( :oops:
really thanx :lol:

if any has printed this map , please share a picture, i am curious :mrgreen:
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Re: 1 Mile Hex Mapping

Postby Robin » Tue Feb 02, 2016 12:45 pm

BROKEN LANDS
For my next 1 mile project I need all information on the [b]Broken Lands[/b] (including Southwest Ethengar, South Glantri. the Darokin Section I pull from the Alfheim map.
Canon and fanon. i may have a lot already and by using logic (geology Ecology and cultural) I can fill in a lot more, but i feel that much more i still miss.
So please give me all links, and other data I can use.
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Re: 1 Mile Hex Mapping

Postby Robin » Sun Mar 13, 2016 10:05 am

THE ISLAND CARYTION
In this series of 1 mile hex maps a short new map I've created for Giulio Caroletti for his upcoming Threshold article on Carytion.
.
Hope you'll enjoys his article (really interesting) and like the map.

Enjoy the details
and venture forth ...on Carytion

http://6inchnails.deviantart.com/art/Carytion-art-592785351
http://6inchnails.deviantart.com/art/Carytion-592785371
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Re: 1 Mile Hex Mapping

Postby religon » Sun Mar 13, 2016 2:37 pm

Nice work. Great tease for the article!
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Re: 1 Mile Hex Mapping

Postby Robin » Sat Apr 16, 2016 12:51 pm

I will continue with more 1 mile maps
So if some of you need a location interested in, just inform mme...
and maybe I'll give it a try.
Mapping keeps me away from harm, so...
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Re: 1 Mile Hex Mapping

Postby Irondrake » Sat Apr 16, 2016 5:07 pm

Robin wrote:In this series of 1 mile hex maps a short new map I've created for Giulio Caroletti for his upcoming Threshold article on Carytion.
.
Hope you'll enjoys his article (really interesting) and like the map.

Enjoy the details
and venture forth ...on Carytion

http://6inchnails.deviantart.com/art/Carytion-art-592785351
http://6inchnails.deviantart.com/art/Carytion-592785371



These maps turned out beautifully. Awesome job! The article Giulio wrote that goes with them was fascinating as well!
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Re: 1 Mile Hex Mapping

Postby Robin » Sun Apr 17, 2016 9:50 am

Irondrake wrote:These maps turned out beautifully. Awesome job! The article Giulio wrote that goes with them was fascinating as well!


thanx :)
those gracious words mean much to me...they help me heal :?

they turned up way bettr than expected,...I was there in a very deep moment of my depression, and even though the mapping actually pulled me out of it a bit, the result was way better than I actually had intended/foreseen. :mrgreen:

And the excellent article Giulio wrote helped me much to create the island, place locations and make it more alive and vibrant...not just a map, but a real (looking) place.

So those who did not read the article, hop over to Threshold 11 and do.. :lol:

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Issue #11
of the Threshold Magazine is available on the Vaults of Pandius!
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Re: 1 Mile Hex Mapping

Postby zambion » Sat Apr 23, 2016 10:46 pm

Robin,
Excellent work as always.
Just love it...
Was wondering since you asked, if ever possible please consider
mapping Qeodhar? Been hoping for more detailed map for years.

Thanks!
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Re: 1 Mile Hex Mapping

Postby Robin » Sun Apr 24, 2016 12:49 pm

zambion wrote:Robin,
Excellent work as always.
Just love it...
Was wondering since you asked, if ever possible please consider
mapping Qeodhar? Been hoping for more detailed map for years.

Thanks!


Thanx...I myself admire all the vivid details, .that I could conjure up by using Giulio's descriptions. Even though i am not content with the minor flaws....I never get the awesome style of Thorfinns work, but my work seems to grow into its own style slowly, and the minor flaws seem to belong there too...hrrrmmm...
So nice you love it.

