1 Mile Hex Mapping

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Gecko
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Re: 1 Mile Hex Mapping

Post by Gecko » Sun Sep 30, 2018 7:12 am

Robin, looking at your Ethengar map, I know the thin yellow line is the former lake, thick orangeish-brown is dry or seasonal rivers, grey is the fog boundry, pink is magical radius.... but what is the thin orange line again?

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Re: 1 Mile Hex Mapping

Post by Robin » Sun Sep 30, 2018 2:58 pm

Hi Gecko
I use the following descriptions on my maps
The medium Thick Grey is indeed perpetual fog or smoke boundary
a thick grey line with red sides is a wall of Fog the thickness reveals the thickness of the wall (see Canolbarth east map -province Avonleigh)
the medium Pink circle (actually sphere) is magical effect radius; which can originate from a magical location or Crystal
the thick light brown is the river bed of a dry or seasonal river (which thus will only have water flowing in special circumstances or season, being muddy or sandy otherwise; however a survival expert knows there will be usable water to be found here.
The thick purple line is Polluted or poison water this water is dangerous for any creature to drink and even might be able to kill PC's.
Dark Blue water (line or area)is carbonated natron water (polluted with Natron which will cause severe petrification to organs and PC's and will cause death. easily recognizable as it gives an powerful reflection and has a scent. It will also cause legs and wheels passing through to clog with natron crystals which has to be removed manually.see here or here some animals/creatures might be immune/adapted or knowing how to handle with this on Mystara
The thin yellow line is the indeed the perimeter of former Aral Lake before 1700BCOr any other lake long gone
The thin orange line is the same lake largest perimeter after 1700BC when the Broken Lands geologically went up and blocked the flow (how this changed will be explained soon on my Blog). take note this line is not visible along the hills in the west as I thought it the hill hex explains the line also, but I will add the line later
I also used this orange tone as altimeters of Hills in Canolbarth and am inclined to do so in Ethengar where I used medium brown now (see Bargha)
a thin purple line/circle would be a border of harmful airborne of toxic area effect

Thanx for pointing these out. I'll add these to the Legend
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Re: 1 Mile Hex Mapping

Post by Robin » Tue Oct 02, 2018 8:40 pm

Ok...I had to break up the earlier two rectangular maps of the Krandai River.
The eastern and central souther part of Ethengar they are now labelled.
As the Central/south has most Hakomon locations I do this one first
(although I also will work on the others--as they are actually one giant 1 mile hex map)
and release the other one somewhat later.

Keep in mind it is not finshed and will be regularly updated

Any suggestions; please post these below.
(good or bad both are welcome)
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Re: 1 Mile Hex Mapping

Post by Robin » Thu Oct 04, 2018 9:03 pm

Dire Question :?: :?:
Help required

I am currently working on several maps at the same time.
Amonst these the Southern section of Ethengar.
Please refer to the canon map (replica by our Thorfinn Tait) https://mystara.thorfmaps.com/gaz12-ethengar-8/
In this is the Depression of Chagon'nah, with the tent symbol for the Camp at Chagon'nah
On the backside of this map in the gazetteer are two different scaled maps, one of Barga; 1 inch =125', and Chagon'nah 1 inch is 500'
Here a scan; of the Chagon'nah maphttps://sta.sh/029qf0ywlfxt
As I have the original I could find a section which is easily relatable and exactly 1 inch; this is the distance of the two most eastern tents in the Tribal camp; and includes the area between the external diameter of these tents. Thus I obtained the Line of scale I placed on the scan map under the scale reference.
And as 1 mile =1760 yard, and 5280feet I can now reflect the Hex map to this one. and 1 mile would be about 10.5 of these lines, and I see it could be inserted into one hex to two...but alas...
There are several problems I discover thus;
1----the Lake on the scan is much, much smaller than the same lake on the 8 mile hex map
2----the River Hrap and Krandai seem totally misplaced when placing thes next to eachother
3----the structures are either very large on the scan, or very small on the hex map
4----the same applies for the other features
5----there are on the scan also several roads/paths (including bridges) which are in no way placed on the 8mile hex map...I could create them on the 1 mile hexmap, yet I can't seem to find a logical course for these 'roads' and where they should go/end
all in all it seems nothing actually fits...and that is not something I can agree with

As I have Copied the 8 mile hex, enlarged it exactly to fit 8 1 mile hexes in the three hex-imensions on the map
https://www.deviantart.com/6inchnails/a ... -763936216
I should have been able to fix these two maps into one, yet I can't seem to make it fit.

