1 Mile Hex Mapping

Weird red metals, dominions, immortals, hollow planets, invisible moons, and a lot of glorified magic zeppelins. It's all here.
The Book-House: Find Mystara products, Find Known World products.

Moderators: Havard, Gawain_VIII, Cthulhudrew, Seer of Yhog

Post Reply
User avatar
Sturm
Green Dragon
Posts: 4723
Joined: Sat Feb 12, 2011 6:26 pm
Gender: male
Location: Genoa, Italy
Contact:

Re: 1 Mile Hex Mapping

Post by Sturm » Tue Sep 06, 2016 12:49 pm

Very funny :)
You have enough material to compile a full Gaz10 Expansion!

User avatar
Robin
Storm Giant
Posts: 1570
Joined: Fri Feb 15, 2013 2:33 pm
Gender: female
Location: Netherland Groningen
Contact:

Re: 1 Mile Hex Mapping

Post by Robin » Wed Sep 07, 2016 10:06 pm

Thanx...already tried dancing on it?...do it with kids...you will not stop laughing, neither will they

Luckily the end is nigh..the map near to finished...although i might be able to squeeze something out of my pocket.
My Deviantart page; http://6inchnails.deviantart.com/ For Mystara hexmaps and Fantasy art (to see all fantasy art; enter and declare you are an adult...frigging exposure rules)
My personal Mystara Blog;http://breathofmystara.blogspot.nl/

User avatar
Sturm
Green Dragon
Posts: 4723
Joined: Sat Feb 12, 2011 6:26 pm
Gender: male
Location: Genoa, Italy
Contact:

Re: 1 Mile Hex Mapping

Post by Sturm » Thu Sep 08, 2016 9:52 am

BTW we are now producing issue 13 of Threshold, but issue 14, due by middle January 2017, will be about the Shadowdeep.
Maybe you could produce a 1 mph map of the Lower Broken Lands? :)
Probably there is not enough time, but maybe you could do a short article presenting your work on the Broken lands and the ideas you have for the lower broken lands, the challenges you expect?
Think a little about it, it would be nice to present to Threshold readers too your fantastic work here..

User avatar
Robin
Storm Giant
Posts: 1570
Joined: Fri Feb 15, 2013 2:33 pm
Gender: female
Location: Netherland Groningen
Contact:

Re: 1 Mile Hex Mapping

Post by Robin » Thu Sep 08, 2016 1:07 pm

Sturm wrote:BTW we are now producing issue 13 of Threshold, but issue 14, due by middle January 2017, will be about the Shadowdeep.
Maybe you could produce a 1 mph map of the Lower Broken Lands? :)
Probably there is not enough time, but maybe you could do a short article presenting your work on the Broken lands and the ideas you have for the lower broken lands, the challenges you expect?
Think a little about it, it would be nice to present to Threshold readers too your fantastic work here..
A 1 mile map of the Lower Broken Lands :shock: ...hmmm that would consume an awful lot of time, maybe later ;) .
However, :o I have a map in 8 mile hexes of the Lower Broken Lands after the Dark Elves of Atzanteotl took over, raise the magma to make Aengmor reappear higher (in the crater at the Gnollistan region), but not surfacing (as these Elves still have the vulnerability to the sun). And I might be able to squeeze out a feasable future of the region (if I had not already most part :o :ugeek: )
Would that suffice?
My Deviantart page; http://6inchnails.deviantart.com/ For Mystara hexmaps and Fantasy art (to see all fantasy art; enter and declare you are an adult...frigging exposure rules)
My personal Mystara Blog;http://breathofmystara.blogspot.nl/

User avatar
Sturm
Green Dragon
Posts: 4723
Joined: Sat Feb 12, 2011 6:26 pm
Gender: male
Location: Genoa, Italy
Contact:

Re: 1 Mile Hex Mapping

Post by Sturm » Thu Sep 08, 2016 1:34 pm

Well one or two pages detailing the work you have already done and your ideas about the lower Broken Lands, including any future plan to make a 1mph map would fit well in the issue. All the better is there is some interesting map already..

User avatar
Robin
Storm Giant
Posts: 1570
Joined: Fri Feb 15, 2013 2:33 pm
Gender: female
Location: Netherland Groningen
Contact:

Re: 1 Mile Hex Mapping

Post by Robin » Thu Sep 08, 2016 5:50 pm

I'll send a proposal this week...the known email(by which I also get the Proofreadings) still works?
I think indeed 1 or 2 pages at most will work fine.
My Deviantart page; http://6inchnails.deviantart.com/ For Mystara hexmaps and Fantasy art (to see all fantasy art; enter and declare you are an adult...frigging exposure rules)
My personal Mystara Blog;http://breathofmystara.blogspot.nl/

User avatar
Sturm
Green Dragon
Posts: 4723
Joined: Sat Feb 12, 2011 6:26 pm
Gender: male
Location: Genoa, Italy
Contact:

Re: 1 Mile Hex Mapping

Post by Sturm » Fri Sep 09, 2016 9:31 am

Sure, the same mail. 1 or 2 pages are fine, it's useful to let more people know your great work here!

banesbox
Goblin
Posts: 18
Joined: Wed Jan 21, 2015 11:10 pm
Gender: male

Re: 1 Mile Hex Mapping

Post by banesbox » Fri Sep 09, 2016 11:32 am

There are two AWESOME things about Robin's post, one, the map is the shiznit and two, she used the D&D logo I drew. I'm so excited people are using some of my stuff.

User avatar
Robin
Storm Giant
Posts: 1570
Joined: Fri Feb 15, 2013 2:33 pm
Gender: female
Location: Netherland Groningen
Contact:

Re: 1 Mile Hex Mapping

Post by Robin » Fri Sep 09, 2016 3:43 pm

banesbox wrote:There are two AWESOME things about Robin's post, one, the map is the shiznit and two, she used the D&D logo I drew. I'm so excited people are using some of my stuff.
Thanx. both for the logo and the "shizmit" (??) credits,
but which map/Logo do you refer too? Canolbarth? As Broken Lands has no logo yet.
But if that is your work, Should I use your alias here as means to give credit, or do you prefer your real name (in that case you may PM me to share this.
My Deviantart page; http://6inchnails.deviantart.com/ For Mystara hexmaps and Fantasy art (to see all fantasy art; enter and declare you are an adult...frigging exposure rules)
My personal Mystara Blog;http://breathofmystara.blogspot.nl/

User avatar
Demnwlf
Goblin
Posts: 18
Joined: Wed Sep 07, 2016 6:14 pm
Gender: male
Location: Virginia

Re: 1 Mile Hex Mapping

Post by Demnwlf » Sat Sep 10, 2016 2:14 am

As said before WOW........ I am new to the board and wanted to say hello and to let you know how GREAT it looks. Not sure if you have heard of it but I use the Ar-Kelaan Hexmapper program. It is very simple to use and allows you make your hexes easily with paint program. It is an old program but ever since I saw The Grand Duchy of Karameikos Gazetteer map I was hooked on that style.