Quedhar...
It is a very nice idea indeed, and indeed not much detail to find about it.
All information I could come up with thus far
From Lo Zompatore; QEODHAR:
(129)*** Norzee, sea west of Qeodhar (M1 page 3)
(130)*** The low sun of northern summer glistens on the crest of the waves, between large icefloes. As the ships sail by, occasional communities of seals basking on the ice dive into the frigid green water. The brisk, cold wind blows swirls of snow off huge icebergs. The mountains of ice tower majestically over the armada. (M1 pages 5 and 7: it refers to a stretch of sea more than 50 miles southwest of Qeodhar)
(131)*** Norlan's merchant fleet imports fine woods, spices and grain from mainland Alphatia. (M1 page 6)
(132)*** The southern side of Qeodhar (four 24-mile hexes) benefits from a rare micro-climate permitted by the proximity of high mountains, a warm ocean stream coming from the east, and a profusion of hot water springs. The northern side of Qeodhar is affected by a semi-permanent polar climate. (M1 page 7)
(133)*** (Qeodhar) conducts brisk trade in sealskins with the Alphatians; its whalers are the equal of any in these waters (DotE, DM's manual)
(134)*** It (Qeodhar) has weathered the attacks of some reckless sea-voyaging frost giants from Frosthaven (DotE DM's manual) (Frosthaven is quite far from Qeodhar: it is possible that those giants actually came from the large island between Qeodhar and the northern polar icecap)
(135)*** The island is dominated by high, cold central mountains. Those mountains keep the town of Farend from suffering the full brunt of the north winds, but also limit the amount of arable land on the island... Qeodhar has many small coastal villages on the southern coast. The great seal grounds are all on the northwestern coast, and there you find many trappers' villages as well. (DotE DM's manual)
(136)*** Languages: Alphatian, Heldannic (PWAI)
(137)*** Creatures found in the vicinity of Qeodhar include seals, snow apes, boars, giant crabs, dolphins, white dragons, dragon turtles, colddrakes, giant fish, frost giants, mermen, frost salamanders, sharks, whales, wolves. (PWAI)
(138)*** Farend: 0-150 ft (from TM1)
(139)*** Farend: fog 20% on average appearing both day and night along the whole year. It there is fog, it lasts for 24 hours. (from TM1)
(140)*** A "Gulf of Qeodhar" is cited in the "Major navigable rivers" table from TM1:
- Ambur (northwest) from Crystal Lake to Gulf of Qeodhar
- Fris (far north) from Shiell Lake to Gulf of Qeodhar
(141)*** Farend: Fall & Winter: Longship Pneumonia. The epidemic lasts 1d6 week with a 1% chance of being affected per week. Coughing, loss of balance, memory and direction, sea sickness; cures itself after a month of mild fever. (from TM2)
(142)*** 419 AC: Normal seals carry lycanthropy to the subpolar regions of Mystara. (from PC4)
(143)*** I have traced the appearance of northern wereseals to a young sea-hunter of Qeodhar. This individual, Yanci by name, was attacked by a seal sometime around 455 AC, although symptoms of his lycanthropy did not appear until he reached maturity, some years later. Whether he is solely responsible for the spread of seal and sea-lion lycanthropy remains to be determined. (from PC4)
(144)*** Fur wereseals: These thick coated wereseals may be found on the shores of the Northern Reaches, in the Alphatian Sea, and along the Thonian Marches. Their primary range lies between 60(DM)-90(DM) North latitude. Fur wereseals may occasionally be found south of this range, though normal fur seals rarely strays so far. (from PC4)
(145)*** Farend: Altitude 0-150' Note: Close to Arctic Circle (PWAIII)
(146)*** Events of Flaurmont 23: The Karameikan ship Farseeker leaves Farend to continue her expedition to the north pole. Although conditions are still wintry this far north, the winter icecaps are beginning to break up. (PWAIII)
(147)*** Events of Yarthmont 4: North polar icecap, 600 miles north of Qeodhar. (PWAIII)
(148)*** (about creatures found in post-WotI sea under Floating Ar: they could well be applied to the pre-WotI sea between Alphatia and Qeodhar) In the waters beneath Floating Ar you can find many aquatic creatures and monsters such as manta rays, mermen, sharks and whales. (PWAI)
(149)*** The Alatians were Neathar, of course, the original Alatians were deported when the Alphatians took over their lands. The Alatians were probably sent to populate and develop the Yannivey Islands and Qeodhar. True Alatians are probably extinct by now. As for the Yannivey, they form a mixed race of all the people who ended up in these cold islands, including Alphatians, Antalians, Neathar, and who knows what else. (Dungeon Magazine #181 p 49, VotPA part 28)

As for maps I found these in my library
http://sta.sh/01ss5xe8qlmb
There seem several contradictions and inconsistancies.
24 miles maps...

