Showing posts with label Mapmaking. Show all posts
Showing posts with label Mapmaking. Show all posts

Friday, March 21, 2025

Archangel Map


This started because the Archangel page on the wiki lacks a map of the halfling land so named.  I'd like a six-mile map for it, but of course if I wait until I get here in the normal order of things, I'll be dead before I get to this part of the world.  So yesterday and today I've spent a little time working on it.  Obviously, the county isn't finished, but I'm in no hurry.  It's not that big a realm, and it's not exactly civilised... but it is far moreso than other parts of the world this far north.  The elfland to the west, Egreliia, of which Essenia is one village, is much more civilised though.

Anyway, I thought some readers might be interested.  I've been enjoying the hell out of putting these "province" pages together, complete with descriptions for individual settlements and production.  One more impossible to finish task, but what the hell.

I'll throw a pdf up on my patreon page.





Sunday, August 18, 2024

It's not about Me

Apart from the fact that I am a central feature of this post, it is a well-written, rationally constructed approach to the need for maps and the scale on which they need to be built. I have no explanation for my "obsessive insanity" except to say that I find the practice of working on the maps presented here both relaxing and personally fulfilling. There is an undeniable sense of satisfaction in looking at something that is, in fact, a step-by-step easily managed process, yet produces beauty. For this is what I, in my insanity, see when I look at my own maps. Beauty.

It is perhaps that I speak from the perspective of someone who is, presently, just 28 days from the age of 60, but the truth is that nearly everything about these abilities that one sees on display, with regards to maps, writing or designing some rule set, is a sort of fraud.  It's supposed that I have these gifts, and that I use them to do these things, but it's all nonsense.  I had one gift when I started with D&D away back, so many years ago.  That is, I wanted to work on it.  It's the wanting that's the gift.  The gift I still have now, as I want to sit for an hour and write this post, when instead I could be out grinding away at a garden, or driving out to the mountains on this fine day to do some hiking or resting back and watching a football game.  Instead, I want to do this.  I want to write.  Even if this post means nothing next to the hundreds of other posts that I've written. That doesn't matter.  It just doesn't.  It's the writing I enjoy, regardless of the end result, and when I want to do it, I just do.

So, the maps.  I made maps when I was a kid.  I made very poor maps when I was a kid.  I had better maps as a guideline, however, and I could see the difference between my work and those maps.  I spent endless hours sitting and staring at atlases ... and when I discovered the map drawers at the university, full of contour maps, survey maps, oil well maps, historical maps, I would go up there on a Saturday, wheedle the key from the map librarian, who became a friend, so that I could spend hours pulling the maps out of the drawers, one by one, just to stare.  I could have played baseball.  I could have rafted down the Bow River.  I could have done drugs.  But I stared at maps.

It's what we want that matters.  If I had wanted to be a gardener, if I had wanted to grow my own roses and orchids, if I had wanted to spend the money on orangeries and hydroponics, assuming I still wanted to be a writer, then I'd be posting pictures of my flowers this month, detailing every aspect of their cultivation and sustenance, railing against the stupid information of other floriculturists.  And I'd be doing that, because I would have started 54 years ago, as a 6 year old in my parent's garden, staring at the plants and physically watching them grow, because I wouldn't have been able to take my eyes off the leaves and little shoots and they came up.  Not because I was an obsessive little kid ... but because that would have given me such pleasure, I would not have wanted to stop.

This is so easily misunderstood when we reach for words like "obsessive."  An obsessive person cannot make a conscious choice about their actions.  So it may seem like I'm being obsessive when I write another post.  That is because others, who do not receive the sense of joy that I do in making maps, think to themselves, "I'd have to be obsessed before I could do something like that."  Because, from their perspective that would not give them pleasure.  Surely, anyone for whom that thing gives pleasure, must be crazy.

No.  Just self-aware, with lots and lots of time spent.  Aware enough not to handwave my earliest efforts as "good enough."  I wanted to make better maps, so I tried to.  I don't mean, I practiced at making better maps, I mean, I saw what I wanted to achieve, and tried to achieve that.  And failed, and failed, and failed.  I never thought, well, "try try again."  I thought, "Well this part looks better, but not that part.  This technique seems to work, but maybe if I tried ..."  And so on.

Do that for 54 years?  You're going to look like someone that's obsessive.

The downside, for me, comes when someone pisses on my joy.  And when it happens, I must admit, I don't respond as well as I should.  I don't hesitate before I lash out.  This stuff is personal to me.  How personal? 

Imagine a total stranger, standing next to you and your child, who says, "Your kid has a big nose."  Now, it happens that your child does have a big nose.  It's something you've worried about, since he or she was just a few months old.  What are the other children, when your child goes to school, going to say?  How are they going to make your boy or girl feel?  What are you going to say when he or she comes home and say, "The kids made fun of me about my nose!"  You're going to feel awful.  You hope the other kids don't care.  You hope that if they tease, it won't make any difference. You hope that your child's going to grow up and that nose is going to develop into something with a lot of character, so that it becomes a positive characteristic.  You know the nose in itself doesn't matter, but the world is stupid, vapid, abusive hole, full of people who think that things like a big nose do matter ... when what they ought to care about is the whole kid, not his or her nose.  

Given all this, it doesn't matter if this stranger has said something that's true.  It's the choice the stranger has made, among all the things that might possibly be said, to say this one specific thing.  And hearing it, you're going to go off the rails.  You're going to shout, "WHO THE FUCK ASKED YOU?" ... and the stranger is going to walk away, saying, "It's just a nose."

