1 Mile Hex Mapping

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Robin
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Re: 1 Mile Hex Mapping

Post by Robin »

Sturm
On your 3.2 map you have several Dragons placed
What color would you think they are. I assume Green up to adult, yet young Red, black, blue and Gold are also possible

East of Lungrad
Between Ivanov & Thencaew
Coast between Vandevicsny & Ourosco
NE of Koschel Tower (btw is this a mage tower or something else?)
there are more but these i work on later
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Carillion
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Re: 1 Mile Hex Mapping

Post by Carillion »

Hello Robin - This project is really impressive! I hate to think how long it takes to do a 1 mile map of an entire nation! What areas have you completed so far? I remember you finishing Alfheim - have you finished the Ethengar Khanates or any other areas as well at this scale?

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Re: 1 Mile Hex Mapping

Post by Robin »

Carillion wrote:
Sun Nov 10, 2019 1:07 pm
Hello Robin - This project is really impressive! I hate to think how long it takes to do a 1 mile map of an entire nation! What areas have you completed so far? I remember you finishing Alfheim - have you finished the Ethengar Khanates or any other areas as well at this scale?

Thanx

It takes a heck of a lot of time (as you can see following the posts here) work, limitless yet logical imagination, and even more research and making the various canon/fanon/RL sources compatible, and then a gazillion cliks and pastes

And then you discover something is off or flawed or confliction and you have to adjust (or in the worst case scenario start over)
I have here the complete list of my mapping works

Of the 1 mile hex maps are finished (sort off) and released seperatly
1 map; Dymrak Forest(Karameikos)
1 map; Dwarven Tunnel (Rockhome)
1 or 2 maps; Canolbarth Forest (Alfheim, & bordering Darokin) will have a revision along the Karameikan border due X1 and gaz discrepancies.(or west, and east)
1 map; Broken Lands East (and Bordering Darokin & Glantrian regions)
Trail Maps Broken Lands; 1 map; Vesubian Route, 3 maps; Ethengar/corunglain route
2 maps; Broken Lands West before And after Meteor (and Bordering Darokin & Glantrian regions)
South and East sections of Glantri (from Ethengar & Broken Lands map)
1 map; Ardelphia( north Darokin)...(from Broken Lands Map)
1 map; Avonleigh placed in Mystara (old map)
1 map; Carytion(Thyatis island)
1 map; Glantri region of Trintan+town map readjusted)
1 map; Glantri Province of Blackhill
1 map; Glantri Province of Belcadiz (southern Part)
1 map; Glantri Province of Ritternour
1 map; Glantri Province of Soth Kabree
1 map; Glantri Province of Satolas
1 map; Glantri Province of Nathrat
1 map; Glantri Province of Erewan
1 map; Glantri Free Province of Nyra
1 map; Glantri Province De Glace & Hightower
1 map; Glantri Province of Wylon



The followings is worked on
Ethengar 6 maps (including Glantrian, Heldann Freeholds, Vestland, Rockhome Bordering areas) temporary on hold as long as Karameikos takes precedence
Karameikos 3 maps (including Darokin, Thyatis, Ylaruam, 5 shires Bordering areas)...hence the required update on the Canolbarth map)regularly updated here
1 map; Thyatis N2 Forest Oracle adaptation map

Planned;
Quedhar, Ylaruam (including Nithia information and maybe seprate Nithian map), Silver Sierras Glantri/Darokin before AND after Mteor
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Re: 1 Mile Hex Mapping

Post by Robin »

Karameikos West


10-11-2019 12th draft
Still haven't located the coast and main flaw...I am in the map's detail too deep to see the general flaw...as of yet.
So I continue thusfar...risquing to having to abort and start anew.
The only good thing then will be, a lot of pre work has been done, yet even then a massive overhaul

Worked on the rocky Islands of the Halag Bay, added some details to the Luln/Specularum road and nearby region
(pondering how many small islands I have to map in 100 yard hex scale as I did in the Dymrak Map)
Began rehexing of Sturms work on the Blight Swamp to have all hexes the same general base.