I'd maybe try 8 mile map first...i have some interesting ideas...and some more keep popping up.
Thanx for the suggestion
I'll start when i am ready with my current project..
The Mystery of the Streel River
Last edited by Robin on Mon May 30, 2016 8:51 pm, edited 1 time in total.
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Re: 1 Mile Hex Mapping

Postby Robin » Thu May 05, 2016 10:54 am

CANOLBARTH FOREST
Update Canolbarth map
http://6inchnails.deviantart.com/art/Alfheim-1-Mile-583357686

Updated map with removal of some minor flaws,
but foremost the region north of the Black Hills, which was flawed.
As discovered in research for the 1 mile Broken Lands map (coming up soon) 05-08-2016
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Re: 1 Mile Hex Mapping

Postby Robin » Sat May 07, 2016 9:22 pm

BROKEN LANDS
As agreed I am working on the 1 mile map of the Broken Lands.
And I can use some input...please.

Canon facts
According to the Trail Maps Ethengar AND Corunglain is at 1800 feet
Alfheim City at 250 feet
Glantri city at 4800'
According Gaz Ethengar; Ethengar is a tilted plateau, West is 3800, South 4000, East 4000.
Colossus Mountains 25.000, Dengar 15.000
Nakota's Grave 2500'
Black Hills 450'
Bugburbia 4500' (broken lands with in the middle a snow capped mountain of...strangely enough also 4500' ???
Plateau of Zyrd 6000' with east of that two rising plateaus of only (Akilla's Throne ) 650' and (South Gnollistan's Sun Anvil) at only 800'
East of that a marsh of and badlands of only 350' (Yellow Orkia)
Trollhattan at -600' (with a nearby vesubian river passing throught an area of 4500' orso, without flooding trollhattan, even while there are 3 inlets)
West of that area a mountain spur of 10.000'and a frozen valley of Khyr at 3000'

Other sources
24 miles map by john calvin
http://www.pandius.com/KW_Cities_2300BC.jpg
info from Chimpman
http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=1389
http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=2492
Info by Thorffin Tait
http://www.thepiazza.org.uk/bb/viewtopic.php?f=22&t=987
And of course History of Mystara in general about the Broken lands, especially Canon, but also fanon

There seems a lot awry in the mapping of 1000AC…it must thus be different...without the flaws

All in all the Streel River Flowing into the Ethengar lands From the Heldann Freeholds is not a problem. That is just determining the Height of the Heldann hills.
The height of the river on the Ethengar side must be significantly higher than Corunglain's 1800' to enable a flow/current strong enough to pass the Broken Lands.
As according Broken Lands map, the area on the Ethengar side 350’, Bargdha According Trailmap 1800’.
Thus far we have a flow from West 3800 to 350’ and Streel river 1800’to 350’ The section between Bargd and Heldannmust be significantly higher to give a flow.

To the Mystery of the Streel River itself as Bruce Heard once imposed (starting near the Eastern coast,curving through a thousands miles of rocks, mountains, hills and lands to enable a swamp in the South), I will continue soon in a seperate article. Trully fitting to the Ethengar tales, and landscape. As soon can be read in "The Voyage of the Discovery"http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=15643

My idea on logical but minor map alterations...
Latest Update West
http://sta.sh/0cuqvfl3o3s
Latest Update East
http://sta.sh/0mb0ah6m1cv
The unfinished maps I creates as thus far

As according Broken Lands map, the area on the Ethengar side 350’ , Bargdha According Trailmap 1800’, as such the altitude of South western most of Ethengar I assume would be somewhere around 500-350'
This would mean that the area of Yellow Orkia and The Mucks are the lowest location 350'-280’
Fanon 2300BC maps explain this area was earlier a large lake, and there was NO waterway to the region of Corunglain, but instead one coming down from the area near the Twin Volcanoes, using the same path as the later Streel River path.
The reason that drained this lake, flowed it against gravity over the Broken lands must have the same unknown reason that the water bypasses the higher area between Ethengar and Corunglain. (Magic!!) As soon can be read in "The Voyage of the Discovery"http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=15643..based on an ancient russian legend, I tell no more...yet, but a hint can be found at the base of the Mucks :ugeek:
The Thin Yellow line is the outskirt of the original lake at its widest point in 1700 BC
The thin orange line is the outskirt of the Original Lake at its largest surface area in 1269 BC.