Joel, in his blog post, said exactly the kind of things that I want to hear said about my kids.  But I've had others, who weren't inaccurate, displayed the sort of honest truthfulness about my maps that have made me livid with fury.  They don't know the road that's gotten me here.  They only know the "here."  And that's not their fault.

But I have ripped and slashed and stabbed and belittled and abused people who have made comments on this site and elsewhere, because they made some little comment about my kid's nose.  And they've gone away, certain they understand my motivation for this, certain that it's evidence of the monster I am, and certain that I haven't any perspective at all.

All I can say for those reading this, try to forget what I do, or what I am.  I'm going to be dead soon, anyway.  Me, the person writing this, isn't the thing of value here.  I'm not what counts.  What counts is the stuff I leave behind, whatever my motivation or my purpose for doing it.  It doesn't really matter why Caesar conquered Gaul.  We can go over the existant details to death, we can dig though archives and bits of whatever, and yet, in the end, what matters is that Gaul was conquered, which led to the changes in Gaul that led to the eventual development of the France we have today.  All the personal shit, all the motivations, all the bits and pieces about what someone said or what may have encouraged them to do or create something, is just fantasy and immateriality.  The facts of things are what counts.  The maps I make exist.  This is the only thing about the maps themselves that actually matter.

Personal opinions about the maps, why I made them, what they accomplish for any one individual person, none of these things amount to anything more than one stranger's opinion about one child's nose.

So pretend I just don't exist.  Don't come here to know who I am, or what motivates me, or why I do these things or anything about me personally.  Just take from the writing what you can, and move on with your own lives, doing those things that matter to you.

In the end, that's all that counts.

Sunday, January 14, 2024

Learning Curve

With respect to yesterday's Q&A, my friend and I.T. was able yesterday afternoon to install Publisher 2007 on my Windows 10 operating system without difficulty.  I'm now able to access both programs and I can report that my ability to work on maps is fully restored.  I made adjustments and reworked a 20x40 mile area of Serbia yesterday without any difficulty at all, though the publisher file is 33,451 KB.  I'm most pleased.

I understand that it's surprising that I'm able to make publisher work at all with maps of this size.  A typical publisher file runs somewhere in the area of 150 to 1000 KB.  After a few tests last night, I'm confident that I could probably create files up to 75,000 KB, though I shouldn't have to.  I'm playing around with the benefits of this computer that I'm working on now.  My friend (he built the computer) demonstrated that it indeed has a ram of 32 GB, so all my publisher files run faster now than they did.  Those who give a $3 monthly donation on my patreon should find a pdf of a map on my site that I posted back in May 2022, rendered in 150dpi.  The pdf is somewhat better than the version blogger allowed.  Unfortunately, it was still to big to render in 300dpi.  We can't have everything.

I had to re-teach myself how to make maps the way I stopped doing in February last year.  Then, I got interested in working on the Streetvendor's Guide so I put those things down.  11 months is a long time to leave off on a project ... and there were a few glitches as I forgot how to do certain steps.  I stepped back about four months on the S.G. also, working on editing and the index for a time, as I was really stuck and blocked with the clothing section (now solved).  In the same way, coming back to serious researching and designing original content also involved the same re-learning curve that I experienced last night with the maps.  The reader can guess from the title that this is the subject of this post.  I promise, I'm going to come back around to character building soon.

No matter what sort of game preparation or worldbuilding we want to do, there are four stages of learning that we must overcome: (a) what do I want to achieve; (b) how do I achieve it; (c) how can I systematise what I want so that I can standardise the achievement; (d) how do I maintain trust and enthusiasm for the system?

For most, (a) is assumed to be the way the company does it, or even better, the way that a given creator did it once upon a time.  Rather than breaking new ground in the creation of a dungeon, for example, it seems easiest to follow TSR's method dating back to KOTB or White Plume Mountain.  This, at the same time, gives an answer to (b), as it's fairly plain that by drawing the dungeon this way, providing details of the rooms in this way, and ending the adventure how the template does it, more or less solves (b).

The real leap is (c).  This asks us not just to create one dungeon or one adventure, but to build a framework that tells us how to create and design multiple adventures that all fit the same general motif ... especially so that when we want to create a new adventure, we already know from the frame what adventure needs to be made next, and in what manner, that fills out our grand design.

The value of this is sometimes difficult to convey to the lay creator.  For a time, one that varies in length depending on the creator, the "freedom" of being able to do whatever seems good at the time beckons — and any infringement on that freedom is viewed with disdain or even hostility.  I remember being in that headspace, until late in my 20s.  "I'll just work on whatever seems good right now," was my thinking ... and I hear the echo of that from all sorts of writers, craftspersons, musicians and couples sorting out their marriages all the time.  "A plan?  A plan is what we make when we want to make God laugh."

The result, however, is a lot of wasted work that never sees the light of day, and the bitter exposure of too many failures.  I count all that in my past as a valuable learning experience.  No books or meaningful content came out of those years, but I did practice writing a lot.  And I did haul around a lot of that writing until I was forced to throw it out in self-defense.  Making a plan for the work we do isn't a straight-jacket; if that's how it feels, then we've either made the wrong plan, or we're still working through ambivalences about doing work.  A plan is an assurance that we're using our time well.  That everything we do has value.  That our vision has greater scope that "what feels good right now."  The pyramids cannot be built frivolously.  Or when the workers feel like it.  Truly monumental things need a monumental vision.