Image

A note;
As you see two main water flows in the Blight Swamp.
The western one I decided is the Main yet slow flow based on X1, and the eastern one is based on Gaz1 (adjuated by Sturm wonderful 3.2 and 1 mile map), and more rapid flow based. As both sources are canon, yet vary too much I decided, both could and probably would be real in an environment like the Blight Swamp, ...so I entered both, and although it forced some fanon work to be readjusted slightly, It works very fine.
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Carillion
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Re: 1 Mile Hex Mapping

Post by Carillion »

Robin - Thanks for the map list - I hadn't realized you had drawn all of those! There are some really nice maps in there as well - excellent work.

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Re: 1 Mile Hex Mapping

Post by Robin »

Carillion wrote:
Sun Nov 10, 2019 6:41 pm
Robin - Thanks for the map list - I hadn't realized you had drawn all of those! There are some really nice maps in there as well - excellent work.
Yeah... apparently my relentless imagination and detailed thinking, had me create more than expected...
You can now walk on the map from Specularum towards Glantri using only 1 mile hex maps.
And I keep creating.

I must be madd as a hatter :roll: :? :o :mrgreen:

Eitherway the list works fine I suppose.
You could also explore my deviantart or Pandius links below. There is even more to find
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Re: 1 Mile Hex Mapping

Post by Sturm »

Robin wrote:
Sun Nov 10, 2019 12:11 pm
Sturm
On your 3.2 map you have several Dragons placed
What color would you think they are. I assume Green up to adult, yet young Red, black, blue and Gold are also possible
East of Lungrad
Between Ivanov & Thencaew
Coast between Vandevicsny & Ourosco
NE of Koschel Tower (btw is this a mage tower or something else?)
there are more but these i work on later
East of Lungrad, unnamed green dragon, possibly payed by/allied to The Black Eagle.
East of Ivanov is another green. Both should have some relations with local fairies/werewolf and humanoids. Maybe one is allied to the Black Eagle and the other opposes him. Also one could be subject to Nefastus, the green dragon of Wyrmhaven in the Dragon's Den boxed set of which we discussed earlier.
The dragon on the coast between Vandevicsny & Ourosco was named in the Poor Wizard Almanac as a bronze dragon. That's probably a mistake as Bronze dragon should not exist on Mystara but it could be reskinned as a small gold or as a gold subspecie.
Koschei comes from this slavic folk tales adapted to Traladara by Jennifer Guerra, see Vasilisa: http://pandius.com/tales.html
but the dragon is Ahkriin from Lords of the Cruth Lowlands by Agathokles: http://pandius.com/CruthLowlands-joined.pdf see page 40 for all the dragons of the area.
In the Blight Swamp the dragons are all black vassals to Vulomar the Black.
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Re: 1 Mile Hex Mapping

Post by Robin »

Sturm wrote:
Mon Nov 11, 2019 12:58 pm
East of Lungrad, unnamed green dragon, possibly payed by/allied to The Black Eagle.
East of Ivanov is another green. Both should have some relations with local fairies/werewolf and humanoids. Maybe one is allied to the Black Eagle and the other opposes him. Also one could be subject to Nefastus, the green dragon of Wyrmhaven in the Dragon's Den boxed set of which we discussed earlier.
The dragon on the coast between Vandevicsny & Ourosco was named in the Poor Wizard Almanac as a bronze dragon. That's probably a mistake as Bronze dragon should not exist on Mystara but it could be reskinned as a small gold or as a gold subspecie.
Koschei comes from this slavic folk tales adapted to Traladara by Jennifer Guerra, see Vasilisa: http://pandius.com/tales.html
but the dragon is Ahkriin from Lords of the Cruth Lowlands by Agathokles: http://pandius.com/CruthLowlands-joined.pdf see page 40 for all the dragons of the area.
In the Blight Swamp the dragons are all black vassals to Vulomar the Black.
Thanx Sturm. as always very useful information ;)

I believe there was an Bronze and even Dragon mentioned in an Almanac or AD&D2 Mystara product. :geek:
They could indeed be a mutation of a gold Dragon.(maybe under the influence of the decreasing Radiance ). making these dragon types perfectly adapted to the future of Mystara without a Radiance in 1751 AC and beyond. :twisted:

Thanx for the link of Jennifer Guerra, I read/check this. It seems to hold some more points of interest.
I will add Ahkrinn by name
and add the other unnamed dragons by their color as symbol. Thanx

Yes the Dragon's Den box locations. I will add these too. it is although difficult to differentiate the refurbished Mystara location names from the original ones with new locations mentioned. Tricky. The Dragon's Den area map gives some aid, yet still confusing.
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Re: 1 Mile Hex Mapping

Post by stanles »

Robin wrote:
Sun Nov 10, 2019 6:09 pm
1 map; Glantri Province of Wylon
Robin

Not that I'm saying that you can't point to things not on the Vaults :oops: - it's just that I use posts like this to make sure that I've got things up to date.