Broken Lands altitudes
The black Hills are hidden behind the plateaux, the Dwarfgate Mountains and the small ridge of mountains north so as with the Alfheim 1 mile map, I had to raise the Black Hills significantly, to a 1500'+, to enable water flowing into the Blackwater lake, as such I had to create heights fitting for the Surrounding areas.

The Streel River would thus flow through the lower part of Kol (estimate 2300' in the NE, 2100' in the SW making the SE part higher to about 2300', sloping of to 2000' into the hills of Inlashar Darokin (roughly 1800') The Black Lake of Alfheim would thus be at about 1250'

The the valley of Khyr (SW) at 3000'given altitude is illlogical, as that is way lower than for example Bugburbia, Glantri, and only slightly higher than North Darokin (1800 -2100 feet). As thus I heightened the Region of this valley several thousand feet, (thec surrounding valley walls would be about 10.000 feet, the valley 8500 to a depth of 8000 at most. It is the location I chose for the Faenare as proposed by you fans here, ;).

The Plateau of South Gnollistan I raised a roughly 1000 feet, as a 650' it became lower than the surrounding areas, and as Plateaux, this seemed wrong...with this raising, I had to alter the Height of Sun's Anvil and the dead volcano of Oenkmar too, but now it seems allright.

The Plataeu of Zyrd I would advise to keep at its registered height, but Burgburbia's snowcapped mountain would be significantly higher (say 6700' instead 4200', adding 2500')

The water inlets of the Vesubian river into Trollhattan, would be through thin and only seasonal small channels into very hard (granite??) erosion resisting rock. It would be out of order to make these channels a continuous flow or Trollhattan would have been a lake filled up by the Vesubian (even if there is a down flow elsewhere underground). Eventualy, this will happen anyway in the future due clogging downwardflow.
My thought was first to elevate Trollhattan's altitude to the same as the vesubian river which would be (according to Corunglain's 1800' and Nakota's grave 2500') about 3300' (also according the lowest water inlet near the southern waterfall, But this would move too far from Canon.
Vesubian River; 4200'N, N Waterfall 3900', mid waterfall 3600', south waterfall 3300' and then steadily declining to Corunglain level. The mountains around Trollhattan would then be somewhere between the general height of 10.000 feet (give or go a 1000/2000) lower of the region and several hundred feet above that of the highest waterfall. And with small inlets the seasonal water would limit the internal flow of this valley.
Several versions of the Broken Lands map, seem to hold other flaws here too, as waterfalls dissapear on one map to be reintroduced later. One map even gave only one waterfall next to Trollhattan.clearly wrong

The Plateaux of Akkila's Throne, would have down sloping clifs on the North, south and East sides, but UP sloping Cliffs on the West side. This accomodates the collapsed mountains there that did exist prior 1700 BC between Ethengar and Glantri, and the altitudes of the region there, combining it with the other regions.. as such the "plateaux" is actually on the same surface level as the Ethengar grass lands on the other side of the former lake

Speaking of this Lake Grondheim...it did exist prior to the Blackmoor era,as Anur Lake, in 2300 it was named Lake Grondheim, Later dissapeared by The cause I am going to write about, AND geomorfological changes of the area. But it eventually could return if the magic cause of the river would disperse...What do you think of that idea for the future...what could that bring good or bad...any ideas?????

The mountains that collapsed SE of Gnollistan, sort of folded into itself leaving peculiar ridges of broken lands and compressed hills in between. This is also the Location of Carnifex ruins; The Slanted city of Khareth, by John Calvin or Sturm in their 2300 BC info..