My desire is to stay as canon as possible, then adding the fanon information as extra

Can anybody (hopefully with mapping skills) help me in this???? .
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Re: 1 Mile Hex Mapping

Post by Sturm » Fri Oct 05, 2018 8:58 am

I think the smaller map should take precedence over the larger map. In this case the lake of the smaller map seems to be only 1,15 miles long, so I would assume it is just a part of a system of lakes which are shown on the 8mph map without much detail.
So you could depict a lake slightly bigger than 1 mile where Chagon-nah actually is and then immeditely to the left/west a much bigger lake, 16 miles wide and long, the one depicted in the 8 mph map.
This is IMHO the easiest way to assume both maps are "correct" even if probably in truth probably they were done by different people who did not check each other's work :)

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Re: 1 Mile Hex Mapping

Post by Robin » Fri Oct 05, 2018 10:39 am

Sturm wrote:
Fri Oct 05, 2018 8:58 am
I think the smaller map should take precedence over the larger map. In this case the lake of the smaller map seems to be only 1,15 miles long, so I would assume it is just a part of a system of lakes which are shown on the 8mph map without much detail.
So you could depict a lake slightly bigger than 1 mile where Chagon-nah actually is and then immeditely to the left/west a much bigger lake, 16 miles wide and long, the one depicted in the 8 mph map.
This is IMHO the easiest way to assume both maps are "correct" even if probably in truth probably they were done by different people who did not check each other's work :)
O Sturm ,...thanx
This was really bugging me.
I tried and got this; https://sta.sh/01h33x0ljzvm
I had to bifurcate the Krandai River to allow the larger lake in the northwest
As the Hrap also enters the small map, I had to create a landmass in between the larger lake and the Hrap, making the Styrdal filling the lake on the Southwest, The blue lines are canon coastlines, and the purple are the new ones.

when rereading (again :geek: ) gaz 12 dm guide page 7, I see the following text;
Around the junction of the Hrap and Krandai River, the land is wet and water logged, with large expanses of water lying in between the confkuence of the two rivers.
In spring, large lakes formhere from the melt waters cascading down from the Makress Mountains. As spring gives way to summer, the lakes begin to dry up, leaving small islands surrounded by small lakes and ponds. Great numbers of trees and bushes grow here in the fertile soil, making it and the surrounding plains a popular place for birds and other animals to gather. the normal wetness of the climate helps to keep Chagon'nah cool and full of wildlife of all descriptions. .... when the Great Khan's court arrives in the summer. In summer the pavilions of the GoldenKhan are pitched on a few selected island, and craftsmen construct bridges over the lakes and ponds to connect the islands of the court together
Ok.... :shock: pweh.... :? not only is the area instead like the 8 mile hexmap a large wetland, but it also has large areas of trees also not placed on the map.. gripes :evil:
secondly the area is seasonal bound... :o It seems I have to make TWO 1 mile hex maps of this region, where the large lake is the spring version and the smaller map the autumn version (being result of a warm summer, and increased off-flow of water), and the large map being the spring version.
As this is only possible if the lake has large undeep (2-4 feet) as any deeper will make a habitat unable to support growth of plants like grasses. and the trees spoken of should be on the islands, and be trees able to grow in wetground and equal to the region; like birch, willow, most other trees doing so are from warmer climes or non-indiginous. i have to check this.
I assume they leave the bridges behind when the water rises in the early spring. And when they return, clean/ and repair the recently innundated bridges, and replace the totally destroyed ones with new ones, for making totally new bridges when not realy needed would be useless.


