Saturday, August 19, 2017
The blog is moving!
This blog is moving to a new location.
http://lostatlases.blogspot.com/
I'm doing more non-hex maps and other things these days, so I wanted to rebrand the brand.
Monday, October 31, 2016
A small hamlet or large farmstead
The map is a small settlement - it could be a hamlet or a large farm set somewhere near the edge of civilization. Most of the buildings are to the north of the central clearing, with a fenced in area for some livestock and an attached barn. There's a statue in the center of the clearing. It could be some old family relative or perhaps the founder of the hamlet. Maybe it's to the local deity.
to the south is another house with a large wrap-around porch. I think of this as the blacksmith, personally. Just to the right of the blacksmith is a stream that flows out of a cave opening, under the central area and into a pond on the north side. A small escarpment in the northeast allows the pond to escape as a waterfall into a small ravine. Lastly, some scattered trees dot the area, which is otherwise grassland.
Saturday, July 16, 2016
A quick map of the route to Valenhall...
A few liberties have been taken with the map (obviously). I've extended the ice across the ocean (as would befit a world coming out of an Ice Age). I added a location in Azlant called "The Lost Light". It is a haunted lighthouse on the northernmost edge of the shattered continent. Most sailors will go no closer than visual range of the lighthouse. Port Valen was also given a location and some of the Akrandida mountains have been mapped (it is very unlikely to be the fullest extent of the range).
That's it. The scan went pretty well (this was hand drawn on graph paper). It could use some tweaking, but it's a good first try.
Saturday, May 21, 2016
Been fiddling with the tablet and drawing some maps...
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| This could be the lair of a single hill giant or an ogre. |
Wednesday, March 23, 2016
A tabulated population of Avistan
Hi everyone!
Recently, the question came up as to what the population of some of the nations in Golarion were. While I know that the devs officially do not want to say (to give the GM some leniency within their respective worlds), I also know that this keeps coming up as a thread once every few years. So I decided to take an evening with the wiki pages and tabulate all the countries in Avistan. The result is the attached google doc. You'll have to save a local copy if you want to edit it.
A lot of the smaller settlements don't have figures and those figures really wouldn't matter in the grand scheme of things. In cases like this, I've assigned the following totals:
Hamlet: 50 pop
Village: 100 pop
Town: 500-1000 pop.
City: I haven't added anything to these. I'm hoping to get actual figures.
Furthermore, on the first page, I've added a column called "countryside population" which acts as a modifier to the city totals. This is to represent the number of people living on farms, etc... Its listed as a percentage of the city population. So, if you think twice as many people live outside of these named settlements, then you should add 200% to that column.
The spreadsheet is about 95% finished - enough to get a good sense of the relationship between different nations. If anyone has population / settlement figures to add to the spreadsheet, feel free to comment below or add it to this thread on the Paizo boards. I'll try to keep it up to date as much as possible.
Addendum: I've added some more fields on the first page where you can change the percent of people living in cities to alter the total nation's population.
Thursday, January 21, 2016
Giantslayer in Veridia
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| Southeastern Brevoy at 6 miles per hex. Among the interesting features is having the Valley of Fire as "broken lands" as well as having the dark trees as "old growth" forest. |
Friday, February 20, 2015
Introducing the Prefecture of Eastsea
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| The Prefecture of Eastsea - as a PC handout. |
Wednesday, February 18, 2015
A castle from the past
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| Castle Ziemovit, circa 1990. |
Given more time and playing, I probably would have filled in the rest of the blank space with copses of trees, small hills and the occasional home or farm. But this campaign wound down shortly thereafter and the map sat in the stack of my notes for a long long time.
Lastly, one item of housekeeping. I am going to attempt to adhere to a Fridays only publishing schedule. I was thinking three times a week, but I don't want to burn out too quickly over this. :) The good news is that it means 3 posts this week (there will be one on friday).
Monday, February 16, 2015
Step Five: In the end it was lizards all the way down...