I removed the waterfalls in the map of the Mucks, as these did NOT exist in the first maps, but were apparently placed there later in newer editions of these maps and consistently used again...in swamps there are NO waterfalls, a waterspout maybe, but a swamp is most at water level...making waterfalls impossible...hence i removed it.

According the Fanon map 2300 BC, there was a mountain between Ethengar and the Darokin plains, this collapsed and enabled another environment, but also giving me the chance to keep heights as much as possible canon...or according waterflow.

The same happened in the north where the southern part of the collosus mountains collapsed into itself. The area had a lot of erosion and the broken remains became slowly the current hills, some mountain sections however still exist. I ned to flesh this out some more. There was a glacier north of where now the glantrian fort is, . I keep thinking how to bring this in,..I think of Morene distribution in a bowl valley. ..somehow.

As for the dead tree symbols; The fanon 2300 map gave a large lake with a pine forest around it, this forest died in the geological, volcano-chemical, and drought events , and lowering of the lake itself. On many places these logs are used and taken away, on others these trunks, root clumbs, and branches still exist. (even in the mountain here and there.
Akkilla's Throne has several clusters of these tree-logs remaining, of which one protects the castle which was spoken about in Ethengar/Broken Lands canon history. This location seemed best to fit both sources..in the Broken Lands and the Ethengar resemblance.

There is a section of new mountains south of Akkila's Throne and that has forest remains from before on it, be it only forest remains, or also a village and such i have not determined yet.

The map is FAR FROM READY, so can't really be used as of yet ;( :oops: ...a way lot more has to be put into it, :evil: but i desire some input other than myself.So please do not, just look at it and discuss with me, than a way way better map will be the result :lol:

According to the blackmoor adventures (DA1-4) the comeback inn was in a bowl shaped valley on top of some other edifice. The location seems to be right, in an obscure corner of the Broken Lands even less traversed by the Humanoids. As Gnolls were named, I supposed Gnollistan was the most logical solution.
http://sta.sh/01jx48vchfn2
But now I placed it on the map it feels too large...the hexes are 1 mile...should I go smaller and push the limits of canon/fanon sources, or not and if yes how large should this edifice be..1, 2, 4, 8 miles? What Do you think??


Other ideas and input please here.
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Re: 1 Mile Hex Mapping

Postby Robin » Sun May 08, 2016 12:17 pm

Please help me with input,
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Re: 1 Mile Hex Mapping

Postby Gecko » Sun May 08, 2016 9:15 pm

Robin wrote:Please help me with input,


Not sure if it helps with anything, but regarding the River and Trollhattan, it makes me think of Devil's Kettle in Minnesota:
YouTube: SciShow Weird Places
Wikipedia
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Re: 1 Mile Hex Mapping

Postby Robin » Sun May 08, 2016 9:57 pm

Gecko wrote:
Robin wrote:Please help me with input,


Not sure if it helps with anything, but regarding the River and Trollhattan, it makes me think of Devil's Kettle in Minnesota:
YouTube: SciShow Weird Places
Wikipedia


Thanx...at least one that responds on my plea...

This is very interesting...
In Sweden I swam in similar holes. Those consisted of normal rock, also NO limestone, basalt, or fissures holding. But the flow carried down large rocks in such a speed, and erosion that these rock boulders (much harder than the surrounding rock) even on minitiature size, actually drills a hole down into the rock, at first the eroded material (of both boulder and rock) will flow out of the rapid flowing current in the hole down the river, but when the hole is deep enough, it often breaks through the harder upper layersd of rock entering even softer rock below, where even caves may exist, or being born this way. These holes may form in less than a century (and that is almost geological lightspeed) when multiple boulders do their work, and are replaced in time with other later. these boulder are often ancient morenes from the late iceages that can befound up to huge sizes all over Northern europe.
These holes sometimes fall still, when there is no boulder within, and it is in these i did swim, the one I dived in was (according to my weighted thread , more than 400 meters deep!!

