The Campaign Builder's Guild

The Archives => Homebrews (Archived) => Topic started by: Superfluous Crow on June 17, 2008, 02:21:24 PM

Title: Stable ground on which to build
Post by: Superfluous Crow on June 17, 2008, 02:21:24 PM
As can be read here: http://www.thecbg.org/wiki/index.php/Broken_Verge i currently have some trouble finding stable ground for my setting. Themes and cosmology can be worked out over time, but it annoys me a bit that i can't come up with a stable geography. So i would like some help.
These are the currently existing elements: http://www.thecbg.org/wiki/index.php/World_%28Broken_Verge%29
I might be adding a 2-3 extra continents at some point, but these two constitute the "known world". And the world is round by the way; tried a flat world, but ended up being a bit too fancy for my taste.
Now, the only two nations with adjoining borders are supposedly Karkarem and Edyne, while all other nations are separated by stretches of unclaimed wilderness, Marauder Territories, in which are situated various city-states (known as Marauder States). But can't quite figure out how they should be situated according to each other.

Also, for the continents, i'm unsure on how they should face each other (and their shape, but that's hard for you to describe and help me with, so i'll figure that out myself at some point). I'm currently going for a layout where, on a global map, Kherennem would be situated in the North-easteren corner while Pantaean would be situated in the south-eastern. But i'm not sure whether this is aesthetically pleasing or if it resembles the US/Europe layout too much.

Other issues:
I'm unsure about where Jericho should be placed (and as an ancient ruin, almost everything goes).
I'm not too sure about the name Kherennem. The previous name was Yahen; does it or a variation thereof sound better or worse?

Anyway, hope you can help. Somehow. Maps are welcome if you feel like drawing one up, but i don't expect that sort of feedback; a comment or idea will do.
Title: Stable ground on which to build
Post by: Hibou on July 03, 2008, 12:34:27 AM
Kherennem is definitely the better name.

An idea - since you have difficulty coming up with a stable geography, maybe you could find some way to make it so the geography is inherently unstable, and do so without drastically altering the feel of your setting. There are already a few settings on the site (including my own) that do this to varying degrees, and there's no better way to allow you to use any and all ideas you could want.
Title: Stable ground on which to build
Post by: Snargash Moonclaw on July 03, 2008, 02:30:05 AM
A lot of what I found useful in the old World Builder's Guidebook (still available on Amazon) regarding geophysics in setting physical and map design (tectonic plates, climate/environment issues, etc.) can be found in this free product:  A Magical Society: Guide to Mapping (http://rpg.drivethrustuff.com/product_info.php?products_id=55266&filters=0_0_0&free=1). Nomadic referred to that one in working on UR and evidently found it quite helpful.
Title: Stable ground on which to build
Post by: Ishmayl-Retired on July 03, 2008, 12:23:59 PM
I have to second SM's recommendation of "World Builders' Guidebook."  I actually recently pulled out my old copy, and was quite astounded at how much useful, relevant information it has within its bounds.  If you can score a copy, it's worth it.
Title: Stable ground on which to build
Post by: Superfluous Crow on July 03, 2008, 12:37:03 PM
Yeah, that *does* sound like a rather useful volume to have. And i could use some more knowledge on it; i only know the basics really. Thanks guys, i'll look into whether i can get myself a copy :)
Title: Stable ground on which to build
Post by: Snargash Moonclaw on July 03, 2008, 05:14:48 PM
It comes with a bunch of hex grid sheets - two projections for an entire planet - an unfolded icosahedron (classical ed' geek word for d20) and a polar projection which looks like
(//../../e107_files/public/1215119280_541_FT50543_world_.jpg) (//../../e107_files/public/1215119280_541_FT50543_world.jpg)
 and trapezoid wedges for pieces of the polar projection, e.g.,
(//../../e107_files/public/1215119280_541_FT50543_s1_.jpg) (//../../e107_files/public/1215119280_541_FT50543_s1.jpg)
 plus various sized stuff with "data sheet" space for basic info for countries, cities etc. Those I tend to find more useful as worksheets while brainstorming about a particular area - (e.g. Salis Freeport started there but was later more fully mapped on a full page of scientific drafting paper)

The stuff in the Magical Society guide to mapping is also pretty useful - as well as free, and material regarding cities can be found at the same site for free - something like The Magical Medieval City. This has a lot more material than the World Builder's Guide section on cities (I tend to like having more than one reference source when working anyway). WoC board has a PDF Web enhancement to the DMG II on cities that is useful as well - specifically about population and districts.
Title: Stable ground on which to build
Post by: Ishmayl-Retired on July 03, 2008, 05:28:59 PM
Awww man, you are bringing back so many memories... I'm going to have to pull out the old map templates now!
Title: Stable ground on which to build
Post by: Superfluous Crow on July 04, 2008, 08:36:40 PM
I downloaded the free guide now, and from what i have read it looks rather useful really. But i'll read the rest of it later; getting late.
Title: Stable ground on which to build
Post by: Snargash Moonclaw on July 04, 2008, 09:16:57 PM
Yeah - I still do maps old school style - just haven't surmounted learning curve for the graphic stuff. Frankly, I only really care to in terms of the desire to be able to manipulate the image projection - i.e., I will eventually shell out for CC 3 *if* it can take that polar projection and allow me to rotate the whole thing so that I'm looking at the equator (or other region of the globe) as a flat map projection - you can clearly see the problem of relating equatorial regions properly now with the projection splitting the Suntrack Sea in half and pulling it further apart as you try to follow the equator eastward on the two now separate maps at the same time. . . I really want (very badly) to be able to resolve that smoothly in a graphic program - I think (and hope) CC can do it. Beyond this manipulation and presentation of data however I still prefer using my hands - Salis Freeport will be scanned again soon in what I think will be a very informative sheet (further work on the same) in reference to the city's write-up. Scale won't permit indication of any but the very largest of edifices - its clear municipal layout, quarters/districts/boundary streets named and principal secondary streets within same drawn (not named) to reflect ease/difficulty of traffic/movement/flow through the urban terrain. Yeah I'm an old school geek and I love doing that stuff - expect some watercolors in the future as well. This reminds me - gonna start a new thread I've been curious about regarding our various choices of DM persona NPCs in our world - which NPCs most directly channel DM as God so to speak (DM's avatar?) and how/why they do so. Snargash Moonclaw is a Khurorkh Ranger/Sailor who makes an itinerant living as a cartographer (craft,) navigator (profession) and guide (service) - member of the Order of the Open Wayfarers and guildsman in good standing among the Cartographers, Guides and Navigator's Guilds enchaptered therein. (Like most Khurorkh, he's honest, but not a rumourmonger or herald. . .)