When we last left off I thought I had a pretty good idea of a surface village sitting adjacent to a cave. But while I liked the concept, I didn't think there was enough 'Wow' factor. In particular, I wanted to have a secret passage extending from the temple on the surface to the cave. And that would be difficult with the previous map. As I thought more about it, I decided that it made sense for the village to at least partially sit on top of the cave.
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| My "final" map of the Lizardfolk Temple |
Saturday, February 14, 2015
Step Four: Making a map into (hopefully) a Superstar map.
Layout-wise, I would like to point out some of the changes in the surface village. The river, for one, is wider and, as mentioned in the previous post, deeper. it spans almost the entirety of arch, meaning that the only way in now is by boat. Looking at the huts you still have the sage's hut to the right of the boat ramp, but to the left you have this new hut with a fence around it. This hut is for visitors who bring mounts. Just north of this hut is another hut with some shapes alongside of it. This was supposed to be the village blacksmith. The two huts above them were for temple attendants. The longhouse is only penciled in in this map because I was toying with changing its rectangular shape. The longhouse's purpose was morphing in my mind as I was drawing the map. Initially, I was thinking of having the villagers outside and the temple underground. But after awhile I thought that idea was awful. Screw our ancestors, say the villagers! We want to be safe! Put the temple outside and us inside!
Which brings us to this whole new part of the map where I have fleshed out the underground. The river continues underground for dozens of feet before stopping at at short waterfall (which was only penciled in). The path, which previously had been rocky and uneven, is now a smoothed gravel bank. Two thirds of the way to the waterfall there is a side passage that goes for several feet before stopping. Where it stops it intersects a crossing passage. This crossing passage is 10 feet above the floor, requiring people to climb the walls to get up to it.
From there, you can follow that passage south to a large, long room. Geologically speaking, this room was where the river used to flow through until it cut its way down to the current level. Now it serves as the major meeting room. To the south of that are several rooms for the majority of the tribe while to the north the chief has his own room. Lastly there is a door leading out into the upper plateau as well as a narrow crack that guards can use to look out across the plateau.
Finally, this is the first map to really show part of the lake. We can also see better why this is such a great defensive location - this whole shoreline is all cliffs. Apart from climbing the cliff face, there is no other mundane way inside besides going through the arch.
I found this version of the map to be the best one I'd drafted of them all. But I still had concerns about the usage of space (there is a lot of white space) and the fact that this was all just one flat map. I wanted some three-dimensionality. In the final map (which comes next) I try to address these issues.
Wednesday, February 11, 2015
Step Three: the first attempt at putting the map on a grid.
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| First attempt at placing the map on a grid. Note the scale is different than the usual 1 square = 5 feet. (1 square here equals 10 feet as noted in the upper right hand corner above the key.) |
It is interesting that there is also a boat lying on the boat-ramp. This small change is the only observable change in a fundamental shifting of my thought processes. Prior to this, I had assumed the stream was no more than a foot or two deep. Now, it is deep enough for at least fifteen foot canoe at the downstream end. Shortly after deciding upon this change in my head I also read that lizardfolk are quite accomplished swimmers and would probably not need boats. Therefore the logical conclusion was that this boat was for visitors. Ah! But what would be here that would attract visitors. It did not take long for me to decide that a temple devoted to ancestor spirits would be appropriate.
Turning this into a temple was probably the largest change I made while designing this map. A temple is very appropriate to this setting. Temples are frequently located in unusual or highly defensible places. A temple would be a reason for adventurers to visit and helping out the caretakers could provide both an adventure hook as well as a base of operations. Its a good, solid idea.
But after sketching this out I decided it wasn't 'Superstar' material. It had the one hook - the arch, but that's it. The village could have been lifted out of anywhere and I felt that I was missing something with not fleshing out the cave. Its what I felt were these shortcomings that made me want to take another crack at this map.
Sunday, February 8, 2015
Step Two - A conceptual sketch map
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| The first rough draft. This was drawn in pencil and scanned such that the pencil marks look a lot darker. |
Wednesday, January 28, 2015
Step One - Inspiration
| Arch Spring. Photo apologetically borrowed from Temple University's website until I can find my own. |
So all these thoughts - the arch, the cave, the natural defensive value, changes in elevation, palisades - were bouncing around in my head after in the first few minutes after looking at the photo. In my next post I will take all that and quickly sketch what I think the area should look like.