Eitherway your tip gave me headway, to the 1 mile map(s) ...
And I totally agree with your idea on the artists not checking each others work. I already had to 'bend' the other small map, as the book set Bargha on a hill, with the small map having a stream east-west, which would seem to make a stream illogical without an even higher source nearby. This I solved.
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Re: 1 Mile Hex Mapping

Post by Sturm » Fri Oct 05, 2018 10:54 am

well probably the 16 miles lake is at his maximum expansion while the 1,1 mile lake is during summer when there are instead several smaller lakes, so we could assume the area showed in the small map is completely under water during spring..

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Re: 1 Mile Hex Mapping

Post by Robin » Fri Oct 05, 2018 11:17 am

Sturm wrote:
Fri Oct 05, 2018 10:54 am
well probably the 16 miles lake is at his maximum expansion while the 1,1 mile lake is during summer when there are instead several smaller lakes, so we could assume the area showed in the small map is completely under water during spring..
Yess That seems the best assumption. Although I would make it more late summer and autumn the low water version, as it takes a lot of time to evaporate/flow such a large mass of water, and early to late spring the high water version.
this would enable the court at chagon'nah to be functional between late summer (setup), and late winter or earlier(relocate to Bargha). as bargha is on a hill i presume the later woukd be the beter, just in time before the water increases at chagon'nah
So I have to make at least two more maps (maybe more for the seasons in between) of this section AND the sea of flowers...here applies a similar routine.
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Re: 1 Mile Hex Mapping

Post by Sturm » Fri Oct 05, 2018 11:32 am

Yes it is likely Bargha is used from Vatermont/Thaumont to Klarmont/Felmont, maybe depending on precipitations of the year.

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Re: 1 Mile Hex Mapping

Post by Robin » Sat Oct 06, 2018 7:57 pm

Sturm wrote:
Fri Oct 05, 2018 11:32 am
Yes it is likely Bargha is used from Vatermont/Thaumont to Klarmont/Felmont, maybe depending on precipitations of the year.
Ok with this information I further detailed the map.

I decided to make of the Chagon'Nah and Sea of Flowers an extra map section displaying the differences between the Wet and the dry season of the region. In Thaumont/Vatermont (Spring) water rises due increase in meltwater from the mountains, in Klarmont/Fyrmont (Late summer) evaporation and flow will have lowered the water., leaving behind many small islands, surrounded by many small lakes and ponds. As the Book says the region is a fertile WET region, I made large areas as marsh land; however this is an almost flat area (mostly non deeper than a few feet), allowing large tracts of Reet and other high grasses to grow and cover the undeep wet regions. The deeper areas are marshland or water. the book also says great numbers of trees and bushes grow in the fertle soil. and the normal wetness of the climate, this gives credence to larger areas of light forest (birch, willow, poplar and even beech), the unstable wet ground and regular wind prevents these trees growing tall, or they will topple. the region this also has several dead forest areas. all these hexes i have now implied. This is the Spring map where water is highest.
The second map of the same region will thus be Autumn/Winter map where water is lowest; this one will follow soon

I also increased detail to the high walls in the canon map, into the depression of Chagon'Nah. I made these broken Lands as I feel this best suits the territory, with brown lines depicting the sharp edges. and grassy hills (overgrown erdoded sections of these walls) at the feet of these walls.

I also created the base for the Hakomon location of Chagon-Ngarangli....I have the region in my mind, and it feels weird, and dead....As I created this I mentally wandered around here in 3d with senses in my mind. and I suddenly knew what did happen here; a battle of the spirits, around this old village ruin (i haven't decided what era yet 2300BC?, 3050 or earlierBC, or else--I know of the Dragon Lord Chronicles mentioning a village with spirits, so I could use that reference, making it at least 500AC, but i feel much older). I have to further detail this and write it down ...somewhere this week.