Therefore, progressing from (b), what we want, to (c), how do we get it, is a tremendous alteration in our thinking as creators.  It transforms what we want from, "We want what Arneson wanted," to, "We want to be better than Arneson."  That realisation has the effect of demoting our "hero" to our "mentor" ... though obviously my mentor isn't Arneson.  This transformation is positive; I'm quite sure that Arneson also wanted to be better than Arneson.

Being better means we can't just copy any more.  The template we've worked from isn't enough.  What's needed is a new template.  That's the crux of (c).  We're not just making scenes and places and characters now; it isn't just a bunch of parts that are shelved like books, ready to be pulled out individually and used.  We're moving from parts to a machine, one that incorporates the books as instrumentation, so that before we have to think about what part we need, the "machine" puts that part automatically in front of us.  Once the machine is built, we'll know how to turn it on, we'll know how to feed in data, and we'll get a result for that data ... but all the middle part ceases to exist for us, even if we're the ones that built the middle part.

I'll try this as a simple metaphor.  Let's say, we learn how to make a toaster and we go through the rigamarole to build the thing from scratch.  We design the components and assemble them painstakingly, fitting them this way and that, until we end with a working toaster.  And like any toaster, it works by putting bread in the top, pushing a button down and waiting for the bread to pop up.

After all that work, we can forget all about the machine itself.  We get up in the morning, put our toast in while thinking about the day ahead, get our toast out and butter it, eat and move on.  There's no need at all to think about the toaster itself any more.  Oh, sure, if the toaster breaks, we can fix it.  But thinking through all the middle part is discarded.  The toaster works.  It saves us time.  We can go and do other things.

My methodology for making maps is like the toaster.  I have a series of steps that I go through that can be done mostly without my needing to decide anything.  I do this, I do that, I follow each step, and presto, map.  No time is wasted wondering if this is working, or if it's put together right, or if the toast is going to taste good.  All that's been sorted.  The only cost is some of my time, which I can give when I don't feel especially creative and I just want to churn out some product.  It's more valuable than my spending time playing a video game, while providing about the same level of immersion.

(d) is the least esoteric about the above.  (c) is hard to envision because (d), having enthusiasm for the method, seems for most of us to be impossible.  As an example, I'll use my friend and I.T. guy.  Here's a brilliant, capable fellow, has endless knowledge of computer systems ... and like most of his type, has the expected server bank in his basement that would probably let him manage a satellite, if he could get one in space.  He stores my authentic wiki on it, as well as content for a wide number of other users.  This is one reason why I don't need to worry about someone trying to hack my wiki.  They'd have to hack him — and I wouldn't recommend it.

But he can't stop fiddling with things.  He and I have talked about it, and it's not a unique habit among his type.  For the most part, he's not improving anything ... he's just finding different ways to do the thing he's already doing.  Most of the time, this fails completely, and he has to make repairs to bring it back to where it was.  I'm certain he likes this process.  The effect is, however, that for all his ability, he follows his industry; he doesn't lead it.

Of course, there's no reason he should.  I only bring this up as a metaphor because there are far more dungeon masters in the world who are intentionally breaking their game worlds than making them.  They can perceive (c) for a time, building the "game toaster" as it were, but in the end they can't just let it be a toaster.  Though it works fine, they're always taking the toaster apart and fixing something that doesn't need to be fixed ... and though they spend an enormous amount of time doing this, in the end it never does more than make toast.  Meanwhile, the food processor doesn't exist at all.

Returning to my map-creating system this week, I felt zero inclination to "rebuild it and make it better."  I tried publisher on Office 365, it didn't work, I obtained my old publisher program on the new system and the thing I wanted to do was make a map in the same old way.  The results speak for themselves.  What's not understood, however, is the results don't happen if I'm not able to quiet the inner voice saying, they could be better.  Maybe they could.  But I don't want to get bogged down in (c).  I want to trust my system, and maintain my enthusiasm.  Then things get done.

I do this by reminding myself for a time that however complicated or difficult this seems at present, I'm practicing.  I'm giving my trust to the system and letting myself adapt to it.  Take the Streetvendor's Guide and the manner in which clothing is discussed.  One serious problem came in describing a specific item of clothing — say, a tunic.  A medieval-Renaissance tunic is what we'd call a shirt.  It has many different shapes and forms, and can be made in every cloth under the rainbow.  My guide provides descriptions for thirty cloth varieties.  If I give space in the guide to every possible make of tunic, I won't have space for all of the clothes that are available.  Plus, this is a problem that's going to come up when I have wooden items can can be made of twenty kinds of wood, or metal items that can be made with twenty kinds of metal.

I had to step back and think about how to manage this.  Tunics appear in every part of the world, but they're not made of the same cloth in every part of the world.  Most clothing made in north temperate climates, speaking for the time period and not post-Industrial times, are made of wool.  North temperate describes Britain, Scandinavia, the Baltic Lands and Russia.  Even colder climates require furs, and that's a whole section separate from cloth.

