South East Karameikos/Dymrak Forest
For the upcoming Threshold Magazine I Compiled here all the sources I need to make the I mile hex map of the region for my Article on "The Barrel".
I thus temporarily placed all my attention on that article and this accompanying map.
Any help by input is welcome
A B10 Night's Dark Terror; major regional 3 mile hex map
Oldest and most detailed source
B Thorf's Replica map Gaz1 Grand Duchy of Karameikos/TM1; 8 mile hex map
C Thorf's Replica map of Karameikos
D Sturm's SE Karameikos 3.2 miles hexmap
E B10 based Fanmap in 3.2 mile hex
F Selfmade extension to B10 based on B10 and Gaz1 map in 3 mile hexes
G Thorf's replica map of X1 in 6 mile hexes
H Novel Fall of Magic inside map
J Taymora 2300BC fanbased map by Chimpman (??) in 8 mile hexes
K Dymrak region 3050BC by Sturm in 24 mile hexes
Download for better detail here, green arrow right
https://www.deviantart.com/6inchnails/a ... -788886325
Important Detail maps
B10 Jaggadash Lair
B10 Glosh-Klunk Lair
B10 Haven Lake
Textual map information
DDA4 The Dymrak Dread; , Roderick Lord Forester of Dymrak, Home Village Ryania of Alexei Schlepin,
Dymrak Dread aka Kosivikh Goblins, a day's travel from the last human settlement Ryania, hidden path leads into fen, higher grounds, high hill surrounded by putrid fen, natural caverns ,geological basin in the centre where many streams meet, lizardmen widow spider
As Thorf explained, the Oldest source would be the best canon source.
As X1(G) is the oldest source (yet offers almost no detail) and B10(A) the oldest most detailed source I base the 1 mile map on this mostly
B&C maps offer a lot if extra information yet do not hold most of the information of B10 which it should and could have --even in 8 miles. It disregarded the fields between Cherkass & Segenyev, The petrified wood of the Wolfskull goblins, the Syereb River, the size and shape of Lake of lost dreams, and the settlements. It also added much more hills which did not exist in B10, altered the course of the Rugalov river (in B10 it bend eastward, in the othermaps it bends westward instead.
(D) Sturm based his map apparently primarily on the (C) Gaz 1 adjusted map and also did not enter the grasslands, the petrified wood, and reduced the length of the Syereb River(it is at least 8 of his 3.2 mile hexes more SE than he did), and replaced the Ghnasska/Redblade goblins with the Dread Goblins of DDA4 adventure. He also kept the hills and river Rugalov orientation
Sturm did enter a lot more interesting locations
(E) this fan map is reasonbly equal to B10(A) and keeps regard to cations and adds the DDA4 locations to the map.
(F) is an old addition to B10 as it was thus near to the coast it needed this to be added. It is primarily based on B10, following Gaz1 coast lines. It does add the location of the Barrel and the canon elven village of Callanya.
All that said we have tome to a compromise in merging these sources.
First of all the missing areas from B10 need to be added, that is clear.
This does replace the light forest of B, C & D maps.
The riverbend will be following B10(A) course.
The locations of Sturm's map will be added, however The Dread Goblins will be on the easter side of the Rugalove as the text description of DDA4 does describe a swampish region with a natural geological hill in between within 1 day of wandering through the woods from Ryaniawhich is about 12 miles. The text describes the location in the middle of the woods, so I understand Sturm's interpretation, yet the eastern side of the river fits the text better.
As the hills are thus prominent on the Canon 8 mile maps and the B10 maps did not use a differentiation between forest, forest hills and hills, I will follow the hills assuggested on Sturm's map while also implementing all the B10 locations. this will reduce the hiils spur near the wolfskull lair.
To allow the Syereb River to come to be a small ridge of hills has to be created west of the Redblade lair To allow the water to become a river. As this is reasonably near to the sea, it would deem illogical the water would not flow south to the sea, so a hilly region /allevation is needed to allow the flow patter to be correct, As such I will shorten Sturm's waterline fromthe wolfskull lair, and make the water which according to the deatil maps does flow from this lairto go to the east adding to the Rugalov instead.
As to the hills SE of Lake of lost dreams I will keep these as per B10 and make the forest light as per B, C, D maps but with heavier sections in between. The DDA4 swamp area will thus come to be south of this region.
Then I add the Canon roads and trails as described or mapped, I will add more trails as per behavioral flow patterns.
and add the sea trails as per C map.
As thus far I know there is no real connection between Rugalov Keep and the village , so this must be by Ferry. As the canon sources (KKoA or Almanacs?),the Fall of Magic novel and clear logic does reveal a clear stone bridge and a high tower on the keep or describes a bridge to have been or will be erected here I will enter the a Bridge.
One other note is the width of the Rugalov River.Being logical to made on the B&C&D&E maps, it is illogical and not natural to have such a wide river(at least3 miles wide between Rugalov and the keep. I will reduces this to a more logical and natural width with sid beds due the sea influences.
And last but not least, the Karameikan and Traladaran Border must follow logic. As it follows the hex lines, there must be reasons for each hex to belong to one side or the other. mostly these are geological or ecological (Elevation, water, Forest/Hill lines) or social(Mines, Roads).
As neither seems to be applied here I have to create these.
If you have any input on this map following the above compilation and thoughts on the sources, do it As Soon As Possible(aka in the upcoming week at best), for I am mapping as we go as Threshold Magazine has a deadline.
The map will be revealed in the upcoming Threshold, not before that, but after that is out, it will be revealed here too.
The fanbased maps of 2300BC and 3050BC, indicate a town ruin (probably Lumm) in the moors, and a village ruin in the north hills, but also a large lake where B10 gave grasslands, a slim mountain chain going south into the woods and a similar chain where now the coastline is going further south. these clearly dictate geological differences, and more material to fuse together.