User avatar
Robin
Storm Giant
Posts: 1570
Joined: Fri Feb 15, 2013 2:33 pm
Gender: female
Location: Netherland Groningen
Contact:

Re: 1 Mile Hex Mapping

Post by Robin » Sat Sep 10, 2016 11:10 am

Demnwlf wrote:As said before WOW........ I am new to the board and wanted to say hello and to let you know how GREAT it looks. Not sure if you have heard of it but I use the Ar-Kelaan Hexmapper program. It is very simple to use and allows you make your hexes easily with paint program. It is an old program but ever since I saw The Grand Duchy of Karameikos Gazetteer map I was hooked on that style.
Thanx and welcome on the Piazza. Enjoy the works of all fans here,
I'll check your suggestion, maybe it will work for me too. Even though I seemed to have grown to use Paint itself, but hey progress is Growth, so who might know what will happen. Thanx anyway.
My Deviantart page; http://6inchnails.deviantart.com/ For Mystara hexmaps and Fantasy art (to see all fantasy art; enter and declare you are an adult...frigging exposure rules)
My personal Mystara Blog;http://breathofmystara.blogspot.nl/

User avatar
Robin
Storm Giant
Posts: 1570
Joined: Fri Feb 15, 2013 2:33 pm
Gender: female
Location: Netherland Groningen
Contact:

Re: 1 Mile Hex Mapping

Post by Robin » Sat Sep 10, 2016 11:20 am

I have an important Question, for the Broken Lands region.

:?: How many Shadow elves exist total in 1000 AC in their Realm?? :?:
Please answer with a number, not percentages or groups or similar. :?
I know the number is known, but I keep digging through the Gazetteer and can't find it. :oops:

From this I can calculate How many became Deep Elves (returning to the Shadow Realms), Dark Elves (becoming followers of Atzanteotl again), and those remaining in the Canolbarth. :geek:
And with that I can surmise how many Dark Elves live in resurfaced Aengmor later :ugeek: , and designate troop numbers and other functions.
As for now I am stuck, and that frustrates me, :evil: for that number will certainly affect the interactions with other races, procreation, economic use areas, etc.
My Deviantart page; http://6inchnails.deviantart.com/ For Mystara hexmaps and Fantasy art (to see all fantasy art; enter and declare you are an adult...frigging exposure rules)
My personal Mystara Blog;http://breathofmystara.blogspot.nl/

User avatar
Demnwlf
Goblin
Posts: 18
Joined: Wed Sep 07, 2016 6:14 pm
Gender: male
Location: Virginia

Re: 1 Mile Hex Mapping

Post by Demnwlf » Sat Sep 10, 2016 3:55 pm

Found the number i think your looking for it is on page 4 of the players guide under Geography in general the total is 550,000 spread over the underground expanse with more than half concentrated in the clans four major cities.

User avatar
Robin
Storm Giant
Posts: 1570
Joined: Fri Feb 15, 2013 2:33 pm
Gender: female
Location: Netherland Groningen
Contact:

Re: 1 Mile Hex Mapping

Post by Robin » Sun Sep 11, 2016 4:50 pm

:lol: Thank you,..that was what I needed and could not find. :oops:
My Deviantart page; http://6inchnails.deviantart.com/ For Mystara hexmaps and Fantasy art (to see all fantasy art; enter and declare you are an adult...frigging exposure rules)
My personal Mystara Blog;http://breathofmystara.blogspot.nl/

User avatar
Robin
Storm Giant
Posts: 1570
Joined: Fri Feb 15, 2013 2:33 pm
Gender: female
Location: Netherland Groningen
Contact:

Re: 1 Mile Hex Mapping

Post by Robin » Mon Sep 12, 2016 5:10 pm

Sturm wrote:Sure, the same mail. 1 or 2 pages are fine, it's useful to let more people know your great work here!
As agreed I send a mail, with links to the two maps and the document in Google docs.
I may have to add/change minor things but it is presentable now.
My Deviantart page; http://6inchnails.deviantart.com/ For Mystara hexmaps and Fantasy art (to see all fantasy art; enter and declare you are an adult...frigging exposure rules)
My personal Mystara Blog;http://breathofmystara.blogspot.nl/

User avatar
Robin
Storm Giant
Posts: 1570
Joined: Fri Feb 15, 2013 2:33 pm
Gender: female
Location: Netherland Groningen
Contact:

Re: 1 Mile Hex Mapping

Post by Robin » Mon Sep 12, 2016 8:55 pm

To get an idea how my mind works...in my creations

I truly like this picture.
So much happening
so much background can be gained from researching this picture.

http://www.peteventers.com/blog/wp-cont ... ingRed.jpg

Who are the Heroes?
Who are the Foes?
Who is that individual in the viewing circle?
What were his plans?
What are the plans of each?
Hence they came, hence they go...?
Why are they seemingly twarted by the disintegration ray by the Goblin Wicca?
Why does a female fire elemental help goblins?
Why does a red dragon and an earth elemental Help Dwarves?
How could that dying individual cast a fireball/magic fiery missile?
Why is that helmet in the magma undamaged? Who did it belong?
Where is it happening?
..etc...
etc.

Just to begin with....


The same I do with all sources I have in front of me.
That is the reason /method my maps become TRULY alive for me...
And I can enter them in my mind, traverse anyway, any speed i want, in any time period and view all there is.
then the inhabitants start to move, Time starts to pass, path's are made, weather and nature takes effect, food gathered and more...much, much more...each step changing the environment slightly.
Sometimes I wander and discover things I did not create..and place them on the map.
The problem is sometimes what I see when I am mindwalking there is sometimes hard to map..(like the gigantic Fort Akkrass)...as my skills are not as unlimited as my mind...And sometimes I know there must something exist and I can;t envision it...without some input from all your sources..that is why I am grateful for those that took the time and effort to help.
My Deviantart page; http://6inchnails.deviantart.com/ For Mystara hexmaps and Fantasy art (to see all fantasy art; enter and declare you are an adult...frigging exposure rules)
My personal Mystara Blog;http://breathofmystara.blogspot.nl/

User avatar
Robin
Storm Giant
Posts: 1570
Joined: Fri Feb 15, 2013 2:33 pm
Gender: female
Location: Netherland Groningen
Contact:

Re: 1 Mile Hex Mapping

Post by Robin » Thu Sep 15, 2016 1:17 pm

My research continues and now I have discovered something truly weird...and actually funny....but with a great impact on the world.
From some D&D books, LOTR movies/books, AD&D2 sources together I came to this...

Orcs do never lie, they may be chaotic, violent, brute and even evil, but they are incapable of lying, or even understanding the principle. If they do not want another to now something they simply do not tell.
This is a handicap to them against Humans, Dwarves and Halflings, and Kobolds which often lie, they simply do not understand this behaviour, and when caught being lied at, will be angry (reaction -2) pure out of frustration. Orc blood/brain components are thus used in Spells, potions and items of Truth speaking.
My Deviantart page; http://6inchnails.deviantart.com/ For Mystara hexmaps and Fantasy art (to see all fantasy art; enter and declare you are an adult...frigging exposure rules)
My personal Mystara Blog;http://breathofmystara.blogspot.nl/

User avatar
Robin
Storm Giant
Posts: 1570
Joined: Fri Feb 15, 2013 2:33 pm
Gender: female
Location: Netherland Groningen
Contact:

Re: 1 Mile Hex Mapping

Post by Robin » Fri Sep 16, 2016 6:14 pm

Broken Lands
Another set of interesting locations found. this time in Gnollistan.