Most clothing made in south temperate climates — France, Germany, northern Italy, the Slavic lands, Russia in the summer — is made of linen.  That made in subtropical lands — Ottoman, Persian, South Asian — is made of cotton.  And where silk is common, certain kinds of clothing are made from that.  I realised that the solution was to define what the tunic was in different parts of the world ... and then give the name for that thing as it's given in different parts of the world.  Thus, if we want to price a cotton tunic, it doesn't have a European name because at the time, it wasn't made in Europe.  A cotton tunic is a gomlek or a kurta; a linen tunic is a cotte, as it was called in those parts of the world where it was worn — and it's longer than a tunic, reaching to the knees.  A silk tunic is a hanfu.  The finished list looks very odd to the Western eye, but it's accurate.  All I need do is provide rules (which was always intended) to teach the reader how to price a cotton hanfu, or a woolen cotte, or a linen tunic, if that's what they want.

But I'm not used to this thinking.  It's taken time to bang my brain into thinking in this format, using items whose names are utterly unfamiliar to me.  Pursuing them, describing them, I can recall each item being worn in various films.  The Chinese emperor at the end of Mulan is wearing a "changshan," though I wouldn't have known that's what it was called without this work.

To get used to this, to think in this frame, I have to practice at it.  And reassure myself that with patience and familiarity, it'll come naturally.  I have faith that it will, because I've been here before with difficult things and it always does.  But if we don't stick with it; if we don't wrestle through it for as many weeks or months that it takes, we don't get any practice at practicing things ... and we never learn how to beat the learning curve.  For anything.

I adapt more quickly than most because I've forced myself to adapt many times.  The first few times is a real bitch.  This is what I was doing in the late 80s, as I started to pursue problems like trade and deeper worldbuilding into my game system.  Took 15 years to codify my trade system.  Yet I've accomplished 85 pages on the Streetvendor's Guide in just 7 months (discounting my time off to think).

I remind myself that it took something like 30+ people to put together Tasha's Cauldron, with text equal to about half the size of my proposed Guide.  I'm doing all the writing for this by myself, with one artist for support.  There's just the two of us.  It took the company something like two years to produce Tasha's dreck.  If it takes me until next January to finish the Guide, I'll have accomplished a miracle.

Monday, December 18, 2023

Making a Map in 1974

Continuing with the premise that I am 9 y.o., and following the premise that I'm earning money to buy tools and products, as well as Christmas presents, some weeks go by.  Because I want specifically a Michelin map, none of the map companies in the city (and there were several, which I came to know through my father), it's not available as a general commercial product until the late 1970s.  I checked, calling around town, because research.  So, unfortunately, I have to obtain the address for Michelin maps, through the library because the Yellow Pages are local (but I might get lucky and find a Michelin office in Calgary), write to them with a money order, and wait to receive my map in the mail.  That's most likely a 3 to 4 week timeline.  Just imagine that sort of world.

So I see my school burn down and I'm shipped off to Sir Winston Churchill, as I said.  My older brother, who is in grade 9, and goes to Simon Fraser Junior High, has to walk me and my sister, who's in grade 5, down to the high school where the city has found us rooms to learn in.  Here's some context:


With my house marked with a red loop, the reader can see Dr. E.W. Coffin Elementary at the top centre of the map, at the head of Barrett Dr.  At the bottom of Barrett Dr. is Simon Fraser Junior High, where I went through grades 7 to 9.  Across a large green field at the bottom left is Sir Winston Churchill.  As can be plainly seen, I never had a long walk school, though as I said I did get bussed for a time because my elementary school burned down.  As the reader can also see, my brother wasn't overly taxed by having to walk my sister and I to school.  Though he thought he was.

So I have my drawing tools and I have my map, and I've bought a roll of plotting paper, 40 weight if I can find it, because this paper is designed for draughting and is resistant to smudging.  The edges are very sharp and will align perfectly with one another if care is taken.  This is how we can map strips of Wales and then put them together as the pieces are completed.

Unfolding the map of Wales, we need it to be as flat as possible.  This can be managed by smoothing out the map on a large floor surface — our kitchen floor was large enough — and then very patiently asking to borrow my mother's iron, which at that time must have been a valuable kitchen tool from the importance my mother attached to it.  Then, laying a bed sheet on the map, this being large enough to cover everything in a single piece, and using the iron at a very low temperature, we ensure that all the  crimps and folds of the map are evened out.  From then on we can roll the map up when not in use, like a map should be kept, and beg a cardboard tube from my father's supply, as his work involved his dealing with oil well sites and such all day, and there were always empty tubes good for maps collecting among his things.

Now I've thought about this a lot ... I need to draw graph lines over the whole of the map of Wales; that means a large table, it means a table with a very straight edge, it means needing a T-square and finally, it needs a person who's capable of respecting the desire of a 9 y.o. to do a good job.

In the fall of 1976, I'm going to start grade 7 at Simon Fraser.  And this will introduce me to one of my favourite teachers through the years, Mr. Leavitt, whose going to teach me shop for three years.  Unfortunately, we haven't met yet.  But he does know my brother, and they do have a good relationship.  In grade 7, when my brother started those same classes, the first task was to draught the parts of a stool, then cut those parts out of wood, then finish the wood, then assemble the stool.  When I reached grade 7, I made the exact same stool, though I finished it differently.  As chance would have it, I lost my stool when my parents sold their cabin in 2009 (they just didn't realize it was anything but a stool, and assumed no one would want it).  But as chance would have it, I have my brother's stool still with me, right now.  I don't get along with my brother, so fuck him, I'm keeping his stool.

