Outer World: Alphatia, 24 miles per hex

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Outer World: Alphatia, 24 miles per hex

Post by Thorf » Wed Jun 18, 2008 5:47 am

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Replica of Dawn of the Emperors map of Alphatia, 24 miles per hex by Thorf, January 2010
Image Image Image Image Image Image Image Image

Updated Alphatia, 24 miles per hex by Thorf, July 2008
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Sources: Dawn of the Emperors (1989), Wrath of the Immortals (1992).

Notes on Dawn of the Emperors
  • Fonts - Title: 15.9 pt Feinen Bold; Qeodhar: 13 pt Feinen Bold; Islands and Major Terrain Features: 11.9-12 pt Feinen Bold; Regions: 13.6-13.9 pt Feinen Regular; Major Water Features: 13.8-13.9 pt Feinen Italic; Rivers: 9.8-10.2 pt Feinen Italic; Settlements and Walls: 10 pt Feinen Bold.
Notes on Updated map (Wrath of the Immortals)
To Do List
  1. Make replicas of the Wrath of the Immortals chronological maps, and original colour variants.
  2. Search Dawn of the Emperors, Wrath of the Immortals and other pertinent sources (Poor Wizard's Almanacs?) for geographical details to add to the map.
  3. Incorporate LoZompatore's additions into the updated map.
Last edited by Thorf on Sun Jan 31, 2010 8:57 am, edited 2 times in total.
Reason: Updated replica maps.

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Re: Outer World: Alphatia, 24 miles per hex

Post by LoZompatore » Fri Jun 20, 2008 9:29 am

Your works are really, really impressive, Thorf! (and extremely useful, too! I used your maps as a reference many times before...) 8-) :D

I have some suggestions about the updated map of Alphatia: see if you find them useful

1) In the SE tip of this map the nortwestern tip of Bellissaria should be visible. Bellissarian coast is located about 15 hexes (24 mile scale) SE from Archport/Aquas settlements, pretty inside the borders of your map. This is an old errata of DotE map I always found quite annoying...

2) In WotI's map the SE part of Alphatia (or maybe the whole island) is called "Greater Alphatia". What about keeping this tag also in the updated map?
There are also some extra trading routes in the east, connecting Archport to Aaslin and western Bellissaria, taken from the maps (the largest map of DotE, WotI and PWAI, IIRC). Long ago I made this map (http://pandius.com/bell_map.html) as a reference: I think most of the info are official, but I suggest you to check them ;)

3) What about adding the Mt. Thera landmark from PWAIII post WotI map?

4) I know you changed the wood tile (from "oak wood" to "pine wood") using the info from WotI map, but what about merging these two tiles (oaks in the south and pines in the north)? By reading the description of the Alphatian kingdoms in DotE and PWAI it seems to me that at least Arogansa/Eadrin/Greenspur kingdoms should have a warm temperate or sub tropical climate, so the pine wood tile should not be very appropriate.

My four cents! ;)

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Re: Outer World: Alphatia, 24 miles per hex

Post by Thorf » Wed Jul 02, 2008 5:25 pm

I just went over the maps, comparing them to my new scans. I'm rather embarrassed at the number of mistakes in town names - I didn't count, but there must have been more than ten mistakes! :oops: Anyway they're all fixed now, and I updated the maps, as well as adding an original colours variant. (Edit: I'm really pleased with the palette on this one. All those scans seem to be really paying off!)

LoZompatore, thanks for the excellent suggestions. :D I will deal with them on my next pass over this map. :geek:

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Re: Outer World: Alphatia, 24 miles per hex

Post by Andaire » Sun Jul 06, 2008 10:58 am

Heavy forests are much more visible with this palette than with the replica, that's cool, it really brings a sense of "deep, foreboding, ancient" forest, à la Tolkien ;)
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Re: Outer World: Alphatia, 24 miles per hex

Post by LoZompatore » Fri Aug 29, 2008 11:03 am

I was thinking: wat about adding also the 16 floating islands of Ar seen in PWAIII map?