Is this an up to date map of the Glantri Province of Wylon? The file is larger at least than what I can download from that site.

shawn
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Re: 1 Mile Hex Mapping

Post by Robin »

stanles wrote:
Sat Nov 23, 2019 9:06 pm
Robin wrote:
Sun Nov 10, 2019 6:09 pm
1 map; Glantri Province of Wylon
Robin

Not that I'm saying that you can't point to things not on the Vaults :oops: - it's just that I use posts like this to make sure that I've got things up to date.

Is this an up to date map of the Glantri Province of Wylon? The file is larger at least than what I can download from that site.

shawn
No problem.
Always welcome to post, ask or request.

The link you used is the most up to date and is equal to the deviantart file https://www.deviantart.com/6inchnails/a ... -616164744, where the accompanying text also is placed.
The Deviantart can be downloaded on the right green arrow button and is 1792x1332
the link I used is a somewhat shrunke n preview version of Deviantart I believe (1037x771) and is used by Deviantart to be enlarged if clicked on and viewed can becdownloaded in that size direct from the picture , yet you get the original size if using the download button instead. If all fails I can send you the original by email ;)
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Re: 1 Mile Hex Mapping

Post by Robin »

He Sturm
As I am working on the 1 mile hex map again after Threshold Magazine
I searched for more information and found something you wrote
https://digilander.libero.it/Halag/Thre ... mDhum.html

Where on my 1 mile map you would locate this goblin undeground city/cliff rock city?
So I can place it correctly
Especially this rock seems important enough to be mapped
Image
Image
It seems to be an ancient volcanic hrdstone rock, yet could as well be a normal rock.
at least it seems totally distinguishable from the hills closeby..

If you use the link to my map you can best mark how many hexes from a single labelled location so I can mark it.
Thanx for the inconvieniance

From which location is the rock viewed in the picture...if used in the Wufwolde hills it seems being viewed NE, E, SW, S, or SE..as the Black Peak Mountains are not visible

My last question is how would this location be named?? The name Dhrom-Dhum is the goblin you described, yet might also be or become the location in goblin tongue. A name used by human/gnome/dwarves then is also needed yet this may be similar
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Re: 1 Mile Hex Mapping

Post by Sturm »

The location is marked on my 3.2 map http://pandius.com/karameikos-3_2m_draft.png as the camp of Nightwalkers goblins (even if it should be Nightstalkers) between Penhaligon and Threshold.
That particular cliff is a real one in Italy https://it.wikipedia.org/wiki/Pietra_di_Bismantova which IMO looked perfect for a goblin city :)
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Re: 1 Mile Hex Mapping

Post by Robin »

Thanx Sturrm
Now I can place it.

theonly thing I still need to know is its name and appearance.
you have marked the location on your map as a camp, yet your desription speaks of a city.
the picture suggests it is above ground in the rock...would this be created/dug or a cave.
so an underground city with 2000 humanoids? would this best be the hex symbol used, or would a cave symbol on a rock be better?


Interesting Real World location btw....being mentioned in Dante's Inferno. i can't read italian, so i am curious to the total reference...maybe it'll bring more useful information. no wonder you used it for a goblin city. did you manipulate the lights in the dark yourself, or are there indeed hidden structures within, as other pctures of the mountain do not reveal such. great work and choice anyway.
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Re: 1 Mile Hex Mapping

Post by Sturm »

It is meant to be inside the rock, but the real mountains has no caves, I modified the image with the night lights.
I did not give a name to the goblin city however. I generically used the camp symbol for humanoid communities to avoid confusion with the human ones but indeed this one it is a true underground city.
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Re: 1 Mile Hex Mapping

Post by Robin »