Salt pits
Mud, salt, iron stains, halophile algae and hot spring activity produce a colourful but dangerous landscape. A continuous flow of super saline hydrothermal water feeds the colourful lakes and alters the original eruption site
Several times during the formation of the Broken Lands, water has overtopped, flooding the Red Orc Land basin with salt water. Thick evaporate sequences were deposited in the basin as the salt water eventually evaporated in the hot dry climate. Some of these evaporate deposits were formed by evaporating runoff water and evaporating hydrothermal brines.
Much of the floor of the region North East of Red Orclands, (known by the Local Goblins as “The Mountain that Died”, is covered by salt flats. Other areas are covered by basalt flows, shield volcanoes and cinder cones. Several craters up to a mile across can be seen on the salt flats. These are thought to be maars formed by phreatic eruptions.

Phreatic Eruptions
The explosions that form a maar are known as phreatic explosions. They are driven in part by the enormous and instantaneous volume change that occurs when water flashes into steam.
When suddenly heated, one cubic meter of water converts into 1600 cubic meters of steam. If this happens below Earth's surface, the result can be a vertical eruption of steam, water, ash, volcanic bombs and rock debris. The volcanic cones produced by these eruptions are made up mostly of ejecta and are usually of very low relief - only a few tens of meters.
In the past centuries, volcanic areas in the area around the Twin Volcanoes have been frequently visited by Caravans. These excursions can be risky because of the severe climate, the remote location and repeated attacks on Caravans by Humanoids. Armed guards accompany many of the Caravans for this reason alone.

Poisonous and Noxious Gases in the Broken Lands
Poisonous Gases present an unseen but real menace to all creatures that must rely on oxygen for life. These gases can be of natural origin, such as the sulphur dioxide commonly created around areas of volcanic activity, or can be of magical or manufactured origin. Obviously, the use of poison gas as a weapon of war is greatly enhanced in the constricted conditions of the underearth.
Volcanic activity can create deadly emissions of sulphuric gas that are every bit as poisonous as the bite of a venomous creature, or can generate noxious gases such as methane whose smells are so overpowering that characters have a difficult time breathing them. The occurrence of such gases is primarily a campaign function to be handled by a DM at the appropriate time. As in most situations involving poison, poisonous gases generally require characters to make saving throws vs. poison. Noxious gases should force characters to make Constitution Checks every round; failure results in a general lowering of ability scores by three, with a similar penalty applied to attack rolls. The modern example of tear gas falls into this category. Characters can be rendered quite helpless by the effects of noxious gases (when all ability scores are reduced to 0), but they are not killed because there is no loss of hit points (when constitution falls on 0 the character is unconscious until removed). Ability scores are raised at the rate of 3 per turn when the character has a chance to breathe fresh air again. Modifiers to the saving throw or Constitution Check can be applied as the DM sees fit, to account for exceptionally lethal or mild poisons or to simulate degrees of noxiousness.
Certain types of gases, such as natural gas, are either odourless or possess such a mild odor that the characters may not be aware that the gas is present until they start making checks or saving throws. Other types of gases, such as sulphur, carry such a strong odor that the characters might have a chance to hold their breath before the full force of the gas can take effect.
Natural gas, often encountered in regions where coal and oil are common, has the additional hazard of being explosive. If characters encounter natural gas and are carrying a torch, candle, lantern or any other source of open flame, the natural gas has a base 20% chance per round of exploding. Such an explosion causes 1d6 points of damage to all characters and creatures in the area with the gas. Characters entering a region containing natural gas in such quantities might be allowed to make Wisdom Checks if they are moving slowly and investigating their surroundings carefully.
More heavily concentrated natural gas, or other types of explosive gases, are possible. The DM can modify the gas’s chance of exploding and damage inflicted upward as follows: each 10% increase in the chance of explosion adds another 1d6 to the damage inflicted to the characters. Higher concentrations should also increase the characters’ Wisdom scores by 1 per 10% potency increase, for purposes of this Wisdom Check only. Note that if a gas is completely odor-free, no Wisdom Check should be allowed, since the check represents the character’s awareness of the gas’s odor and an odourless gas gives no opportunity for a check.
Any gas, whether poisonous, noxious, or harmless, can cause problems to characters by replacing the oxygen in a given area. In this case, the effects should be treated as if part or all of the oxygen in a location has been used up. Certain creatures, most notably small birds, are more sensitive to poisonous gases than humans and other character races are. A small bird becoming exposed to a gradually increasing amount of poisonous gas (not including noxious gases), the DM should make a saving throw vs. poison for the bird one turn before the characters must save. The bird saves as a normal human-2, and if the saving throw fails, the bird dies. Note that this procedure is of little help if gas is suddenly introduced to an area in high concentration. The party must encounter a gradually increasing amount of gas in order for a bird to provide any early warning.

The Toxic Lake and Toxic Puddle
The Side streams feeding the Streel River here already did exist before most of the broken Land was formed as it is today. The oldest correct map (not one with the same basic flow flaws like the canon maps have) was that of 2300 BC. Here you can clearly see a single river springing north-west from the Twin Volcanoes, flowing North-East towards Anur Lake/Lake Grondheim. It is assumed the other creaks did exist in those days too or where “born” later. This early river Flowed down an area of hills, into a grassy plain.
With the rising of the Gnollistan Plateaux since 1700 BC, this river was broken of. Its course can still be discovered on the Gnollistan Plateaux, where the eastern section of the river old bed fed by Sun’s Anil’s creaks now flows partially as it did earlier North-east emptying into Bloodspray Falls. The Midsection is still dry, but the western section , also fed by small streams from Sun’s Anvil streams back along the old bed down into the Nankoweap region and the Streel River.
But there was a time (1550 BC) when the river could not flow away. The water flowed together and slowly formed a lake in an shallow forested depression formed north of the Twin Volcanoes.
In the following centuries the area suffered many eruptions of both the Twin Volcanoes and Kalazyrd. Sulphur and other nasty chemicals were expunged by these monsters and together with rain and streams mixed with the water of the new lake. The noxious gasses, the toxic acidic water, the layers of ash, the raising of the area, all these contributed to a major ecological change. The forest died and much of it still can be seen on the area. As the toxic air also killed off most vermin and bacterial life, all the tree logs were somehow preserved. Even those which were below the water of the rising acidic toxic lake were not affected by rot or decay. They slowly fell apart by the acid, but the logs remained.
In 1420 BC the water-acid mixture was thus high it started to flow down into Grondheim Lake, forming the Nankoweap region. It even seeped into the porous rock creating many of the upper caves today. And finally, together with the Volcano Thanos Breath in the Colossus Mountains it killed all life in and around Grondheim Lake.
Somewhere before 500 BC the great change came, and the water of Grondheim Lake started flowing uphill, between the Twin volcanoes, thus forming the current Streel River. This caused also the Toxic lake to deplete, and slowly but steadily it disappeared, until a few years before the Crowning of Thyatis Emperor it was fully gone. Up to today only a small 1 mile by 1.5 mile area still contains toxic water, as this was broken off the Streel Flow earlier. The water is deadly to consume. The smell is acrid, but mages and sages and even students of creatures would desire this fluid, as it preserves the decomposition of matter. It still works as a preservative. It is done about once a year, but there are Gnolls willing to sell this water for tools, weapons or Gold. This is done before the Natron Creek is reached when going north. Each quart of this water is valued at 50 Silver to the Gnolls but could be sold for triple to ten times that value in Glantri, Darokin, Corunglain
Beware…Ethengar, does always think the water is used to poison the Plains or wells of Ethengar, do not go there with barrels filled with this special water…it would be your last day.
One also could desire to get the water your self, but the local humanoids and other vermin, would be a great hindrance, not counting the dangers of the nearby Twin Volcanoes would make the risk and cost much higher than the profit would bring.