See, one of my issues at being 9 is that my brother is still living at home.  He's five years older than me and he's a bully.  We share a bedroom together, which he resents; I am able to speak, which he resents; I like to spend time in our bedroom working at my desk, which he resents.  This resentment regularly builds up into periods of hitting, pushing ... and occasionally, destroying things that matter to me.  He will leave home one month after he finishes high school, following a big argument with my parents; until then, I still have to be on my guard.

Anyway, Mr. Leavitt.  It would take nerve to head down to Simon Fraser, walk boldly into a school with a lot of older students, watching out for my brother (who was not the type to defend me against others), in order to reach Leavitt's shop so that I could introduce myself.  As I said, he did like my brother, and my brother liked him.  This is because Leavitt respected competency above all things, and I have to give that to my brother.  Leavitt was also friendly, empathic, able to play outside the guidelines of his role, had considerable latitude regarding what went on in his shop (because much of the work we did there was dangerous) and, finally, loved to teach.  This last could have been written out in large soldered iron metal letters, 20 inches high, and strung along the side wall of his shop.  Leavitt liked very much anyone who would let him teach something.

He certainly had the table and the T-square I wanted, along with other tools for draughting ... and just possibly he might have let me come in on some late Friday afternoon (he tended to tool around in his shop long after classes were done), and let me have a couple of hours use of a nice, big, flat table.

My other option would have to be to approach my father to ask if he'd take me to his office and use a table there.  He worked in a downtown office for Gulf Canada, a subsidiary of Gulf Oil.  He worked at Elveden House in downtown Calgary until I was out of grade 9, when he moved to a big office in Gulf Canada Square.  His Elveden office was tight, cluttered, insufficient for his needs and he would often come home and take over the kitchen table after dinner to get his work done.  Still, there were tables there that I could use ... if he let me.

This must all seem strange to the reader, as I talk about the difficulties and problems of getting hold of a simple big table in the time period.  It's all to explain how different the world was at the time, and the ways in which the world viewed anything that might have been tried by what was seen as a child.  Nowadays, no one gives a moment's thought to a bunch of 9 year olds getting together to play a game once a week, because group activities and individual achievement is far more celebrated today than it was at the time.  I grew up in the age of "Because" as an answer and "Children are to be seen and not heard" as an acceptable philosophy of parenthood.  Money was not spent on children.  Children's things were not respected or carefully preserved.  And things that a child might want to do was seen with suspicion, unless it was specifically related to some official activity like making a project for a science fair.  It if had been my goal to grow beans under ultraviolet light as my science fair project, my father would have bought me the pots, the beans, the lights, everything I wanted, and would have set aside a large area in the basement rumpus room for me to use for months while I grew beans.  But making a map is not "official."  It isn't homework, and it isn't for a church club or a cub scout badge.  Therefore, by all the measures of the time in which I grew up, it wasn't respectable.

This perhaps helps explain some of my indulgence in D&D — not as an escape, but perhaps as an association that could appreciate my kind of crazy.

Anyway, enough dithering.  Let's assume we have the table and move forward.

Start by squaring the road map as precisely as possible to the table's corner, so that the paper lines up with the top of the table on one edge and the side of the table with the other.  This allows us to use our T-square in two directions.  The top of the actual map, between it's white borders, is perfectly straight in relationship to the map's physical edge, so check the T-square that's guided by the table edge against the top edge of the printed map.  This ensures that the lines we draw will be precisely east-west.  Then provide sufficient masking tape to the edges to be sure the map's not going to move as we work on it.  Don't overdo it with the masking tape, because we may have to do this process over more than one visit.

Using a 3H or 4H pencil, start ticking half-inch increments down one side of the map, starting from the map's top.  Do not measure each tick against the previous tick; measure every tick we make against the top of the map.  This can mean needing a yardstick, if one is available.  If we have to use a shorter ruler, don't measure further than the first 12 inches; we can measure the next 12 inches when the first 12 inches are sectioned.  But a yard stick is far, far superior here.

Now, do the same measurement down the other side of the map.  We want to be able to draw our east-west lines using two guidelines, both of which are desired to be as accurate as possible.  Lining up the T-square, using a 2H pencil, draw out the parallel lines one by one, patiently.  Look at the gap between each line before making the next line.  Does it look right?  Is there anything about this new line that looks less than perfectly parallel?  If it does, double-check the measurements.  Be precise, always.  There are lots of points in this process where going back is not only very difficult, but potentially too late.

Continue down the whole map, or until we've reached the limit of our ruler.  Now begin the process of making half-inch ticks along the top of the map, not forgetting to exchange our pencil for the 3 or 4H.  Make a second line of ticks along the bottom line we've already drawn, 12 inches down the map if that's all our ruler allowed.  Exchanging the pencil again, fill in the vertical lines, squaring off the map.  Continue this process until the whole map is squared ... even those areas that are just sea.  In some cases, we'll need those empty sea squares for counting off how far we are from the edge of the map, as we're drawing later.

Why a 3 or 4H pencil?  Because it's easy to erase if the tick is made in the wrong place.  The lightness of the pencil ensures it won't leave a confusing residue behind.  Why a 2H?  The map is going to get rolled up and unrolled dozens and dozens of times.  Our humanly oil-producing hand is going to be moving overtop of the pencil marks over and over, as we spread the map or turn it or in a hundred other way.  Over time, these 2H pencil marks are going to degrade; we want to be sure they leave enough of a shadow so we can use them months from now.