Sturm wrote:
Tue Nov 26, 2019 1:18 pm
It is meant to be inside the rock, but the real mountains has no caves, I modified the image with the night lights.
I did not give a name to the goblin city however. I generically used the camp symbol for humanoid communities to avoid confusion with the human ones but indeed this one it is a true underground city.
thanx Sturm

ok great work btw. ok that's clear. I can use the underground city hex symbol as I created in my expanded Legend.
is it Ok when I create a name? i'll try to remain close to the canon sources i can finf (even nif they are also placed in forgotten Realmns)https://forgottenrealms.fandom.com/wiki ... dictionary and https://sites.google.com/site/dazephyrq ... n-language
Apparently the Goblins use the old Dragon Dethek Runes to write
https://forgottenrealms.fandom.com/wiki/Dethek

this one seems the most useful and interresting
http://www.screwytruths.com/Goblin.html
the simple goblin designation of this location
Stone Rock City becomes;Tuukaan Kuun Shekhec or stone rock =Tuukaan Kuun or other combination deratives heroff
would this seem ok, as it is your creation?
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Re: 1 Mile Hex Mapping

Post by Sturm »

Seems a good name, go along!
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Re: 1 Mile Hex Mapping

Post by Robin »

Sturm wrote:
Tue Nov 26, 2019 2:34 pm
Seems a good name, go along!
Thanx. Working on the map again, but a bit slower due the Holidays.
Removing flaws, mapping issues and adding new information.
Last edited by Robin on Tue Dec 24, 2019 9:56 pm, edited 1 time in total.
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Re: 1 Mile Hex Mapping

Post by Robin »

Happy New Year and Fine Holidays
Last Sunday 22 dece,mber 2019 European Time 05;19 the wintersolstice opened the new year and the Yulefest for me. I wish you all happy newyear, fine Yuletiden or any other holiday you have.

This is my holiday gift to all of you Mystara Fans.

Part of the 1mile hex map of Karameikos I mapped the border rocks/islands between Karameikos and the 5 shires.

The island of the N4 Treasure Hunt AD&D1 adventure now placed perfectly on Mystara.
I placed it on the unnamed rock south of the Twin Soul Rocks between Karameikos and the Five Shires and east of Muldair Rock(5shires). It is the most southern border defining island/rock between these two nations south of the Blight swamp.
Image
As this island was further never detailed I took the liberty of bringing this nice and simple 0-level adventure into the world of Mystara.
The map is here now defined in Hex scale of each 100 yards.
The island is a perfect fit, although I had changed the original compass orientation 45 degrees clockwise.
Some of the text in the adventure I altered to bring further detail or make it fit in the Mystara Timeline and continuity.

To make the adventure fit perfectly we need to have to resolve some conflicting matters.
1---All text in the module describing locations, exchange these with Karameikan, Five Shires and Ierendi locations. for example Ventris = Minrothad, The Korinn Archipelago = Ierendi. So ully forget the notes on the Korrin archipelago on page 34, and exchange these with Thyatian, Karameikan, 5shires, Ierendi and Minrothad names and descriptions

2---The Pirate Vessel in the beginning of the adventure is replaced with Iron Ring Slavery vessels.

3---The Orcs are Iron Ring allied and have settled on Ierendi, although they have a pirate/plunder lifestyle.They use confiscated small to medium human vessels(galleys preferred), and are afraid of Elven vessels, or those bearing a pirate flag (human competition is too violent). They do buy slaves regularly to be used in their settlements on Ierendi. They actually are direct descendants of the orcs which had occupied the 5shires, and fled when the Hin revolted.The adopted to a seavessel and island living culture. they are in total about 1000. They belong to the Red Wave Orc (Hak-kubra) tribe. and in their agreement with the Black Eagle Barony/Iron Ring they settled on the western part of Vildel Island. Hafkris the halforc mentioned in the module was belonging to this tribe , being the product of an Ierendi woman and a violent Oc. Hafkris relocated to the Black Eagle Barony, out of fear due orc discrimination, yet now is respected as a ships captain. the characters were onboard to be sold to the Red Wave orcs.These orcs dress Ochalan, and Minrothad Pirate Style. They never fish or trade. These orcs arrived on the island30 days ago(they did so several times in the last years but were chased away by the Hurricanes)