Anybody; Just take a peek and let me know opinions, Just let me know if this would be functional, nice or whatever.
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Re: 1 Mile Hex Mapping

Post by Robin » Mon Oct 08, 2018 6:46 pm

Ethengar
08-10-2018
Updated the hill and region around Bargha according Gaz12 DM page 7, where a ring of trees(yew, ash, oak) and numerous bushes protect the hillock from the bitter winter winds.
As according Sturm's map 3050BC there was a town (blackmoorian) named Ethesh, I placed it North of the hill as Sturm's map placed it a bit away from the river fork , this way I kept all within tange and locic (such a town would have farmlands, and some minor mining in the hills.
As this is volcanic uplifted ground, I also placed some caves which lead to lower areas untreaded by the Ethengar (there are some fanon hints suggesting large cave systems underneath --see Threshold magazines).
I also implied the same regime I did use for the Chagon'Nah depression with the Sea of Flowers depression...broken lands as edges of the steep walls. I feel these walls will not be as steep as the 8 mile maps of Ethengar suggest, as when enlarged to 1 mile scale the slanted symbols of the edges covers between 3 to 9 one-mile hexes...As such the broken lands symbol feels more in place....it also enables many small access paths into this depression on many locations.
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Re: 1 Mile Hex Mapping

Post by Sturm » Tue Oct 09, 2018 8:30 am

As I imagined Ethengarians of the time highly rebellious against Blackmoorian rule (under rebel leader Cretia), Ethesh was probably a heavily fortified Blackmoorian outpost, inhabited by soldiers, some colonists and some Ethengarian collaborationists and spies.
At the time they did not call themselves Ethengarians yet but Ethes.

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Re: 1 Mile Hex Mapping

Post by Robin » Tue Oct 09, 2018 2:01 pm

Sturm wrote:
Tue Oct 09, 2018 8:30 am
As I imagined Ethengarians of the time highly rebellious against Blackmoorian rule (under rebel leader Cretia), Ethesh was probably a heavily fortified Blackmoorian outpost, inhabited by soldiers, some colonists and some Ethengarian collaborationists and spies.
At the time they did not call themselves Ethengarians yet but Ethes.
Nice background, it explains also why Cretia is such an antagonist and chaotic.

As to the map; you used a town hex symbol for Ethesh, would you still use this or more a fort symbol (and then of course the ruined versions).
As it was a Blackmoor settlement, and 4000 years ago all organics would long be gone. but armoured concrete (magical stone) could still exist . Would you imagine the ruined settlement having heaps of collapsed buildings with here and there sections with corroded concrete armour expanding by rust and further thus disintegrating the concrete? It would make the location barely recognizable as something understood as a settlement by the current ethengars, and more as a danger....as such the name the ethengar use would be probably; "Deadly Rust", "Sharp rust","Anklebreaker" or similar. I have to translate it then into Ethengar (Mongolian).
I personally don't thibk the name Ethesh would still be used, and exist only in ancient scriptures or transfered by the Elves who have a longer life and life memory
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Re: 1 Mile Hex Mapping

Post by Sturm » Tue Oct 09, 2018 2:38 pm

No probably the name is forgotten now. The place was a real city, but with great walls and a fortress, which 4,000 years later, could be most of the remains, while the rest of the city now is probably just rubble and rust as you said.
It could also contain poisoning radiance tech :)
It make sense the Ethengarians and local humanoids avoid the place as cursed, but maybe foreigners... :)

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Re: 1 Mile Hex Mapping

Post by Robin » Tue Oct 09, 2018 4:46 pm

Sturm wrote:
Tue Oct 09, 2018 2:38 pm
No probably the name is forgotten now. The place was a real city, but with great walls and a fortress, which 4,000 years later, could be most of the remains, while the rest of the city now is probably just rubble and rust as you said.
It could also contain poisoning radiance tech :)
It make sense the Ethengarians and local humanoids avoid the place as cursed, but maybe foreigners... :)
Ok Great