Thursday, January 22, 2015
Expanding the focus of the blog - also what I've been doing for the past few months.
Thursday, August 21, 2014
Taking suggestions on where to go next.
I know it has been about 3 weeks since the last update. There's been a lot of change around the home so I haven't really had time to devote to mapping.
But I also realize that right now I can go in one of two directions. I can "go broad"which means to just continue mapping a larger area at the same scale and in the same way. with respect to mapping more broadly, which hex orientation would people prefer? Straight up north or Stolen Lands slanted? I'd like to just work off one set of maps regardless.
Or I can"go deep" and fill in some detail about the river kingdoms already mapped. By this I mean creating and explaining some thematic maps (geology, geography, vegetation, fauna, population) for the River Kingdoms. These would be tools for GMs to reduce their prep time and have a little more depth. They would also be completely unofficial.
So, which is more desirable?
Tuesday, August 5, 2014
A selfish map
As such I've spent the past few days retooling and focusing hard on the Kingmaker area. The resulting map is about 90% complete and encompasses all of the Stolen Lands, Brevoy, Pitax, Mivon and the western edge of Iobaria. I believe all the roads, cities and trails have been added and I've included the borders as of the start of the campaign. I feel good about most of the hex assignments, but there is always room for debate there. (Is it hilly forests or forested hills?)
It's saved as a MASSIVE illustrator file so that I can add / remove / hide layers. Indeed, the file is so large, I can only save it as a bmp file which itself is about 20MB. I made this jpg from the bmp. I don't have a slow compiuter ;) If someone knows a way to make illustrator layers more open-sourced (i.e. work in the GIMP or something like that, please send me an email.
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| The beta version of my Kingmaker map. Inspired by several Paizo maps and descriptions. |
Monday, July 28, 2014
A quick peek at the progress of the map...
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| The Stolen Lands at 12 miles to the hex. Click to enlarge. |
Sunday, July 27, 2014
Getting down to the roots of why the Kingmaker map doesn't fit.
So I took the maps I had and I started playing with them in illustrator - trying to fit one to another - and after several minutes realized that I wasn't making any progress. What i was doing was what everyone was doing: eyeballing it. What was needed was a statistical or unbiased approach.
This got me thinking about that oh-so-expensive piece of GIS software - ArcGIS 10. Within its labyrinthine menus and windows was the ability to georeference one map to another. Georeferencing is the art (science?) of fitting one map to another by matching individual points on each map. Get a whole bunch of points on map A, match em' to map B and let the software stretch and manipulate the A to fit onto B. The more points, the better the fit.
I started with two points - the top and bottom of Lake Hooktongue (Fig 1). With these, I was able to get a decent vertical fit. Lake Hooktongue is, i think, the most exactly drawn feature on each map, so it makes sense to start there. Having done that, its also apparent that problems begin. The Kingmaker map is very stretched out along the east-west (x) axis. The map goes almost to the city of Pitax in the west and Lakes Candlemere and Tuskwater are far too east to correlate. Already, we can see that if we want to keep something as simple as hex integrity intact we have to sacrifice something.
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| Figure 1: Georeferencing using two points (the top and bottom of the Hooktongue Slough). You should be able to click on it and it will enlarge in a pop up. |
However, note that none of the green and red crosses match up. If the points really were georeferenced they would overlap and there would be no blue lines connecting them. All those blue lines are error and its not just error in one direction, its error in several.
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| Figure 2: Georeferencing with multiple points but allowing for some error. |
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| Figure 3: Resolving as much of the error as I could from Figure 2. |
Postscript: I never used Rostov as a data point. When I examined its location on each map, I realized that it had been misplaced on one map (or the other). Going forward I will use the Kingmaker location because that is integral to the AP.