Good.  The whole map is squared off, assuming we've had the time.  There's nothing clever about the purpose of these squares, though there was in the 14th century.  We're simply using these squares as an method for hand-drawing and plotting our larger map of Wales in the future.  We can plainly see that such and such a city symbol is in the bottom corner of such-and-such a square.  We can then transpose that symbol by eye to it's parallel square on our self-created map without difficulty, with sufficiently enough accuracy to escape the eye of any but the wisest cartographer.  And there aren't many of those around.

The next simple task is to decide how large our finished Wales map is going to be.  If the Michelin map is 3 feet high, and we want a Wales map that's 9 feet high (measuring the distance from floor to ceiling in my room), then we need simply make each replicate square on the finished map 1½ inches high.  This multiplies the scale by three in both directions.  If, on the other hand, the height of my room's wall is just 8 and a half feet, this makes each section 1.41667 inches square — which anyone can tell us is a very difficult thing to measure using crude tools.  Canada hasn't adopted the metric system yet, and won't until I'm in grade eight — so a centimeter measurement isn't easy to achieve.  The best alternative would be to make each square 1⅜ths wide, those gradations actually appearing on our imperial ruler.

We can now roll up our map, thank Mr. Leavitt, assure him I'm looking forward to seeing him when  I start junior high, and go home.  The next bit I can do on my parent's kitchen table.

From our roll, we want to cut a piece of paper that's about six to ten inches longer than our maps going to be.  We can trim the edge later.  There were rolls available back in the 80s that were just 12 inches wide instead of 24, as the link above indicated, but who knows what I might find in a print shop in the 1970s.  That was a very different world, I can tell you.  A public print shop was next to unheard of, even in a fair-sized city like Calgary (population, 443,000 in 1974).

Before we cut the paper, however, make sure the surface we're working on is very clean.  Wash the table, then be sure it's very, very dry, every time before working.  Take note of any divots in the wood and work away from them if possible.  When using a pencil, don't press down, ever.  It's just good sense to apply a careful, methodical patience to every action.  Never rush or hurry in any action when drawing.  Measure twice, as described above, and even three or four times, as mapmaking is more precise than carpentry.

That first line drawn at one end of our 9½ ft. cut of paper is critical.  It must be drawn a perfect 90 degree angle from the edge of the paper's roll — knowing as we do that the edge is perfectly straight, since this is draughting paper.  To get this near-perfect, use the end of the paper as a straight 90 degree angle from the long edge, since we know this is perfect also.  Now we want to draw our lines with a 6H pencil, one that's very hard.  That's because, eventually, we want these lines to disappear from the final product.  Since they are so narrow and so light, we can see them clearly when we are plotting the initial part of our map, but later as we fill the map, and ultimately colour it, these lines simply vanish.  Therefore, it's important not to press the pencil down to make the lines clearer.  Not doing so is part of our purpose here.

Steadily build up a lattice work of squares on the draughting paper, just as we did on the road map.  It's not necessary to square out all of our 9½ ft. roll.  We can only work on a small part of it at a time; and when working on that small part, let the remainder of the scroll remain rolled up, with a paper weight, something that we also must keep clean, holding the roll in place.  Feel free to apply masking tape to the corners of the roll to keep it pasted to the table while we're working on it, remembering however that placing and removing tape repeatedly will degrade the edges of the paper.  But then, we've provided an unusual surplus at both ends of the roll so that the edge can be degraded at no cost to us.

Now, we can begin mapmaking.  Deciding which places we're going to include in our new map, and what features, many of which will be plainly indicated on the Michelin map, we can sketch each one in as desired.  We can add more of our own, too, though personally I never liked to do this.  I always felt that the map could retain more value if it appealed both to persons who played D&D and those that did not.  This is easier if there's no D&D flotsam muddying up the design.

This is far enough along as far as mapmaking goes for the present.  There's more to say, but that's in the way of artwork and I'll leave it for then.  I'm going to turn away from this aspect of the series momentarily while I pursue something else, namely a thing I'd be able to suddenly do with an alacrity that would terrify both my teachers and my parents ... a thing I definitely wasn't that good at when I was nine.

I can write now.


Thursday, January 19, 2023

Making Maps

I've had six persons take advantage of the mapmaking proposal I pitched on the 1st.  Each is just the beginning of an island of maps to follow, in Michigan, Maine, London, Obukhiv, Marseille and Munich.  Here's the lowly stubs for each that I created:








I encourage others to get involved.  If you can't think of your own place, feel free to add a connection to any of the above, on the north, south, east or west as you please.  Multiple persons using their influence upon a given place can quickly expand it outwards and give real scope.  If you're already pledging $10 to me every month on Patreon, you might just as well make me work for it.

Wednesday, January 11, 2023

Climbing from the Cellar

Playing a little catch-up.  Haven't heard from Discord on the Michigan map, but maybe he's been sick like me.  Granted, the development of two 20-mile hexes isn't that impressive.  It's only a start.  It has to be expanded, bit by bit, like the original stub that was Kronstadt once upon a time.

The offer is still open to any of my $10 patrons, though I'm resisting putting the offer on patreon itself for the time being.  I believe I'll limit those patrons to one "start" per person.  I just can't keep up with having a single patron hopping around the globe, having me do tiny parts of Africa, India, South America and so on.  After creating a stub somewhere, I have no problem building on it; the work's been done for the next section over just as it has for the starting parts.  Once I've investigated into Michigan, Maine or someplace else, it's easy to keep going from there.