Excerpt from the voyages of Professor vander Klil.
"Today I twavelled nowth ovew the hillock of Bawgha. It is stwange to seen this once gwassy hillock now beaws bushes and a wing of twees bweaking the hawsh wintew wind. The tents, wagons, Yuwts awe collected as the people, the howses and cattle slowly move towawds Chagon'Nah ow to theiw own wegions. The few widews accompanying me, awe fwiendly, but this may have mowe to do with the Golden Tang I weceived fwom the Khan, and theiw wespect to this item, than my own simple pewsona. The summit of the hillock is still bawe and we can see miles afaw. The gweat hewds we see migwating in all the wind diwections. Fwom hewe I notice a stwange shape, about 10 maybe 12 miles to the nowtheast. Fwee to move awound, I go down the gwassy hillock. At the foot of the hill is an old mine, is is boawded up, but one desiwing entwy could easily enfowce his ow hew way in. The wuins found a few hundwed yawds fuwthew cleawly display an eawly attempt of minewal extwaction and iwon/steel pwoduction. Although the owiginal metallic stwuctuwes have long cowwoded, the Ethengaw people have set up theiw own pwimitive kiln and ovens. I see thwee dwawves and seven ethengaw weacting and dwawing weapons, until my companies' bannew is seen. The instantly wetuwn to theiw duties and we pass on. It may be spwing, but the wind is still stwong and hawsh. We soon weach the location. It looks like an old, vewy old fowtwes, made of a stwange gwey stone with cowwoded metal sticking out of it. I wemembew this as the same matewial as the foundations of Glantwi City....then could it be?...Could it weally be this is also of ancient Blackmoow decent?...
I couwsed my howse slowly fowwawd, until I saw the thown bushes all awound the awea. These have been planted, that is cleaw. Then I notice a boawd with painted ethengaw wwitings on it; "ayuultai zev shagai kholbogch khurts myetall". My companions twanslate this fow me; "dangewous wust ankle bweakew shawp metal". I notice some feaw in theiw wowds...could it be these pwoud wawwiows awe afwaid of a wuin?. As having fwee passage I tweaded towawds the wuin, until I weached the thowny bushes. The guawds wewe cleawly afwaid. I dismounted and wequested them to do also. Cutting thwough the shawp thowns we came to the walls. I assume by theiw thickness they have been up to 30 feet tall, but they avewage now between 10' and 16'. Within these walls it is a total mess...nothing is whole, and a few Hakomon have placed buwial mawks fow the cowpses (howse and men) found. This give the awea a stwange feel. Something I notice my companions do notice too. The name shagai kholbogch is cleawly used to depict the twouble anybody has in walking hewe. The gwound is widdled with shawp metal , iwwegulaw stones, and many, many dangewous openings inbetween. I twavelled almost a hundwed yawds inside when I noticed My amulet of magic wesistance humming...that meant it was pwotecting me now fwom dangewous magic, yet I could not see any magic active, not even with a Detect Magic spell. This could only mean it was not magic but Wasting Disease...hewe in Ethengaw...Then the stwange maps in the Gweat Libwawy wewe cowwect...thewe is...ow was a connection between these all. I assume the pillaws used in the old Blackmoow days have toppled, and covewed by natuwe. I have to find at least one to pwove my case. But that had to be done anothew time..I saw my companions slowly tuwning pale and weak. They could have suwvived this maybe, but as I was an honouwed guest, I felt it was not wight to cause accidents to happen on the fiwst week. So we left. I mawked the location on my map with the same name as I saw on the notation in the Gweat Libwawy with the Telepowt Gates; Ethesh... Could this be pwoof of Blackmoow cultuwe being the souwce of the bad things happening hewe too? Thewe is something gweatly amiss wewe we find the Wasting Disease, even hewe, wewe we did not know it existed...Could Blackmoow have infested mowe wegions?..The Khan was wise to mawk this awea as unsafe...I will wetuwn latew."
Professor vander Klil points to the remnants of the Radiance line; see this topic ...; viewtopic.php?f=3&t=20277#p219506
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Re: 1 Mile Hex Mapping

Post by Sturm » Wed Oct 10, 2018 3:01 pm

:) Great description, very interesting!

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Re: 1 Mile Hex Mapping

Post by Robin » Wed Oct 10, 2018 11:59 pm

Sturm wrote:
Wed Oct 10, 2018 3:01 pm
:) Great description, very interesting!
Thanx ;)
Somewhere in the future I have to write some more background on Professor vander Klil, But I am a bit insecure to share it now, as Google+ is going to be terminated soon, I would do it here, but on G+ I reach more people and as Blogspot uses G+ I am unsure how this will resolve...especially as I refuse to use facebook :evil: . Maybe I do as Bruce Heard with the Mystara Blog, move to mewe. I have to check this or find a better solution


eitherway, Gaston vander Klil magically recorded these writing with a Quill of Copying and Writing, hence his spech impediment is recorded;
The quill can be found here; https://breathofmystara.blogspot.com/20 ... ra_30.html