Saturday, July 26, 2014
Progress update 7-26-2014
Its been a busy week and I haven't gotten as much done as I'd wanted. But I'd like to share where I stand.
Below is a portion of the map centered on the Hooktongue Slough. As you can see the terrain is in place for south Brevoy and the Stolen Lands, including the rivers. Right now I'm expanding terrain to include north Brevoy, the surrounding River Kingdoms and parts of Iobaria.
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| The current state of the map - terrain is looking good! |
Green currently stands for plains. I kicked around a lot of possibilities for plains, but in the end I kept to the traditional green. If you could look to the Nomen area (currently off the map) you'd find a symbol for tall grasses or savannas. This is because I wanted a visual distinction for the 'great plains' to the east that are sometimes alluded to in Paizo products.
One thing I don't have a good handle on is how to make farms. I expect much of south Brevoy is farmed and i'd like to add that as part of the civilization layer (which I haven't begun on).
While I'm on things that need improving, I also want to improve on the brush-strokes that create rivers. I like that the rivers naturally shrink down to nothing, but the way the rivers widen and the ultimate width of the rivers needs tweaking. I'll get to that at some point too. Its somewhere in the settings, no doubt.
Speaking of rivers - the Slough. Note that the East Sellen River stops at Lake Hooktongue and doesn't continue south of the river. That's by design. The river essentially stops at the Lake and divides into innumerable channels with little to no current south of it. The current picks up again once you get closer to Mivon. If you look closely at the bottom of the map you map just be able to see the blue line starting up. Think of traversing this like traversing the everglades (although much colder). One of the things I'm looking for is a different symbol for swamp to reflect this more navigable area. There is a geological reason for this (and lots of other things), but I'm saving that for a series of subsequent posts I make describing the Sellen River and its tributaries (possibly as a travelogue).
Monday, July 21, 2014
Resolving the Stolen Lands - Brevoy - Iobaria triangle
"The Brevoy Triangle"
The effect was centered mostly on the region bounded by the cities of Restov, Mivon and Pitax - the heart of the Stolen Lands. While individuals or even armies could pass through the affected area with little mishap, the inhospitable mapping conditions rendered the settlement of this area impossible.
About fifteen years ago, everything changed. Coinciding with the disappearance of one of Brevoy's major houses, whatever enchantment lay upon the Stolen Lands weakened enough such that accurate exploration and settlement of at least its periphery was possible for the first time in centuries.
The problems with the three maps.
Combining all these maps into one large map that maintains as many of the original features is a goal that presents quite a few difficulties. In particular there are a few areas which require special attention. These are:
1) The area around Rostov and the Shrike River. Here, the Brevoy and Stolen Lands maps overlap but the Shrike River deviates significantly from its course. On the Stolen Lands map it heads due east. On the Brevoy map it turns north quickly to a large lake.
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| The "island of California" - an exercise in the dangers of extrapolation. Map created in 1650 by Sanson. Image from Wikipedia |
My solution to the problem
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| The stolen lands oriented on top of the Brevoy, River Kingdoms and Iobaria maps. |
As you can see, the bottom left corner of the Stolen Lands actually reaches the Pitax River. I can arm wave that away by saying that the maps are off (darn fey!). I considered the map 'fitted' when the forests, mountains, rivers and lakes more or less lined up correctly.
In the end the Stolen Lands wind up being a bit smaller than we realize, Mivon and Pitax are a lot closer than is first assumed and the centaurs to the east have a whole mess of terrain that wasn't mapped by anyone. The only other major change was alter the course of the river going east from Jovvox to parallel the rivers to its north (the Little Sellen and the Gudrin). This makes sense both geomorphologically and 'historically' as the fey would also be active there. Since that part of the River Kingdoms was not claimed by anyone I concluded the mapping there was sketchy at best. One of the enduring questions I have is.. how does that river end? It looks like it goes through a gap in the mountains. Maybe it drains the centaur valley? That would make some sense as the Shrike doesn't rain it and there are still another set of mountains to the east separating the centaurs from the sea.

