4---The goblins are also a sea-going tribe(the Sithisila tribe), these use long outrigger canoes, and originate from the Atruaghin coast. They were there the leading humanoids until the Atruaghin tribe stole (at least that is their tale) outrigger canoes leading them to a rapid declining group. Almost becoming extinct, Gor-Batch-Off, a strong goblin, stole several canoes and left to the seas. The have 7 settlments on small islands in the Sea of Dread, each lead by a direct decendant of this hero(or so they claim) which is respected by all clan members.each settlemet differentiates themselves from the others by waring shell/nut necklaces. Only Leaders ans Shaman/Wicca wear tattoos as these are seen(and maybe are) magical and gifts of their unidentified Immortal.The settlement of the north-eastern part of Vildel Island is the most northern of all 7 settlements of this clan of Long-Nose Goblins.They dress Ierendi Pirate style.These goblins arrived on the island 2 days ago(they did so a few times in the last years but were chased away by the Hurricanes). The goblins are now of Buccaneers and are often hired by others for conducting rapid naval wars in addition preying on the weak.These goblins do fish and whalehunt to add to their diet, hence they are in an average healthier state than most goblins.(con 2d6+6 instead 3d6).

5---Melisana. the merchantprincess is of Minrothad origin, (not Ventris). and as such she also has merchantprince abilities level 1(see Gaz Minrothad Guilds)

6---Viledel. aka the Sea King. Originally named Viledel the seeking. Actually nothing more than a loyal Chaotic Good Traldar lord to his faith (Petra) and his people. Originally an adventurer getting rich and decided to move here about 50 years ago. in 970AC the village was attacked by thyatian pirates in the Thyatian attack on Karameikos. Traldar survivers fled to the main land, all together, after interning the dead (their lord and family, and many others.(the village holds a simple graveyard where almost all the stones reveal the same date). Viledel the seeking, was soon named the Sea King as if he ruled the island like a king, yet he had never a higher title than that of a landed lord.

7---The Goddess. No name is listed, yet the temple is fashioned in the style of the Traldar Immortal Petra. and also bears Holy Symbols of similar design.
Important note; The adventure resolves on the PC's trying to save themselves from destruction caused by an angry god. On Mystara this is not done by Immortals of good or neutral alignment. The Goddess as the NPC Keestake names here, does not identify herself when appearing. she is angry, yet unknown to the PC's she knows she has no influence on the natural magical effects of elemental power; the upcoming hurricanes. she can however supress these for some time, to allow her followers to escape. Unknown also to the PC's, the island is not destroyed. the dust, and storm, just blew them to a corner looking to the bare island regions. The goblins and orcs, never warned, try to survive and escape with their vessels. about 10% will succeed, leave for several months until the storms have dissapeared. and the conflict of both tribes desiring to own the island starts anew. As this is a natural magical elemental effect, it is not conflicting to the Prime Rule of the Immortals; No direct conflict with Mortals. The island is thus never scoured clean.the gray-white the PC's see is the dustsettling again. ignore the sentence that the hills can't remembered or that the island is smooth. instead display the dust settles and the island seems to be swallowed by it, while the sky slowly clears again.This effect will end in 1752AC when the Radiance finally explodes.