The Old and New Necropolis
The Old Necropolis the Nithians erected was not even on the Plateaux, but north of it, only 3 miles from the village Olech. As this region has had less earthquakes in the whole history of this area, they decided this must be the safest place. Within the Broken lands each family got a tomb. All members of the family were interred within, no lower ranks outside. Each tomb resembles a small pyramid and tomb in one. The dead were interred in their own burial chamber underneath the structure, in a 30-40’ vertical shaft (so when they arise, they can’t get out), and a consecrated chapel above. The minor detailing, courtyard and wall scriptures reflect the importance and rank of each family and the names interred.

The Gnolls later copied their Old Nithian masters in many ways. One of these was their belief in the afterlife and how to deal with that. As their Nithian masters made cities for their dead and erected massive tombs for their kings, so did the Gnolls. When the Gnolls arrived in the Broken Lands, they soon returned to collect their fallen comrades and give them a chance of their perceived afterlife. Near the Sun’s Anvil Mountain on the Plateau, seven miles from the village Minthi, along a small mountain creek with a natural rock resembling a pyramid in the middle, they erected their first (new) Necropolis.
It soon became a vast chaotic city of simple tombs and houses for the dead. With the centuries passing more dead were interred, and with each tomb the city grew. Until it became a true maze of tombs, connecting to or even build over other tombs, Time, erosion, and many earthquakes devastated many of these structures thus the city became a settlement of ruins with only a few structures still resembling something of their earlier virtue and meaning. Then in 800 AC the Orc Wars came after brutal attacks by the Darokinians and Ethengars. With these invaders came a disease; the Plague. And as the Glantrians suspected the Dwarves, so do many Humanoids even up to today. The many Gnollistan corpses were interred in the Necropolis. But then something did happen; many of the dead, earlier and more recent were reawakened, and started to wander. Humanoid Desert Zombies, Mummies, Ghouls, Wights and Wraiths and even human vampires, started to prowl and search for victims. The Gnolls reacted simple; Beat the undead to pulp and wall up the Necropolis. They continued to inter their dead, but always closed the doors after. The solution seemed to work, but since the meteor slammed into the west, many sections of the walls were destroyed in the massive earthquakes, and many Undead started to wander about. Not in their great numbers as before, but still; since then it can be that aforementioned undead can be found wandering around on the Plateaux. It is rumoured that a powerful Gnoll lich or vampire lord rules them all. But these are human rumours. The Gnolls know there was never a shaman powerful enough to become a lich,…but a greater mummy…that could very well be, they even have a suspect; “Temptypot”. Originally a Shaman Gnoll in 233 BC, follower of the Dark god of the Dead, was murdered by one of his own follower shaman. And interred by his loyal followers, no others were allowed to witness the scene. It is he they suspect bringing all the harm.



To know more see my Monster Manual Compilation Book chapter Undead, Desert Zombie page 1163, Greater Mummy page 1254 http://pandius.com/mnstrmnl.html

Some more will follow. ;)
Last edited by Robin on Fri Sep 30, 2016 2:46 pm, edited 1 time in total.
My Deviantart page; http://6inchnails.deviantart.com/ For Mystara hexmaps and Fantasy art (to see all fantasy art; enter and declare you are an adult...frigging exposure rules)
My personal Mystara Blog;http://breathofmystara.blogspot.nl/

User avatar
Robin
Storm Giant
Posts: 1570
Joined: Fri Feb 15, 2013 2:33 pm
Gender: female
Location: Netherland Groningen
Contact:

Re: 1 Mile Hex Mapping

Post by Robin » Sat Sep 17, 2016 2:51 pm

Broken Lands
In the Gazetteer 10 adventure “Requiem for the Orcs” there is within the great temple (room 35 page 38) a great Entropic Creature; a Nightwing. The adventure also explains the contra effects when the creature is released. Some things seem to contradict and need additions to explain the Shadow Elves Raising Aengmor later (all additions/changes in Red)

Atzanteotl placed it there just before the magma started to melt underneath the Rock of Oenkmar, causing the pumice Rock of Oenkmar, now impervious of heat, created in a volcano, sank into earth, even through the sinkhole…. Deep into the Magma chamber floated on the Magma, trapping the humanoids on it. This was the end of the Humanoids golden era, the end of the age of Oenkmar. (original text; before the orcs arrival in 1190 BC) . He instructed the humanoid high priests to leave it chained, for great havoc would otherwise befall the city. In fact, the Nightwing is a living portal to the Sphere (Original text; Plane) of Entropy from which the temple drains power needed to make the Rock of Oenkmar impervious to the continuous heat of the Magma and thus sustain the city over the magma. Anything the Nightwing swallows ends up in the Pocket Plane of Atzanteotl under influence of the Sphere of Entropy.
if freed it ignores anybody, immediately enters the astral Plane, It pops back outside the pyramid spreading death and destruction in Oenkmar, eventually returning to the Plane of Entropy (leaving his portal to Atzanteotl’s realm open and thus drawing intense cold in the magma), after which the bottom of Oenkmar solidifies ( by the intense cold) and the city is eventually immobilized.(if this would have been a bad thing I am not sure, but the Oenkmarian political power would have become influential again anbd spread far.)
If destroyed, the city starts sinking at the rate of 1 yard/turn, causing many to die horribly.
It depends on you DM if either of these happen if you follow the timeline of the Almanacs, it will not, as the Shadow (Dark) Elves raise Aengmor later...
To enable the Shadow (dark) elves from raising Aengmor, they need to keep the Nightwing alive, and as being followers of Atzanteotl, they surely would be informed. First when the rock becomes stuck in the old shaft, and Aengmor is stabilized, then the Nightwing is released while remaining under control of the current High Priest. In the war with the humanoids, some Humanoid heroes finally defeat the monster. The portal it had active to transport sacrificed victims to Atzanteotl’s realm could not be closed (there was nobody with a close gate spell) thus drawing intense cold in the area keeping the ceiling from the Magma chamber from melting. Overall temperatures in Lower Gnollistan (new Aengmor) are stabilized between 4 and 24 Celsius in the new caves of the Shadow (dark) elves.