I may try to work a bit on the Crimean map today, but writing three paragraphs has me bursting into a sweat ... which isn't necessarily a bad thing.  Trust me when I say that the time I've spent on my back the last three days has been used to design the bailey and fishing hamlets, and various facilities, in my head, though I haven't had the strength to write down anything.  I've even had to ask for time off work.  Happy to say I turned the corner last night, though I'm weak as a kitten today.

Until tomorrow.

Thursday, January 5, 2023

Thanks All Around

I'd like to thank those people who have recently bumped up their contribution to my patreon, post-Christmas, and even those who have thought of doing so, but cannot due to circumstances we're all feeling.  To those who wish to help, but cannot, please understand that crowdfunding is not won through individual achievement, but through numbers.  If you have three or four friends, especially among your players, whom you can induce to give a dollar each (with 2 cents going to patreon), then try that path.  It's just as successful for me and you can pat yourself on the back for organising such effort.  You can even put it on your resume.

I understand the reason for this interest in recent work on the wiki.  I've clearly hit on the right subject material, which I'll continue to expand as I'm able.  One immediate problem, as I expand upon the communal hamlet with the bailey hamlet, is the distinct growing complexity arising from more people and facilities, and therefore a more complex environment that needs describing.  The trick, I've learned, is to keep stepping back and building up resources that better outline and define each element, so that instead of trying to cover all the information on a single page, more of the gritty detail is shifted onto some other page specifically designed to handle that detail.

I find myself with a little more time today, though I still have honest work to do, so it's my intention to build a table on a new facilities page that should expand as the day continues.  The table will explain the facilities by giving a name; how many persons the facility contributes to a community; and what conditions need to exist for the facility to exist.  Mediawiki tells me there's a way to build a filterable table (I haven't made one yet), so hopefully I can then build it so the table can be filtered for each kind of community.  This should help in calculating a single thorp, hamlet or village's population based on its facilities, without the mix of individual population tables and descriptions for each individual page, as I did for thorp and communal hamlet.  That should help organise that particular aspect of each place.  Personally, I believe a logical explanation for where a population comes from is vastly superior than being given a flat number without explanation of who does what.

As regards the map blog, I do encourage some of you to use your $10 to name a place on earth that you'd like to see mapped with my system.  If you're holding back because I've expressed some resistance to building a map of Minnesota or some other place not designed in 20 mile hexes as yet, don't.  It's natural for me to question taking on any additional work ... but it's also just as natural for me to figure out something that works when faced with a problem.  It's why I love D&D.

It's up to you to define exactly which county and place in England, Minnesota or Timbuktu that you'd like me to swing at, the fences be damned.  If it goes awry, I'm going to learn something from the experience at any rate and I won't quit until it's done.  Remember, the first time doing anything sucks ... it always takes too long and there are always errors made.  But ... practice improves the process.  Once I've practiced a little, I shouldn't find any part of the world beyond my ken.

So think about it.  Throw in.  I'm curious to know which parts of the world you'd like to see done.  It may be just dribs and drabs at first, but who knows where that might go in the end.




Sunday, January 1, 2023

Dive In

Having given it a few days' thought, I feel strongly that the tier of a map for $10 isn't much of an enticement to new readers, so there's no point in making a strong pitch for the concept.  The goal, I think, is to offer a bit more to readers who already provide me with that amount each month, without taking any step towards pushing you to donate further.  So if you already DO provide me with a $10 donation each month, then you'd do good for yourself to take advantage of the offer and have me design a chosen 20x40 mile section of the world map for you.

Like I said, I'm going to do a map each day anyhow ... so this isn't more work for me.  This doesn't get in the way of other work I'm likely to do, as I consider mapmaking a largely low stress activity.  I usually do it while watching or listening to a movie, fitting it in here or there between my other work.  Whatever serious energy I have is always going to be put towards the professional writing gig or the wiki, which requires more problem solving and concept precision.

Fact is, I can make these maps.  You'd be crazy not to take advantage.  You can clearly see that eight or nine sections more than creates enough setting to run in; and no doubt if you start the stub of some map in England, the Middle East, Scandinavia or Africa, you're bound to find another reader interested on building onto your start ... so you may not always have to contribute your choice in a solitary fashion.

I really haven't heard enough from people, I assume because of the holidays, though many of you just don't comment.

For the time being, I'm making this offer in house, not on Patreon.  If you donate $10 to my Patreon, jump in, pick a part in the world (I suggest choosing a place name) and push me to start.

Friday, December 30, 2022

Proposal to Make Maps

In light of today's earlier post, I have a puzzlement.  Some here are familiar with my attempt a couple years ago to apply myself to writing adventures on another blog, "Authentic Adventures," that sat behind a $10 patreon tier.  The motivation to add to the blog refuses to materialise ... so I intend to remove the tier from my patreon before it can mislead others who are hoping I'll continue to write there.  Sorry.  I just cannot get into the traditional production of a "module"-like adventure, no matter how non-module it might present.


The blog isn't going anywhere.  Someday, who knows?  Maybe I'll be hit with a building girder or a really big fish, changing my whole outlook on life.  In the meantime ...

I have an empty tier on patreon without anything in it.  I've wondered what to do with it.  It occurs that the mapmaking has been progressing apace, and that several readers have expressed a direct personal material with the content being presented.  The reader's request, for example, for me to create a map of said area south of Kyiv.