The hurricanes are actually vortices to the Plane of Air. These gates are only in effect when fully charged with moisture,air, and energy, and release their power within 24 hours when opened. This opening happens every 6 months, giving the island the nickname of Hurricane Island. Sailors rarely dare to go there as the rumor speaks of the island being home to an angry god (this is spread by surviving NPC's and humanoids) and of course the visual appearance of several hurricanes on the island..
This effect was spawned in 895AC when the first Day of Dread was activated, and as such is an side effect of the Planet to resist the power of the radiance.
The pink stars on the map are the locations of the hurricanes vortices. They all open at the same time as described above.
X6-TSR9081-D&D-Mystara-Quagmire! wrote:The effects of a hurricane are the same as the effects of a gale, except that extremely heavy rains accompany hurricanes. These rains are likely to flood ships. Even if a ship survives the effects of the high winds, there is a chance that it sinks from being filled with rainwater.
A galley has a 40 % chance of flooding and sinking. A sailing ship has a 20% chance of flooding and sinking. Characters may decrease the chance of sinking by throwing cargo overboard. If characters throw all of their cargo overboard in such a situation, the chances of sinking are reduced to 20% for
galleys, and 10% for sailing ships. If the characters find themselves knee deep in water, you may tell the players that throwing cargo overboard increases the characters’ chances of staying afloat.Persons suffer 1d20 points of wind damage;tents or shelters flattened; anything not fastened blows away. Flash flood washes all light, unattached items away, and causes heavy items to sink out of sight
Readjusted Island description making it fit with Mystara; The island is very, very hilly; it's really just part of the rock spires of the former Taymoran Empire(1750BC), and here a large rock has pushed its way above the waves of the ocean. Looking across the island, the characters can see that the highest and most forbidding hills are Southward, running the entire length of the island from East to West. Northward is broken terrain, passable but not easy going, while westward the terrain seems to flatten out a little bit. However, since it's still hilly and broken even in that direction, the characters can't see any sign of shelter or a human community in any direction. There's not much green to be seen. Except for some common, practically indestructible scrub growth, seagulls, the almost dry grass and some coastal Evergreen, the island seems to be totally lifeless.
The prevailing winds for this storm are out of the west. This is storm season, and most storms blow in out of the west. The PC's with a sailing skill might thus(on a succesful skill check) come to the conclusion that if a port exists on this island, it's likely to be on the slightly-more-sheltered Northern or southern coast.

I also readjusted the map slightly to enter the desriptions of the island, and its vegetation, erosion, seasonal (after hurricane creeks), hills and added the normal and Mystara normal Wildlife befitting this location.

Wildlife
---Onions, weed, herbs, berries, sealettuce, shellfish, fish, wild goats, sea birds, mice, rats, giant rats, bats, Air Fundamentals, A single large Roc (on the southwest of the Dusty Hills), Merrow wanderers in the south and in the Undepth of the Tyrant region, an Eye of the Deep in the Undepth of the Tyrant region, fish and whales around the island, as well as several medium sized sharks(Mako & Bull).
Humanoids
---Orcs, Goblins, and the rare human slaves/escapees
Undead
---Skeletons & Zombies in tomb and sunken vessels, individual Ghouls and wights on temple hill & Ruin Hill,
Why is the island not settled anymore? this is due the Thyatian attack removing the last settlers, and the increasing Hurricanes. Superstitious as most people are, the combined all the information together making the island cursed and taboo. only those too ignorant, unknown and those too chaotic (towards evil) would come here. and even these suffer the consequences on a regularly basis. The only logical reason to come here for sane and good persons is the old observatory where notes can be found revealing tying the hurricanes together with the first day of dread, and hence could be a lead to further discoveries regarding the Radiance.
Image
The adventure is fun on itself, now the island has a more living Mystara base DM's could use to their benefits.
I hope this map will help you having Fun Playing
Last edited by Robin on Sat Dec 28, 2019 1:24 am, edited 1 time in total.
My Deviantart page; http://6inchnails.deviantart.com/ For Mystara hexmaps and Fantasy art
(to see all fantasy art; log inn and declare you are an adult...frigging exposure rules)

My personal Mystara Blog;http://breathofmystara.blogspot.nl/ with lots of information, soon active again.

All my collected works on The Piazza

bestialwarlust
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Re: 1 Mile Hex Mapping

Post by bestialwarlust »

Excellent work. Can this be downloaded without joining the site?

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Robin
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Re: 1 Mile Hex Mapping

Post by Robin »

bestialwarlust wrote:
Fri Dec 27, 2019 3:43 pm
Excellent work. Can this be downloaded without joining the site?
Thanx
a gift to all D&D Mystara fans for the holidays.
i toook me some time and thinking how to resolve conflicting issues from the module and making it Mystara compatible.
I think I succeeded in this.

click the picture to arrive on Deviantart where I have this placed. Then....when there...
As far as I know you just have to click the download button on the right. Depending which version your country uses it is either a green arrow, or a button with the text download next to it.
I also suppose Shawn will place it soon on Pandius.
If there are other problems just let me know
Don't forget to add my suggestions in text as displayed above

Have fun :P
My Deviantart page; http://6inchnails.deviantart.com/ For Mystara hexmaps and Fantasy art
(to see all fantasy art; log inn and declare you are an adult...frigging exposure rules)

My personal Mystara Blog;http://breathofmystara.blogspot.nl/ with lots of information, soon active again.