Combining all the Aengmor -Oenkmar canon and Fanon information I come to the following Timeline for the afffected Region

Oenkmar-Aengmor
A brief history
2000 BC: Elves settle in North Grondheim.
1750 BC: The region around Grondheim/Anur lake has become the fairy/even nation of Aengmor
1722 BC: King Loark invades Norwold
1710 BC: Though losing terrain on the Ethengar side of the Anur/Grondheim Lake due King Loark's attacks, the Elven nation Aengmor now encompasses all of future Glantri and mountains west of Grondheim Lake, as king Atziann forces all elves and humans to join the realm
1709 BC: King Loark settles along Grondheim Lake
1700 BC: Aengmor taken over by Loark, Elves enslaved King Atziann tries to activate the recently discovered old Blackmoor RCC collider thinking it is a weapon to destroy humanoids The Machine causes a immense explosion thus starting the shaping of the Broken Lands. Atziann escapes to the Hollow World. A small ice age starts due dust of the explosion.
1550 BC: The volcano on the Plateaux of Gnollistan ceased its activity, and seemingly died. The large "cork” that closed the crater falls down in the now empty magma chamber, and will later become the "Rock of Oenkmar" resting on the floor of the small upper magma chamber of the dead volcano.
1500 BC: Broken lands continue to geologically shaping themselves. Grey orcs rule
1468 BC: Atruatzin and his follower refugees from the Hollow World Azcans find a resting place after years of travelling underground within the underground chamber of future Gnollistan. Here they build a temple to the old gods on the huge rock of Pumice (volcanic Floating stone, a fallen “cork” stop in the surface inactive crater, as this is the only flat and sturdy surface to build upon. A small temple and several structures were erected... They name it Mictlan, after the legendary land of the dead.
1420 BC: While following the guidance of the Immortal Atzanteotl, wandering underground, the Shadow Elves stumbled upon a very deep cavern below the Broken Lands (Lower Gnollistan). Here they found a temple (Mictlan), built in a strange and unfamiliar style and the centre of a community of barbaric humans, the Azcan. The elves drove the humans out after prolonged battling, and occupied the area. Those Elves who had been seduced by Atzanteotl declare that the temple is sacred to him, and he has given them victory over their enemies, and a place to call home. Most elves are still uneasy about this alien immortal, but they are weary, and so they settle and changed the central religion of the humans of the Old Gods, into their new God; Atzanteotl, and around. Over the former Mictlan temple they erected a much larger pyramid temple and built a great city, which they named Aengmor using the name of their former nation, Aengmor.
Around 1400BC: A group of Schattenalfen were driven out of Aengmor (by the will of their patron). They retraced earlier expedition’s path to the Hollow world and became the Schattenalfen.
1352 BC: The Shadow Elves finished the construction of Aengmor city. The Elves could not rebuild their nation however, as the region was not fully settled from the earlier happenings, and ravaged by many earthquakes and volcanic eruptions.
1290 BC: A mere 62 years later, the inflow of water from Lake Grondheim renewed the inflow of magma caused by the build up of pressure from below. Clogs in the flow directed most pressure to the larger magma chambers in the North East. With this, magma surrounded the Rock of Oenkmar, lifting it up back to the cavern’s vault into the crater of the volcano. The city was then thrust upward, allowing Aengmor's temple, the city's highest structure, to fill the bottom of the shaft exactly. Lower South Gnollistan is mostly filled by Magma. Aengmor/Oenkmar was “locked” in its current position, with only the Temple surfacing within the crater. Nearby Shadowelf structures are either crushed in the disaster by pressing it against the ceiling, or are buried between the Floating Rock of Oenkmar and the Ceiling. Many elves died from toxic fumes or the overwhelming heat, but a fair number escaped through the use of magic. The survivors moved on to even deeper places, abandoning the city of Aengmor forever. Several sources claim that Atzanteotl caused this to happen, to further increase the power and input of humanoids on the world. With the Elves gone, the input of the humanoids on the region greatly enhanced.
1290-1269 BC: The higher magma chambers began flowing back down. In this process the magma underneath Oenkmar Rock started to solidify and crystallize into fine sand-like particles, which do not adhere to one another. The Rock of Oenkmar was still stuck in the shaft of the volcano it was originally the "cork" of. The small upper magma chamber was fully filled with this crystallized sand. This "sand” was later traded and was the prime source for the dwarves who invented glass.
1190 BC: Descendants of the Great Horde resurface in the Broken Lands. The Tribes meet again and discover the Rock of Oenkmar within the crater, the city of Oenkmar on it, and a knife they mistake for one of their legendary artifacts. End of the Quest for a Blue Knife, a truce is proclaimed.
1050 BC: Nithian priests visit the Shamans of Oenkmar. Atzanteotl is increasingly offended. Nithians and Humanoids create new structures next to Aengmor/Oenkmar.
1000 BC: Oenkmar Empire; Broken Lands overpopulated. Most of the Known World was dominated by the humanoid city of Oenkmar, which directly or indirectly controlled a large empire from Atruaghin lands to Ethengar, from Glantri to the modern Five Shires. It’s quite probable that the documented attacks of the ogres and the Gnolls against ancient Sind, of the Gnolls against Traladara and of the hobgoblins against the Ethengarians were all sponsored by Oenkmar.
501 BC: Atzanteotl places a Nightwing in the basement of the temple and starts creating a special gate to relay powers through the creature on Oenkmar. He instructed the humanoid high priest to leave it chained, for great havoc would otherwise befall the city.
500 BC: With the geological changes in the broken lands, magma started to melt the crystalline sand underneath the Rock of Oenkmar, causing with the sinking of crystalline sand, the Rock of Oenkmar followed down, but instead like before settling on the ground of the smaller upper magma chamber, it slid into the now widened shaft leading down. The Rock of Oenkmar, impervious of heat, created in a volcano, sank into earth, even through the sinkhole…. Deep into the Magma chamber floated on the Magma, trapping the humanoids on it. This was the end of the Humanoids golden era, the end of the age of Oenkmar.
The arrival of the elves of Alfheim and the creation of the Canolbarth forest, together with the defeat of the red orcs and the raising of the Atruaghin plateau, were instrumental in limiting the remaining political power of the Empire of Oenkmar. The Fall of Oenkmar however would bring more humanoid invasions. Humanoid activities remain high in all the Known World in the following centuries.
At the same time two new magma chambers are created, lowering the level of magma in the Great Chamber. As thus stopping any volcanic activity from this chamber. Aengmor/Oenkmar will thus reside within the magma chamber until it is fully filled again.
1005 AC: Magic altering attack on Canolbarth prepared
1006 AC summer: Meteor impact
1006 AC autumn: Magic altering attack on Canolbarth started
1006-1012 AC+: Canolbarth sickens and alters, Alfheim taken over by Shadow Elves
1012 AC, 15 Vatermont: As the Dwarves discovered an ancient Humanoid City with the name Oenkmar in1012AC; they proudly started a war with the Humanoids for all the treasures buried within this lava-floating island city. However, halfway the battle the Shadowelves learned of their exploits, and decided that Oenkmar must be Aengmor, their ancient city lost sooo long ago by them. This Rediscovery of Aengmor by the Shadow Elves, ignited a holy war. Already battle-beaten, the Dwarves could not resist another army attacking from behind and had to retreat....
1012AC, 16 Ambyrmont: Re-conquering Aengmor, Disillusioned Shadow Elves retreat back to the underworld, others (often the rebellious young) venture to Aengmor where more freedom is under the guidance of a new Immortal Atzanteotl.
1013 AC: Many Shadow Elven wars in the Lower and even Upper Broken Lands to drive humanoids away.
The first Shadow Elves start changing physically into Dark Elves,(accompanying A lich and later a red Dragon named Synn in their evil exploits). All others Aengmorian followers of Atzanteotl follow later.
1013 AC: Atzanteotl gets new followers amongst disillusioned SE
1014 AC: Shadowelves used their ground altering magic they closed of several side passages of the great Magma chamber below, but also a major down flow channel. As thus the great chamber slowly filled, carefully they guided Aengmor to beneath its original location, while it was pushed upwards with the rising Magma in Lower South Gnollistan. In this process many caves below were altered, locked out from the magma, or were wholly or partially filled with magma. And the Gnollistan Plateaux was again on the Rise. They held city up within the shaft, but not totally up (as the Shadow Elves are vulnerable to the sun, due genetic alteration or the wasting disease of the past.
Lower Gnollistan was radically altered, first it was filled with magma again, when this hardened, the Dark Elves removed much of it to free the cave again, reopened the waterways, and thus making the area fertile. With the residue of magma chemicals the Funghi almost exploded within the region, making it very fertile. Several towns were created and Lower Gnollistan became the new nation of New Aengmor. The Southwest corner filled with magically summoned rock, held within the shaft the Rock of Oenkmar with upon it Aengmor. The old tunnels were restored or re-opened and Aengmor became a fact.
While doing so, the Shadow Elves of Aengmor religiously diverted to the Immortal Atzanteotl, an evil entity. At first the Shadowelves evicted all humanoids from the city, then from the lower caves, and then even from the surface.
1121 AC: New Dark Elves immortal Lolth appears, Atzanteotl retreats himself slowly from the scene, no longer interested in euither the Elves nor Humanoids, too many failures after one another.
1200 AC: Evil Shadow Elves now called Dark Elves, or Drow; Located in Underground in Eastern Broken Lands, Followers of
Atzanteotl and the New (former Shadow Elf) Immortal Lolth, Darker skin, lighter Hair, Love for Spiders, and Evil to Neutral at best, Neutral to Chaotic. Have normal Elf Wizards and Elf Clerics with mostly Lolth’s spells. They no longer have Shamans; these have become full fledged clerics.