This excerpt was created somewhere in spring 1000AC, and is thus dating more than a decade before the storyline in The Voyage of the Discovery and the Wonderful World of Mystara

The amulet he speaks of; is a snippet from a large work of mine;
Amulet of Magic Resistance
These ancient yet powerful amulet grants the wearer a decree of magic resistance of 1d6x5%. Anytime the amulet is worn and a spell is cast at the wearer, he is allowed the percentage chance to fully avoid the full effects of the spell. However, the wearer can also not cast any magic based/affected by the Radiance at the same percentage chance. As these are ancient Blackmoor radiation protectors they affect only radiance influenced spells (and thus lose their usefulness after the Radiance is exploded) and as being affected by time, use, and wear, only 0-50% (DM roll1d100) of all such amulets confer magic resistance against all level spells. The remaining 51-00 extend magic resistance only to spells of 1d6th level or lower, and have no effect on spells more powerful. All such amulets, regardless of the amount of resistance conferred, are delicate magical structures. If the wearer rolls a 95 or higher on the 1d100 magic resistance roll at any time as above, the fragile item has been disrupted and shatters into useless scrap. The item is normally a hereditary gift and part of 4000 year old traditions which began in Redfen (current Glantri City). These items were created those days amass by returnists (turning away from technology back to nature) to protect the offspring from Radiation (as there were many generators/conductors spreading radiation). As such these Amulets also give a basic bonus to any saving throws vs. the Radiance, the Wasting Disease or even the Large Dreaded Dire Disease (Shome papilloma Radiensis virus) of +5 on the saves without affecting its powers (as long as functioning). It is rumoured under Immortals Etienne owned such an object, but discarded it after discovering the Radiance and becoming Rad. These items are 50% resistant against fire and heat, but do not transfer this resistance to the wearer. Valued at 15.000Dc, 15cn. These items were important in the discovery of other sources of Magic unaffected by Days of Dread.

99% of all known spells in 1000AC are radiance influenced spells, in 1010AC this is 95%. The radiance influenced spells are however used almost 100% in 1000AC, and 99% in 1010AC. Almost nobody is aware of non-radiance influenced spells even if they would use the spell, until they discover that spell being functional at Days of Dread.
The magic resistance roll of the item is what remains after 4000+ years . originally it gave a 99% resistance to radiance magic and a 100% protection to radiance afflictions. in 2300BC this item would have a roll of 1d20x5%, in 1700BC 1d12x5%, in 500BC 1d10x5%, 500AC 1d8x5%, expected 1500AC 1d4x5%

More on this work soon; it depends on the proofreaders now :mrgreen:
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Robin
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Re: 1 Mile Hex Mapping

Post by Robin » Thu Oct 11, 2018 1:14 pm

Question??

Help required.
I am working on the southern edges of the ethengar map and here I noticed yet again a discrepancy between maps.

First; the mountains are called Denwarf Spur on the Rockhome map, and Altan Tepes on the Ethengar map. is Denwarf Spur only a local designation of a section of the Altan Tepes?? Would

The canon replica map of Ethengar by Thorfinn ;Ethengar places the ruins if Jhyrrad on the corner of the entry of the valley
while the Rockhome canon replica map of Thorfinn Rockhome places it at the end of the valley...As this is a treu difference on a 8 mile hex map, it will be even worse on a 1 mile mapping scale. Both these maps are equal to the canon maps in the gazetteers, so there is something awry...which should I use?
So where would this ruin of Jhyrrad exist?