The Floating Ar/Ambur area is quite empty of symbols, maybe you could try to add just the contour of the islands (a cross-hatched contour would be good?) showing that actually there is "more" above these flat lands. ;)

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Re: Outer World: Alphatia, 24 miles per hex

Post by Thorf » Fri Aug 29, 2008 11:18 am

I agree completely, Hervé. :)
LoZompatore wrote:I was thinking: wat about adding also the 16 floating islands of Ar seen in PWAIII map?
Good idea, Michele! I'll look into it. Depending on their layout it may be possible to include all the islands without covering too much of the ground below. If not, I can always make it a small detail map to go in the corner of the Alphatia map.

Hmm, I wonder how I should indicate that the islands are floating... Perhaps some sort of border round the edge, either a simple black one or something cloud-like (but quite thin)... If you have any ideas, I'm all ears. :)

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Re: Outer World: Alphatia, 24 miles per hex

Post by Cthulhudrew » Fri Aug 29, 2008 11:22 am

If you go with the notion of just adding them in as an inlay, then of course, just having them with open air around them (perhaps a lighter shade of the ocean blue) would work, perhaps with a distant outline of the land below or something.

If adding them onto the map itself... hmm. Good question. Offhand, I'm thinking something light gray or white in color around the edges. Probably a light grayish would work best, since you are intending that these can be printed out.

Of course- and I don't know how detailed or fancy you want to get- it might be really cool to create a map that isn't intended to be printed out, but only viewed online, with some islands rotating and/or hovering in the air above the map. (Don't know offhand if that's possible in Illustrator- I'd guess not; you would probably have to do it in ImageReady.)
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Re: Outer World: Alphatia, 24 miles per hex

Post by Andaire » Fri Aug 29, 2008 3:51 pm

Thorf wrote:I agree completely, Hervé. :)
Hey, an accent on my name! Nice, even I don't always put it even though it's on my keyboard :o
BTW a bit of trivia (unless you like memorizing ascii codes): ctrl-apostrophe e = é as in Hervé , ctrl-apostrophe shift-e for Etienne (though it doesn't work in firefox :( but it works in winword and elsewhere). Same with back apostrophe for grave accent, and there are others for ^¨° etc but I don't remember them.
Thorf wrote:
LoZompatore wrote:I was thinking: wat about adding also the 16 floating islands of Ar seen in PWAIII map?
Good idea, Michele! I'll look into it. Depending on their layout it may be possible to include all the islands without covering too much of the ground below. If not, I can always make it a small detail map to go in the corner of the Alphatia map.

Hmm, I wonder how I should indicate that the islands are floating... Perhaps some sort of border round the edge, either a simple black one or something cloud-like (but quite thin)... If you have any ideas, I'm all ears. :)
How about using just an inlay on the map proper, and having the islands properly drawn in the margin or excerpt (ie as in a map of the US + AK + HI - you know, those maps we see all the time until Nov. 4).
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Re: Outer World: Alphatia, 24 miles per hex

Post by Cthulhudrew » Sun Aug 31, 2008 1:01 am

Andaire wrote:How about using just an inlay on the map proper, and having the islands properly drawn in the margin or excerpt (ie as in a map of the US + AK + HI - you know, those maps we see all the time until Nov. 4).
Along those lines, you could always go the Gaz13 route, and show the islands as an outline on the mainland map (with an inset to show them as they are). Sort of like how the Shadowelf map shows the outline of the aboveground borders.
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Re: Outer World: Alphatia, 24 miles per hex

Post by metal » Sun Aug 31, 2008 5:07 am

How about a "grey" shadow on the main map showing where the islands are, and the floating islands maps on the borders? I think Cthulhudrew and I are talking about the same thing.
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Re: Outer World: Alphatia, 24 miles per hex

Post by Thorf » Sun Aug 31, 2008 5:50 am

metal wrote:How about a "grey" shadow on the main map showing where the islands are, and the floating islands maps on the borders? I think Cthulhudrew and I are talking about the same thing.
Yes, I think we're all on the same page here. Essentially we're talking about mapping the shadow of the islands onto the map, right? Which is actually pretty cool, because it's a useful thing to know anyway. (The islands don't move around much, do they? I seem to remember that the most they do is wobble a bit, but they stay in a general position - perhaps this info is from "current events" in one of the Poor Wizard's Almanacs...?)