I like the idea, and the name Devils kettle, so indeed i might be able to use it with the three waterfalls to trollhattan


if any has more ideas about the map please tell, any input will always work
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Re: 1 Mile Hex Mapping

Postby Sturm » Mon May 09, 2016 10:40 am

Map is impressive from what I can see so far...
Do you plan to add settlements/villages/tribes?
I believe there are other creatures mentioned in canon as living in the broken lands beside humanoids... faenare and maybe others?
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Re: 1 Mile Hex Mapping

Postby Robin » Mon May 09, 2016 12:08 pm

BROKEN LANDS
Sturm wrote:Map is impressive from what I can see so far...
Do you plan to add settlements/villages/tribes?
I believe there are other creatures mentioned in canon as living in the broken lands beside humanoids... faenare and maybe others?


Thanx..still a lot to do.
Added remains of the forests that did exist prior 1700BC, and more detail to the collapsed mountain areas...like"the Mountain that Died". The great fortress city of the Troll queen(now called Akkras) is also finished. It is still huge..3 miles.

I tried to contact Micky, as he had primary knowledge about Erewan/Belcadiz Glantri,..also in 1 mile, so I could fuse these together, but haven't heard anything as of yet.

My primary goal lies first in the area east, between Darokin and Ethengar, to get that ready, for the Voyage of the Discovery storyline.
The rest will seep in later. :lol:

The map thus far; Link removed latest updates further below


Yes, especially lots of surface settlements, because, those seem to remain after the Shadowelves kicked the humanoids out below....and allowing them in ...when later turning to Atzanteotl, under their rule of course.
.
However, there are also canon/fanon resources linking to ancient stuff. That seems to be interesting enough to use, the question remains, how it would (and if) it passsed time.

Thanx, the Faenare I did not know of them living in the Broken Lands, but I have an idea where to place them.

I know that Stone, Hill, Cyclops, Cyclopskin, and at least 2 cloud giants have there business here, but havent placed thgem yet.
The stone giants seem best on the Eastern side, the Hill giants West of Belcadiz. I have added Rockmen, Geonids, and even Ghaleb-Duhr in the region of the collapsed mountains.
The stone giants have several hatching caves in he region as they are ovoparous. (this i used earlier in the Great Pass map.

As from your maps i believe. ;) ..i noticed that the area around the former lake was forested enough to harbor fairies, some links to that era still exist...
I use this picture as a source (located in the dryer spot of the mucks (NW))...The Fairy stones; http://oi63.tinypic.com/2wdodnd.jpg
haven't imagined what background to tie with it , but found it fitting ;)


ANY HELP IS STILL VERY VERY WELCOME. Even small ideas can be used.
And if you see cllear flaws, please tell me!!
Last edited by Robin on Mon May 30, 2016 8:52 pm, edited 2 times in total.
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Re: 1 Mile Hex Mapping

Postby Robin » Mon May 09, 2016 7:33 pm

BROKEN LANDS
I've further updated the map

Even though far from finished, it slowly gets the feel I had with the Canolbarth Forest in 1 mile...it comes alive...
http://sta.sh/0cuqvfl3o3s

Let me know anything you can help me with.
Last edited by Robin on Tue Jun 07, 2016 5:12 pm, edited 3 times in total.
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Re: 1 Mile Hex Mapping

Postby Mike » Mon May 09, 2016 8:29 pm

Robin wrote:I like the idea, and the name Devils kettle, so indeed i might be able to use it with the three waterfalls to trollhattan

The Maw of Bagni, known to the non-trolls as the Devil's Throat. Anything cast into it disappears forever. When a troll wishes to sacrifice to Bagni, it is cast into the Maw. Captives are never honored in this way, though many have begged for it: trolls are too hungry to just toss their meat away.

While there are few societies more chaotic and profane than Trollhattan, it does rarely happen that a troll transgresses against whatever trolls consider sacred. The punishment is to be cast alive into the Maw of Bagni. This is one of the only things a troll fears, and such events are vanishingly rare, so they could be counted on the fingers of one hand. Actually it may be that trolls just can't keep track of more than that. But this horrible fate is told and re-told in gurgling whispers throughout Trollhattan as a warning. Trollish legend is that Bagni himself lies in the depths and swallows all the water and anything in it.
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Re: 1 Mile Hex Mapping

Postby Gecko » Tue May 10, 2016 10:46 am

Robin wrote:I tried to contact Micky, as he had primary knowledge about Erewan/Belcadiz Glantri,..also in 1 mile, so I could fuse these together, but haven't heard anything as of yet.
...
I know that Stone, Hill, Cyclops, Cyclopskin, and at least 2 cloud giants have there business here, but havent placed thgem yet.
The stone giants seem best on the Eastern side, the Hill giants West of Belcadiz.