Would there be more ruins? (Dwarven or other?) in this hilly region important enough to mark on a 1 mile hex scale?.

the battlefield somewhat northeast, seems not to bear any significance to the region. Why would one battle there instead near the fort. was there a road, bridge, passage, narrow valley in the hills, or some other sgnificant geological reason one would battle here. It should have, even battlefields are controlled by the environment, so there must be a logical reason, for such a battlefield will come to be on that location,...especially on a 1 mile hex scale this would be visible.
Any ideas please help me...(especially our dwarven specialists :))


Then there is a much wider question. Why would one mark a battlefield on a map. is there any alteration happened due this battle? would remnants of the battle still be visible; graves, left behind items/weapons or even corpses or undead like the sacrol or haunting images like the Ghostly horde)....or would the area be more spiritual and having a social/cultural importance and hence marking it on the map? If it is social/cultural, then of course some remnants coul/would still be found, but the region would have returned to a near natural state. If it is literally an alteration of the region , what does the alteration constitute...(and then I know no battlefield is equal, but there would be a logical reason to mark it on the map).
I ask this as many more battles have been fought on the Known World, and only a few are marked on the map; what is the significant difference between the marked and unmarked battlefields...or in other words why mark one battlefield and not the other.
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Re: 1 Mile Hex Mapping

Post by Sturm » Thu Oct 11, 2018 2:21 pm

Thorf should reply, but I believe the Rockhome map is correct, see also the TM1 map where it is in the same place of the Rockhome map: https://mystara.thorfmaps.com/wp-conten ... ries-8.png
The battle should be related to the fall of Jhyrrad, probably a place where the dwarves were defeated, thus the humanoids arrived at the gate of the city. The region should be thick with ruins, the communities and mines once surrounding from every side the now fallen city.
I also described a bit the region in Threshold issue #16 http://pandius.com/Threshold_16.pdf as Rockhome Wilderland 2, see page 151, Amburyr. Remember the place it is also the lair of Ambur the red dragon.
I think Denwarf Spur is just the local name of the northern branch of the Altan Tepes.

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Re: 1 Mile Hex Mapping

Post by Robin » Thu Oct 11, 2018 3:15 pm

Thanx Sturm :D
Then I hope our Thorfinn will also reply..crossing thumbs :P

The problem with the battlefield is that it is five 8-mile hexes around a mountainspur in another 'valley' further northeast(Even a birdflight distance is four 8-mile hexes away)...and this valley does not bear ANYTHING interesting...only hills; no road, no trail, no mines, no ruins or settlements only hills.
I can't see how this can be related to Jhyrrad in these dostances or offway locations....at least not without a reason.

Great :D digging through the Threshold info as we speak.
Would you think these former communities are all located in the Jhyrrad valley, or even beyond (which would imply roads/trails and thus even make the battlefield becoming more logical and reasonable). Are they alll village or even town ruins or some takenover by the hobgoblins there, and still maintaining the village/town function (and thus the applied hex symbol) eitherway trails would exist (or roads) to all the locations ...as a network...
Or would these been spread out over the whole hills of this region (several 8-mile hexes away)...then forgotten roads and trails would still exist but be more linear or broken off.

As to Jhyrrad...Ok :? if it is located deeper in the valley, would you think it is located in the back against the mountain wall, or could it be 3 to 4 miles away from these walls , and having the mines and settlements all around it. making it a refuge and attackbase to offenders
If Jhyrrad is however located more north,(depending what Thorf says) I would fill the valley up with these and the fort would be a barrier agains external forces from entering the valley.

Thanx. ;) Another Dragon and its Dragon borders... :shock: ok...implementing this ..great thanx

Last issue; you describe the mountains being 6000 feet or less in Threshold, the Gaz12 Ethengar gazetteer describes the ethengar grasslands as being 4000 feet in the south..although these are averages ofcourse, is a height difference of 2000 feet (only 600 meter) not too low to constitute a mountain? Also taking into account that the hills rise above the grasslands (thus 4000feet +) and the mountains above that...the difference between hill and mountain would be very low in that case. even if i keep the hills as low as possible.
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Re: 1 Mile Hex Mapping

Post by Sturm » Thu Oct 11, 2018 3:53 pm

I think there were no official heights for this area but the tallest mountains should be around 10,000 feet or over. Thorf should know better.
Jhyrrad could be at the center of the valley, but on a hillock.
I think it has a relevant network of mines and communites around it, including forts and a road to Ethengar. Maybe the location of the battle is a minor town which was a trading post between Jhyrrad and Ethengar, located near mines and a minor river. This would explain the distance well I think.