All my collected works on The Piazza

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stanles
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Re: 1 Mile Hex Mapping

Post by stanles »

Robin wrote:
Fri Dec 27, 2019 5:22 pm
bestialwarlust wrote:
Fri Dec 27, 2019 3:43 pm
Excellent work. Can this be downloaded without joining the site?
Thanx
a gift to all D&D Mystara fans for the holidays.
i toook me some time and thinking how to resolve conflicting issues from the module and making it Mystara compatible.
I think I succeeded in this.

click the picture to arrive on Deviantart where I have this placed. Then....when there...
As far as I know you just have to click the download button on the right. Depending which version your country uses it is either a green arrow, or a button with the text download next to it.
I also suppose Shawn will place it soon on Pandius.
If there are other problems just let me know
Don't forget to add my suggestions in text as displayed above

Have fun :P
Yeah, you have to be a member of Deviantart now to download pictures - this is a relatively new thing. I was already a member, so that's okay. I expect to have an update of the Vaults - including with this map, later today. The announcement will be here as usual.

cheers
shawn
Visit the Vaults of Pandius http://pandius.com, the official website for the Dungeons and Dragons setting of Mystara.

Submissions to the Vaults can be made directly to webmaster@pandius.com

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Robin
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Re: 1 Mile Hex Mapping

Post by Robin »

stanles wrote:
Sun Dec 29, 2019 2:46 pm
Yeah, you have to be a member of Deviantart now to download pictures - this is a relatively new thing. I was already a member, so that's okay. I expect to have an update of the Vaults - including with this map, later today. The announcement will be here as usual.

cheers
shawn
Ok, I did not knew this.
I soo dislike the new version of Deviantart.
Luckily you are there still ;p
Thanx
My Deviantart page; http://6inchnails.deviantart.com/ For Mystara hexmaps and Fantasy art
(to see all fantasy art; log inn and declare you are an adult...frigging exposure rules)

My personal Mystara Blog;http://breathofmystara.blogspot.nl/ with lots of information, soon active again.

All my collected works on The Piazza

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stanles
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Re: 1 Mile Hex Mapping

Post by stanles »

Robin wrote:
Sun Dec 29, 2019 8:14 pm
stanles wrote:
Sun Dec 29, 2019 2:46 pm
Yeah, you have to be a member of Deviantart now to download pictures - this is a relatively new thing. I was already a member, so that's okay. I expect to have an update of the Vaults - including with this map, later today. The announcement will be here as usual.

cheers
shawn
Ok, I did not knew this.
I soo dislike the new version of Deviantart.
Luckily you are there still ;p
Thanx
Yeah, the look and feel of it is all different now too ...
Visit the Vaults of Pandius http://pandius.com, the official website for the Dungeons and Dragons setting of Mystara.

Submissions to the Vaults can be made directly to webmaster@pandius.com

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Robin
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Re: 1 Mile Hex Mapping

Post by Robin »

change is good, yet not all change. thanx for posting it on Pandius
My Deviantart page; http://6inchnails.deviantart.com/ For Mystara hexmaps and Fantasy art
(to see all fantasy art; log inn and declare you are an adult...frigging exposure rules)

My personal Mystara Blog;http://breathofmystara.blogspot.nl/ with lots of information, soon active again.

All my collected works on The Piazza

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Robin
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Re: 1 Mile Hex Mapping

Post by Robin »

Ok I checked Deviantart themselves. and they say;
In most countries you are still able to download even if not logged in. Therefor you must use the small download button below right of the picture, next to the share button.
It gives less information before download than with being logged in to Deviantart with using the green arrow button on the right, yet it should normally work.
Hope this helps.
Yuelfest is over, so I have began anew to work on the Karameikos maps. Soon new updates, as due some discovered flaws some major updates were needed. more on this the upcoming weeks
My Deviantart page; http://6inchnails.deviantart.com/ For Mystara hexmaps and Fantasy art
(to see all fantasy art; log inn and declare you are an adult...frigging exposure rules)

My personal Mystara Blog;http://breathofmystara.blogspot.nl/ with lots of information, soon active again.

All my collected works on The Piazza

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