I hope Micky checks back in, as I think he did have some ideals, at least about the Erewan-Orcus Rex border area.

I put small Hill Giant bands in upper Ogremoor (independent of Alebane, but some will join on raids sometimes with the Ogres) (about a hundred individuals total)

At one point I went through and wrote out where all the minor hordes listed on page 39 are, would that be of any interest to you?

Also, for the Ogremoorian language, I've been using a sort of Hindi-Urdu / Persian mix, so for example The Bone Crushers are Hasthi kuchal, in the ogremoorian language, the Troll Grinders are Raakshasy chir-ho, The Hook Flayers are Ankuda shlax, Leg Breakers are 'Azig bhankak, etc. (of course only the last of those is in upper Ogremoor)
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Re: 1 Mile Hex Mapping

Postby Robin » Tue May 10, 2016 12:47 pm

BROKEN LANDS
Mike wrote:The Maw of Bagni, known to the non-trolls as the Devil's Throat. Anything cast into it disappears forever. When a troll wishes to sacrifice to Bagni, it is cast into the Maw. Captives are never honored in this way, though many have begged for it: trolls are too hungry to just toss their meat away.

While there are few societies more chaotic and profane than Trollhattan, it does rarely happen that a troll transgresses against whatever trolls consider sacred. The punishment is to be cast alive into the Maw of Bagni. This is one of the only things a troll fears, and such events are vanishingly rare, so they could be counted on the fingers of one hand. Actually it may be that trolls just can't keep track of more than that. But this horrible fate is told and re-told in gurgling whispers throughout Trollhattan as a warning. Trollish legend is that Bagni himself lies in the depths and swallows all the water and anything in it.

Niccccce :twisted: ....Thanx...Now I surely am going to use it.

Gecko wrote:I hope Micky checks back in, as I think he did have some ideals, at least about the Erewan-Orcus Rex border area.

I put small Hill Giant bands in upper Ogremoor (independent of Alebane, but some will join on raids sometimes with the Ogres) (about a hundred individuals total)

At one point I went through and wrote out where all the minor hordes listed on page 39 are, would that be of any interest to you?

Also, for the Ogremoorian language, I've been using a sort of Hindi-Urdu / Persian mix, so for example The Bone Crushers are Hasthi kuchal, in the ogremoorian language, the Troll Grinders are Raakshasy chir-ho, The Hook Flayers are Ankuda shlax, Leg Breakers are 'Azig bhankak, etc. (of course only the last of those is in upper Ogremoor)


I hope indeed that Micky responds (please, please...respond :oops: :mrgreen: )...As his Glantrian works were awesome, and I'd like to use that input in the border regions of the Broken Lands too...just similat to the Canolbarth were I had to use a lot of Darokin.

Of course I would be interested in the Minor hordes, especially if you have ideas on locations. :o :lol:

The Language is good, :shock: I;ll inform you when I work on Ogremoor, for help in the translation...my Ogrish isn't that good, and Google translate does not support Mystara tongues either :evil:


As for the map, I think the region between Darokin/Ethengar is now neear to finished, so I can use it in my Blog.
Especially ideas about that region are welcome, but make haste please.
Study that part of the map, if you want
Last edited by Robin on Tue Jun 07, 2016 5:13 pm, edited 3 times in total.
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Re: 1 Mile Hex Mapping

Postby Gecko » Tue May 10, 2016 8:37 pm

Mike wrote:The Maw of Bagni,

I agree with Robin, this is excellent....

Robin wrote:Of course I would be interested in the Minor hordes, especially if you have ideas on locations. :o :lol:


I'll start another thread on it when I get some time- unfortunately the information (other than the Ogremoor stuff) is spread over several files on my computer in several different iterations so It will take some time to collate, and time is very short right now.