Something completely different, but drawn from all this information.
My personal opinion on Atzanteotl; He is a fool :o . He does nothing to prevent his mighty Oenkmar Empire of Humanoids (1000BC) to falter and disintegrate, but actually ignites this downfall, He discards the early and later Shadow Elves due their low reproduction rate, actually he stopped several times with his projects when all goes as he intended, not being able to see the ability to further improve his power. Why he still sees potential in the Schatten alfen in the Hollow World remains a mystery to me, as these have the same low birthrate.
One important issue with the Hollow World, the spell of preservation and differences in reproduction (remained stable under the spell of preservation) is that any war, the death of Schattenalven would be of much, much greater impact than those of the humans. Maybe this is tghe sole reason the number of battles between the elves and Azcans (both under the same immortal)remains low. each human death is replaced in two decades at most, each elven death can't be replaced until 200 years or more are passed, and another 100 until it becomes an adult able to fight.
My Deviantart page; http://6inchnails.deviantart.com/ For Mystara hexmaps and Fantasy art (to see all fantasy art; enter and declare you are an adult...frigging exposure rules)
My personal Mystara Blog;http://breathofmystara.blogspot.nl/

User avatar
Robin
Storm Giant
Posts: 1570
Joined: Fri Feb 15, 2013 2:33 pm
Gender: female
Location: Netherland Groningen
Contact:

Re: 1 Mile Hex Mapping

Post by Robin » Sun Sep 18, 2016 8:20 pm

Broken Lands

As an very important part of the Broken Lands I scanned and restored the map of Oenkmar from Gazetteer 10, gave it a better scale. (1050 BC-1012 AC)
http://6inchnails.deviantart.com/art/Oe ... -635216341
Then completely destroyed the city in the Elven/Dwarven/Humanoid war of 1012 AC
and further damaged it even more by pressing it up the volcanic shaft again, nearer to the surface.
The reflect the take over by the Shadow Elves (Dark Elves) of Atzanteotl, they reshaped the city to better suit their wishes.
Here the map of Furture Aenmor (1012AC+)
http://6inchnails.deviantart.com/art/Ae ... -635224294

For those still asking where is Aengmor? here the older maps I made to reflect that.
http://6inchnails.deviantart.com/art/Ae ... -586638143

Enjoy
My Deviantart page; http://6inchnails.deviantart.com/ For Mystara hexmaps and Fantasy art (to see all fantasy art; enter and declare you are an adult...frigging exposure rules)
My personal Mystara Blog;http://breathofmystara.blogspot.nl/

User avatar
Robin
Storm Giant
Posts: 1570
Joined: Fri Feb 15, 2013 2:33 pm
Gender: female
Location: Netherland Groningen
Contact:

Re: 1 Mile Hex Mapping

Post by Robin » Wed Sep 21, 2016 7:16 pm

Broken Lands
Ardelphia--Darokin
The Following locations for the Ardelphia region of my 1 mile hex map came from http://joe.obsidianportal.com/adventure ... ling-north
And though interesting enough to place on the map, nothing was detailed. As such thus are following my improvisations.

The site of the 13 Witch Knights of Ogremoor http://roebuckclasses.com/101/images/mo ... anging.jpg
This site was the magical location were 13 Erewan Elven mage knights turned to use witchcraft in the age of Ardelphia. Experienced enough to be a knight in some unknown forgotten obscure order. These elves were more interested in power and witchcraft than in righteousness. In effect they all behaved like Avengers but without a religious base. They did however create the Bladed Cathedral,with magic and workers, but even today rumors speak of the horrors the humanoid and human workers had to forcefully endure to create it. Even the Ogremoor Ogres disdain this place.
And though the local populace was devastated by the humanoid attacks in 843 AC, these “knights” did nothing to help them. Instead they went to battle the humanoids, and acquire treasures, but all for themselves, not to help the poor. They even commanded the complaining people to be hung. Many of the Ardelphians fled south into Darokin, while others went to the Bladed cathedral, hiding in fear, where these knights should have helped them. They never did, and never came, and one by one waiting for help, the refugees of Ardelphia died, and it is these souls which torment the knight to this day. Haunting their dreams, tormenting their thoughts, harassing their feelings wherever they went.
Every year they reconvened here to find a solution for their “problem”, at the same camp location they did before; where the complaining commoners were hung.
In 1010AC they discovered that their former camp was actually a magical location like the ones in Alfheim. Though not as powerful, their thought was it might be a resolution to get rid of the troubling souls. As they did create a Witch circle, they released a powerful surge of magic, directed at the old Bladed Cathedral. Where many of the dead they caused were laying around, the magic drew the Knights within. Unbeknownst what they summoned, the power they hungered still with their greed, they entered the Bladed Cathedral, they themselves erected in those days of bygone time. How experienced they were, they one by one died by the horrors they unleashed. In Limbo their souls were stripped to shreds by the souls of the dead who waited for them to come. And with each death a taunted now evil soul reawakened the old thoughts and entered the dead body of the witch Knights, restored them to a sort of unlife, a vampire. Capable of using weapons and magic, these elves turned evil and became vampire witch knight. Their thoughts were still not calmed, and it needs a group of new heroes to bring them rest or more people will be hurt.
Now they are under control of Demogorgon, an entropic evil immortal, rarely heard of in current times, but in history its name pops up regularly.