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Re: 1 Mile Hex Mapping

Post by Robin » Thu Oct 11, 2018 7:55 pm

I await if Thorf react before adding heights.
I have begun creating waterflow patterns.
I also tried to implement what is discussed above and what I could find on this region canon/fanon.
So I am very happy with your comments. :)

still far from finished , this is what it has become now; https://www.deviantart.com/6inchnails/a ... -763936216
especially the southern hills I am working on now, but also brought some more detail on the Hrap and Styrdal rivers in southeast Ethengar
I have to make new maps for the Haomon locations due these adjustments, but hey..the end result will have much more and fitting details.
Still have the feeling to add more detail, and I haven't fixed the battlefield location and logic yet.
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Re: 1 Mile Hex Mapping

Post by Sturm » Fri Oct 12, 2018 9:25 am

Great, 1 miles per hex map are indeed impressive! Best detail for overland travel but certainly require a lot of effort to make!

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Re: 1 Mile Hex Mapping

Post by Sturm » Fri Oct 12, 2018 11:15 am

It seems someone also made a big 1mph map of Glantri: http://pandius.com/atlante_geografico_glantri.pdf (pdf in italian, but it is mostly maps). I do not know if the locations come from yours or Miki works, did not have the time to check yet.
Never heard of it before, so maybe it was someone who posted the file on the Facebook Mystara group and not on The Piazza...

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Re: 1 Mile Hex Mapping

Post by Robin » Fri Oct 12, 2018 4:11 pm

Sturm wrote:
Fri Oct 12, 2018 11:15 am
It seems someone also made a big 1mph map of Glantri: http://pandius.com/atlante_geografico_glantri.pdf (pdf in italian, but it is mostly maps). I do not know if the locations come from yours or Miki works, did not have the time to check yet.
Never heard of it before, so maybe it was someone who posted the file on the Facebook Mystara group and not on The Piazza...
Thanx
i know and examined this map already.
I used Micky's maps thus far, as they were much earlier(As being a biologist the oldest right source takes precedence). .... And I worked on some of them myself by advice or even mapping myself from the edges of the Broken Lands maps according to his sources and detailing(this was great work to do btw). But as our Micky suddenly dissapeared from Piazza (and apperently from Real Life; I fear the worst has happened to him as all his sites, mails etc were disconnected or fallen into disuse)our mutual worlk stopped there on track
I might be using some of the PDF map, but I personally am not a fan of this map, as paging through it, looking for the maps needed when crossing the section displayed, is horrendous. I prefer a single map (or a few large ones) of a single region, instead the many PDF pages without connecting options aka help as needed on each page. Also most locations ignore the already publicized material of Micky, On itself not really a problem, but Micky and I felt creating a mutual continuity based on canon mostly, socio-geomorphology and biology next(mostly my input), and added with fanon, and then our own fantasies. As we worked often together, or at least using each other's advice, I have all Micky's (finished and unfinished) maps and much accompanying materials to work on.
The pdf map is on the other hand interesting on itself, and I thus will be inclined to use its material where Micky and I had not done anything (yet), in an attempt to make a feasible 1 mile canonnic/fanonnic hex map of the region. However, there also seem to be socio-geomorphological and biological flaws in these maps which have to be repaired, so much material can be used, but is later and different, and thus set aside, or material might be used but must be altered to fit the descriptions canon, and socio-geomorpholgical, and the few other fanon sources preceding ...making the pdf source more used as an additional source of information than as a final one for the map.

As to Ethengar and the Western Region belonging of Glantri, I have thus Micky's maps, and other sources, my own Broken Lands/Glantri section maps, and will see where information is still ommitted, using the PDF where needed...but these are the SW and NW Ethengar maps, either not started with it yet, or already done a lot, vbut postponing it for the south central map with the most Hakomon sites...as I need these also to create these locations mapped in that topic.

After Ethengar I have to finish the Glantri maps of Redstone region (before the crater) and the same region after the crater, and make a fill up to attach to Micky's maps of North Glantri.(especially the region around Glantri City.

Somewhere I have a cover map where all the 1 mile maps (and the darokin 2.33 mile) are listed. I have to look it up, and update it anyway.
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