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Re: Outer World: Alphatia, 24 miles per hex

Post by metal » Sun Aug 31, 2008 6:35 am

Digging around over at the Vaults, it seems that the most of the islands are "stationary". I'll try to compile what is over there for here.
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Re: Outer World: Alphatia, 24 miles per hex

Post by metal » Mon Sep 01, 2008 5:03 am

The following is from Geoff Gander's article "The Kingdom of Floating Ar" in the Vaults-
Owing to its nature, the landmarks of the kingdom are its assorted floating islands, which range in size from a small house to several miles in diameter. All told, roughly 50,000 people live on the floating islands, of which the most notable ones, mainly those more than a mile or so in diameter, are listed below:
8 islands are listed (the prior quote leads me to believe that there are more smaller islands)
1. Ambelethmir (approx. 15 sq. mi.): This roughly crescent-shaped floating island...

2. Dordellen (approx. 10 sq. mi.): This floating island is cylindrical in shape...

3. Haaken (approx. 8 sq. mi.): The roughly circular, floating island of Haaken is home to the well-known aristocratic family that produced Haldemar, the famed explorer and captain of the Princess Ark...

4. Jordamur, Greater (approx. 15 sq. mi.): Greater Jordamur is a roughly oval-shaped island...

5. Jordamur, Lesser (approx. 0.5 sq. mi.): Little more than a floating rock, compared to the other islands, Lesser Jordamur is unique in that it orbits its larger companion, with each revolution taking three days. The island is roughly spherical in shape...

6. Pildergif (approx. 10 sq. mi.): This floating island is roughly circular in shape...

7. Skyvale (approx. 35 sq. mi.): This irregularly-shaped floating island is the largest ever created, and was claimed by Ar, centuries ago, for his personal domain...

8. Skyreach (approx. 4 sq. mi.): The circular floating island upon which Skyreach, the capital city of Floating Ar, is built...
The only one that mentions any movement of the island is #5. Jordamur, Lesser which orbits #4. Jordamur, Greater.

I'm not sure how "canon" this is, but it is a nice write-up of the islands. Geoff also included some details on the geography of each of the 8 islands.

I hope this will be useful for you Thorf. :)
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Re: Outer World: Alphatia, 24 miles per hex

Post by Thorf » Tue Sep 23, 2008 6:35 pm

Update: I actually updated the replica maps earlier in the month, but I forgot to post a notice here. They should look a bit closer to the originals now, and I corrected a few mistakes. I also added PDF versions.

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Re: Outer World: Alphatia, 24 miles per hex

Post by Thorf » Fri Sep 26, 2008 5:48 pm

It seems the PDFs were missing here too. I could have sworn I uploaded them the other night before I went to bed. :? Anyway they are there now.

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Re: Outer World: Alphatia, 24 miles per hex

Post by Hugin » Mon Sep 29, 2008 3:17 pm

Tested both of these as well and downloaded fine.

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Re: Outer World: Alphatia, 24 miles per hex

Post by LoZompatore » Wed May 27, 2009 11:20 pm

Hi Thorf! ;)

I've just found a couple of suggestions about this map, coming from M1 module:

1) There is a long mountain pass connecting Limn to the Greenwall River's springs. You can see it on the map at the end of the module, repeated also in the black and white map on page 3.

2) DM map #4 shows the sea sourronding Alphaks Volcano: there are many reefs around it. This map depicts a pretty small area (about 10x10 miles) but the volcano itself is quite small comparing to its dimension as shown in DotE and subsequent maps (notice also that the same M1 module shows a third different shape for the island in DM map #5). Do you think it would be possible to merge the info included in M1 and DotE so to insert the coral reefs around the volcano also in DotE's map?

My two (literally) cents!

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Re: Outer World: Alphatia, 24 miles per hex

Post by Thorf » Tue Feb 02, 2010 12:04 pm

Update: Converted the replica maps to Feinen and fixed a few mistakes (mostly with white showing through along coastlines).

The updated map still has a lot more to be done to bring it up to date with contributions in this thread.

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Re: Outer World: Alphatia, 24 miles per hex

Post by Havard » Tue Feb 02, 2010 3:46 pm

Thorf wrote:Update: Converted the replica maps to Feinen and fixed a few mistakes (mostly with white showing through along coastlines).

The updated map still has a lot more to be done to bring it up to date with contributions in this thread.
Good to see you working on this Thorf! :)

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