Since I know you're working on mapping the upper broken lands, I did find one file version and I'll relay those from the Upper Broken lands for placement (I just hope I didn't change anything from this in later versions):

Upper Broken Lands Hordes

    Bugburia
  • 2nd Tier: Evil Eyes
  • 3rd Tier: Deathmongers
  • 4th Tier: numerous
    High Gobliny
  • 2nd Tier: Zyrd
  • 3rd Tier: Winds of Death
  • 4th Tier: Hill Striders, 2 more?
  • 5th tier: numerous
    Hobgobland
  • 2nd Tier: Akilla
  • 3rd Tier: Night Stalkers
  • 4th Tier: Night Crawlers, Shadow Blades
  • 5th Tier: numerous
    Kol
  • 2nd Tier: Elf Slayers or Howlin' Dogs (the other is lower)
  • 3rd Tier: Hounds of War or Hell Hounds (the other is lower)
  • 4th tier: numerous
    Ogremoor
  • 2nd Tier: Leg Breakers, and (name undecided between Havoc Bringers or Flesh Renders - originally I had it as the Hide Grinders, but then saw a sample character in the Gaz where the Hide Grinders were part of Orcus Rex)
  • 3rd Tier: none
  • 4th Tier: numerous
  • Notes
    • Leg Breakers: This horde, the 'Azig bhankak, controlled by Rajah Rajkat consists of Ogre clans scattered across Upper Ogremoor.
    • either the Havoc Bringers or Flesh Renders: A Horde under Barodar-Khan consisting of Common Hobgoblin & Goblin clans scattered across Upper Ogremoor.
    Orcus Rex
  • 2nd Tier: Hide Grinders and either Havoc Bringers or Flesh Renders
  • 3rd Tier: Dwarf Smashers
  • 4th Tier: likely the Halfling Rippers and/or 1 more?
  • 5th Tier: numerous
    Red Orcland
  • 2nd Tier: Natoka's
  • 3rd Tier: Black Axes
  • 4th Tier: Fire Spears, 1 more?
  • 5th Tier: numerous
  • note: Natoka's: This large Red Orc horde, named simply Natoka's or Natoka's Horde, is called such in honor of a past leader of all of Red Orcland.
    South Gnollistan
  • 2nd Tier: Blood Thorns or Vile Runes (the other is lower) (off-hand I'm tempted to say Blood Thorns are upper, Vile Runes are lower)
  • 3rd Tier: Devil Swines or Death Drifters (the other is lower)
  • 4th Tier: numerous
    Trollhattan
  • 2nd Tier: Heart Rippers or Rottin' Hands (the other is lower Trollhattan)
  • 3rd Tier: Bloody Hands or Leprous Heads (the other is lower Trollhattan)
  • 4th Tier: numerous
  • Off-hand I'm tempted to say Heart Rippers & Bloody Hands are upper

    Yellow Orkia
  • 2nd Tier: Hell Raiders
  • 3rd Tier: Broken Shields, perhaps more?
  • 4th Tier: numerous
The Language is good, :shock: I;ll inform you when I work on Ogremoor, for help in the translation...my Ogrish isn't that good, and Google translate does not support Mystara tongues either :evil:


Actually, I largely use Google Translate, and then mash words together :twisted:
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Re: 1 Mile Hex Mapping

Postby Robin » Wed May 11, 2016 8:44 am

@Gecko
Thanx, I think it will be helpful....in a yet unforeseen way

Question; These "Tier", are those the villages, is that how humanoids name"village"?
Then where is 1st Tier?
or does that mean something else? then what?
And do they indeed name their village to their horde?
I can't imagine a village or such named "bloody Hands" for example...Maybe a translation in Tharian would do.

However Your idea og Ogre tongue is very interesting (indeed) i just read Orcs of Thar, and they seem to use one prime tongue (maybe each race also has their own as extra), and i think that tongue is used for naming
As that tongue is based on Thyatian, in some degenerate way, and Thyatian = English, these names would as such resemble (maybe corrupted) english words, or is tharian thus changed that it holds less resenblance.
I tried speaking English with 2 pencils between my lip and teeth, to resemble Orc teeth and thus orc pronunciation of the alfabet, it sounds as many sounds are either lost or changed.
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