Bladed Cathedralhttp://media.kotaku.foxtrot.future.net. ... 6/04/T.jpg
A single large underground temple-like structure. almost used like a city, with inside a huge sarcophagus. This is based on the Dark Souls game. The following maps are very usable, but best is to add your own undead content together with the 13 witch knight vampires. These 13 vampires start roaming the area to accomplish their goal. activating the Shoggoth Stone. This stone is deap within the Cathedral, inside the large sarcophagus. Guarded by not only the well experienced elven vampiric witch knights [level 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, all 12 HD vampire, with each two weapons at masdtery level, and all witch spells, and skills(including casting unmemorized spells from a cauldron or book, as often as desired--normal casting times do apply)}, but also by other undead, minor vampires (recent victims), charmed Ogres, and constructs controlled by the demonic force responsible for creating the Shoggoth Stone in the first Place.
1 http://darksouls3.wiki.fextralife.com/f ... p_map1.jpg
2 http://darksouls3.wiki.fextralife.com/f ... 1147396426
3 http://darksouls3.wiki.fextralife.com/f ... deep_3.jpg
4 http://darksouls3.wiki.fextralife.com/f ... p_map4.jpg

The Necropolis of Soot, the city of the dead,http://www.waybecompany.com/moduls/um/R ... /pam13.jpg
This is an old area known before the Ardelphian era, and was used to inter the dead. The last dead interred here were several hundred victims of the war on Ardelphia in 843 AC. The great geological changes in the area, however, made sure no floor is level, and damages are great. Several restless incorporeal undead reside within, but great treasures of bygone times may be found. It is here where weapons are stored which could be of great use against the Vampire Knights of the Bladed Cathedral.

The small shrine of Brother Tredamay http://d2mods.info/resources/diabolic/scr/shrine.jpg
Tredamay is a Cleric/Loremaster, an albino with long white hair and red eyes. A party seeking help from Tredamay mistook him for a vampire, and broke brother Tredamay’s concentration during a vampire exorcism upon one of the Vampire knights of the Bladed Cathedral , which led to an attack by the vampire. The vampire escaped after tuning invisible. Brother Tredamay told the party of the Shoggoth Stone which is the source of chaotic energy that twists the laws of nature. The Shoggoth stone is able to place the region in eternal darkness ( a Continual Darkness of 50 miles diameter, unable to dispel in any known way), enabling the undead to rule there and then. When the stone is removed with the aid of the Staff of Rightful the eclipse will be lifted. The staff is located in a tower which as not been identified by Tredamay, and heroes must find other ways to locae it..

The Staff of the Rightful is actually hidden in Dovestone Tower in Fenhold in one of its secreted rooms (see my Alfheim Map http://6inchnails.deviantart.com/art/Al ... -609247888)
Why???
Because these Half-elves of Fenhold were very Righteous but treated wrongly. The use of the staff and return to the Fenfolk will clearly help them in developing their own voice and identity, so long denied. The secret Immortal responsible for creating this artifact (which in effect can create a single burts of Continual Light 50 mile radius, together with a Bless effect to the Righteous, and blight undead within the area of effect), specifically did so for working against Demogorgon.
My Deviantart page; http://6inchnails.deviantart.com/ For Mystara hexmaps and Fantasy art (to see all fantasy art; enter and declare you are an adult...frigging exposure rules)
My personal Mystara Blog;http://breathofmystara.blogspot.nl/

User avatar
Robin
Storm Giant
Posts: 1570
Joined: Fri Feb 15, 2013 2:33 pm
Gender: female
Location: Netherland Groningen
Contact:

Re: 1 Mile Hex Mapping

Post by Robin » Mon Sep 26, 2016 2:22 pm

:?: :?: Question :?: :?:

Broken Lands Gnollistan

From the various Gazetteers Mystara timeline events with References direct/indirect to this region;
1190 BC. As thus even the Goblinoids and Ogres seemed to thrive upon the commerce Oenkmar gives.
The Rock of Oenkmar still stuck within the old volcanic shaft, has become a location to explore. The temples and buildings from the Elves and the earlier older Azcan civilization harboured much knowledge and secrets, and the humanoids were willing to learn. It is in these years the magical powers of the humanoids rose to their current levels. Were they earlier only able to use a few primitive spells, now spells of true magic became available; Fireballs and similar...the humanoids became a power to take caution off. It is in this period several humanoid heroes became Immortal, they say themselves. Whatever, their influence upon the region became strong and permanent.
1190 BC: Descendants of the Great Horde resurface in the Broken Lands. The Tribes meet again and discover the Rock of Oenkmar within the crater, the city of Oenkmar on it, and a knife they mistake for one of their legendary artifacts. End of the Quest for a Blue Knife, a truce is proclaimed.
The beginning years of the Gnolls were difficult. Being created 1050 BC, Inspired by Pflarr’s Hutaakans, Nithian wizards add a pint of gnomish blood to each Black Moon troll slave, creating Gnolls to be a new servitor race. However, the gnolls prove too unruly and escape. Yeenoghu was one of the Gnollish war leaders.
In 1000 BC these Gnolls rebelled and soon invaded Karameikos. Nithian Priests visit the Shamans of Oenkmar.
1050bc Some Hill Gnolls (species Canis erectus Septentrionum) escape to the hills of the Northern Reaches and the Makkres Mountains where they raid each other for scarce resources.
Nithian priests journey to Oenkmar where they meet with shamans. Atzanteotl is increasingly offended by the Nithians.Nithians and Humanoids create new structures next to Aengmor/Oenkmar.
BC 1000 – BC 701 Nithian Dominance & Rise of Alphatia
Gnolls invade the Traldar lands from the west, starting a brutal war. The Hutaakans whip up patriotic fervor in the Traldar to defend the lands, then retreat to their valley at the command of their High Priestess Baistqet. The gnoll invasion puts an end to Traldar pirate raids on the coasts of the Deep Land and attacks on the Gentle Folk. The King of Krakatos is killed in battle against the gnolls.
The Nithian Empire reaches its zenith, featuring monumental architecture, large urban complexes in the River Nithia delta, the peak of its territorial holdings and development of sophisticated arts and culture. Nithia settles the Colony Isles, enslaving the native Makai, but ignoring the inland Malpheggi lizard men. The Nithians bring black goblin slaves and plantation style agriculture to the isles. The mainland coastal Northern Reaches are conquered, but with minimal interference to the local culture. Some trading posts are established along the fjords and rivers and some Antalians were enslaved. Formal spellcasting was introduced. Hearing of King Milen’s journey to Davania, Nithia decides to set up a colony on the northern coast of Davania. Northern Reaches slaves are shipped to Harbortown and from there to the new Davanian colony which is the southernmost extent that the Nithian Empire reaches. Nithian expansion into the lands of the Toralai and Traldar is prevented by hostile humanoid tribes of the Altan Tepes.
The Gruugrakh Gnolls migrate to the Khurish Massif via the Broken Lands. Some decide to work as servants to the Sindhis for reliable food, others move on to the Plain of Fire and founded the lands of Graakh (harsh) underground.
BC 1000 & AC 10 Lupins are created from interbreeding between humans and Gnolls.
995 BC By the time the Gnolls retreat, the Traldar population is 20% of its pre-invasion population.
500 BC Despite the personal intervention of Thanatos (and his secret ally Corona) opening gates and summoning creatures, the Immortals destroy the Nithian Empire. The immortals defeat Thanatos in a tremendous battle, sealing with impenetrable glass his wormholes and scarring the land which now becomes the Dead Places. They divert the headwaters of the River Nithia drying it up by lifting up the Northern Highlands and sinking the Alasiyan Basin, change the weather patterns, promote social unrest, drive the rulers insane, deny spells to clerics and take other actions to ensure the Empire’s downfall. The immortals wipe all memory of Nithia and the Nithians and place the Bead of Oblivion (created by Ranivorus, the Old Man of the Sea & Cretia) deep under the ruins of the Nithian Royal Catacombs in the town of Surra-Man-Raa. Rathanos and Pflarr cleanse the capital city of Ranak of Entropy and transport it to the Hollow World.
The Plateaux of Sun's Anil (future GnollistanT is now populated by Humanoids and several "guest" races, amongst other Dwarves and a culture that came from the region South of Rockhome... Not much is left of this nation or culture, other than several large structures clearly build with dwarven technology, stonework and masonry. Whatever happened with this culture is completely unknown, no scriptures are found, and even the older living races have no knowledge of that culture. It is as if the immortals want us to forget that culture for a reason, an obscure one, but still.
Black Moon Gnolls scatter east and west from NW Nithia. Some heading westward found South Gnollistan (Canis erectus Hilaris) in the eastern Broken Lands, south of the Streel River between Kol and Yellow Orkia
Nithian followers of Horon* (Ixion) are spared by the immortals and transported to an Outer Plane. Horon persuades the immortal council to allow an outpost of his followers to exist on Mystara to safeguard against a re-awakening of the dark powers of Nithia, however the outpost followers must never speak to outsiders.
108 druidic followers of Horon are placed on White Island in the Colony Isles, forming Whitenight Abbey. Osiris and Horon are both hawk-headed.
Nithian priests visit the Great Temple of Atzanteotl in the central Broken Lands. Atzanteotl is offended by the Nithians and causes Oenkmar to sink into the earth, sealing the volcano shaft. Only Atzanteotl’s faithful followers survived the descent. The Humanoid followers then discover the abandoned city of Aengmor.
BC 150 Shadow Elves contact humanoids in the Broken Lands and fuel their hatred of the Alfheim elves. Alfheim is attacked.
AC 5 Skoldar is emancipated from the Thyatian Military where he served as a Captain of the Guard and learned Thyatian military culture. Skoldar returns to the Broken Lands and founds the kobold horde of Kol which battles with the other kobold hordes

:?: :?: MY question is the gap in time for the Gnolls and Architecture referred to in Gaz10 as to the affected region. :?: :?:
The first reference of Gnollistan is (around) 500 BC before that date they were mostly acting in Karameikos or further west, with some in the hills of the Northern Reaches and the Makkres Mountains.
Nithians however visited Oenkmar already 1050 BC (about the same time The Gnolls were initially created).
There was also mention of Nithians and Humanoids create new structures next to Aengmor/Oenkmar.
At the same time it is mentioned that the Gnolls are proud of their structures and settlements, while the racial description says.
Work is a four-letter word to Gnolls; though they are strong, they consider it beneath their dignity to perform manual labour, which is better left up to their slaves and the females in the tribe
You see the contradictions?
Would this mean the Structures/settlements the Gnolls currently use in Gnollistan were Dwarven or Nithian made? (as these settled on the plateaux) And they lie/pride upon other's creations?(as they dislike labour(probably as a membrance of their slave past)
Or were the constructions mentioned in 1050 BC more meant as constructions on the Rock of Oenkmar. However, Oenkmar was at this time stuck in the volcanic shaft, and though climbing to political pronminence (maybe due the Nithians??) there was not much space to build upon, and the Oenkmar map does not reveal Nithian structures.
Could it not also be that the Nithians created the Gnolls HERE? and brought them as slaves to Nithia? That would mean that the structures of creation still reside somewhere in Gnollistan(devasted or not).(if not WHERE were they actually created, as I see no direct location in canon).
What are your ideas on this ??
This is important for my map, as it could need to include other locations than i did before or give the locations I made, new history...
My Deviantart page; http://6inchnails.deviantart.com/ For Mystara hexmaps and Fantasy art (to see all fantasy art; enter and declare you are an adult...frigging exposure rules)
My personal Mystara Blog;http://breathofmystara.blogspot.nl/

User avatar
Robin
Storm Giant
Posts: 1570
Joined: Fri Feb 15, 2013 2:33 pm
Gender: female
Location: Netherland Groningen
Contact:

Re: 1 Mile Hex Mapping

Post by Robin » Tue Sep 27, 2016 12:44 pm

No one with opinions or ideas upon my question?? :shock: :( ;(
:o strange. :roll:
My Deviantart page; http://6inchnails.deviantart.com/ For Mystara hexmaps and Fantasy art (to see all fantasy art; enter and declare you are an adult...frigging exposure rules)
My personal Mystara Blog;http://breathofmystara.blogspot.nl/

User avatar
religon
Bugbear
Posts: 137
Joined: Mon Nov 26, 2012 8:09 pm
Gender: male

Re: 1 Mile Hex Mapping

Post by religon » Tue Sep 27, 2016 12:53 pm

I applaud the effort. This is not really an area I know well enough or have enough interest in to enter into an educated discussion. Out of necessity, I think many DM's use the Broken Lands as a dump for evil humanoids that don't fit anywhere else in Mystara. Rarely is it a carefully considered process. Each adventure there seems to contradict any history of the region.

User avatar
Sturm
Green Dragon
Posts: 4723
Joined: Sat Feb 12, 2011 6:26 pm
Gender: male
Location: Genoa, Italy
Contact:

Re: 1 Mile Hex Mapping

Post by Sturm » Tue Sep 27, 2016 1:42 pm

We had a recent discussion about this:
viewtopic.php?f=3&t=15959
I think there is no possible answer in canon, and any solution could be good as each DM prefers.

Post Reply

Return to “Mystara”