I could make an easy offer of one map section per month per person offering a set donation on my patreon.  This offer would be good for any part of the world that's rendered in 20-mile hexes on this map:


The map is a bit out of date.  I can also manage all of the British Isles and Iceland also.  I can do any part of the world above as easily as the maps I'm making now.

I'm not ready to do places not on this map, though perhaps some kind of negotiation could be arranged for the future.  In any case, a regular contributor could keep adding to an earlier map, expanding and expanding it into a large enough region to run in.

One thing.  I have a fair number of $10 donators, most of whom contribute without anything special in return.  Providing for all these is a good-sized ask ... but doable, given the amount of mapping I've been doing on the map-blog these last two months.  Mostly, it would interrupt the thread of work I've chosen for myself.  I don't believe it would be more work, depending on how many took advantage of the offer.

I do worry about getting more patreon contributors along these lines, however.  I have to think hard before deciding to go ahead.  Asking for a $15 donation instead of $10 is worth considering.

But this post is market research.  Seriously, if this sounds like something you'd want to advantage, you'd better speak up now, before it's too late.  I'm honestly happy to map anywhere, so the change in world-focus shouldn't worry you.  If you've been watching me map the Ukraine and you're not that interested in my mapping Bulgaria and Serbia, which will come next for more than a month, say something.  Make an argument for why it should be $10 and not $15; or make an argument why it should definitely be $15.

And please, raise your hand if you'd use this opportunity to get work done.  My best way of making a decision on this is to know in advance how much commitment I'd be accepting.

I'm listening.


Obukhiv


 

This 40x20 mile section of Kiyev Oblast was created for a reader because he asked.  I suspect he's living in the city of Obukhiv as we sit, which is all of 21 miles from Kyiv.  And he is a D&D player.

The map isn't accurate to GoogleEarth.  There, the Stuhna appears to be a trickle that never reaches the Dneiper.  I suspect it's part of Kiyev's water supply, or perhaps just for the area which is quite dense.  The valley is clearly there and suggests a much larger river, which I've created.  The lake near Obukhiv isn't included because it's too small, barely a mile across.

All the towns are real places.

I make more of these kinds of map on this blog.

Wednesday, November 16, 2022

Nyatria

Okay, if you're not into maps and demographics, get ready to be bored.

An element of my mapmaking requires that I create the infrastructure that's assigned to each hex.  I've shown how this is done previously, here and here, so I'm not going to do it again here.  But I am going to talk about a step I've added.  [Sorry if this feels like I'm rewriting a post]

The area to be calculated is Nyatria Principality, a medieval province of western modern Slovakia.  Here's the map with 20-mile hexes that I made long ago:


Pozsany is the old name for the modern city of Bratislava, for reference.  Nyatria is very heavily populated, 668K people, making it very heavily infrastructured.  It shares hexes with Budapest Sanjak (under Ottoman occupation in my game world), which is also heavily populated (531K).  The three notes at the bottom, 172, 253 and 465, describes the infrastructure of those hexes as calculated from the south side of the Danube, under Budapest authority.

Briefly, infrastructure is calculated by determining a base infrastructure number for each settlement (Pozsany, Komorom, Nyatria, etc.) and then halving that number as we move outwards for each hex.  For example, if the base infrastructure number equals 64, then one hex away it would be 32, two hexes away it would be 16 and so on.  Thus the numbers drop very quickly.  Think of it as each hex dividing the number to the power of 2.

There are numerous changes in elevation throughout the principality above, with each change of 400 ft. adding +1 to the exponent described.  If the adjacent hex is more than 400 ft. above or below the first one, then the number is divided by 4 (2 to the 2nd power, not the 1st).  It gets fairly complicated to sort this out, comparing each hex to the one adjacent ... especially if the province happens to be very up and down, like Nyatria.  Thus, I spend a little time and add some symbols, thusly:



Yes, it still looks complicated, but I'm quite used to this.  If no black line exists, the difference is x2(1), or 2 to the 1st power.  A double line indicates x2(2) ... and where a number exists, that indicates the exponent.  Thus, as I start calculating the various hexes, I can quickly see how much change each hex crossing produces.

I've added the amount of infrastructure that each settlement hex produces as well.  Pozsany has a base of 1348, Komorom & Guta of 230, Nyatria & Galgoc of 333 and so on.  Here's what it starts to look like as I distribute the infrastructure across the map:


As can be seen, it gets very cluttered, very quickly,  Here I've only calculated out four settlements.  What I usually do is that once I collect five totals in a given hex, I condense those totals before moving onto the next distribution.

Those who know me have seen this before, so I won't waste any more time.  I've finished Nyatria, which was affecting the edge of a map I'd been creating for tomorrow's post on my new mapmaking wiki, so now I can put down this sort of calculation and go back to designing 6-mile hexes.

Here's Nyatria, finished.  There are two hexes that need the adjacent territories done before a final infrastructure can be known.



It all looks so simple, doesn't it?

Friday, November 11, 2022

Budapest Sanjak, east of Budapest

Today's part is heavily populated.  Here's the map before doing any work; the white numbers indicating the infrastructure that each big, background hex has.


That "5" in the upper right corner represents a group of hills in another province, so it's unaffected by the spreading of infrastructure from Budapest, which has 1792.  That's because infrastructure is the responsibility of each individual province; it does not cross borders.  This is necessary for game play, as we want places of heavy infrastructure adjacent to places that are not - makes things interesting.  Otherwise, we'd have the same over-developed dynamic everywhere.

Doing this, I failed to notice the Danube river was missing.  Remember that the bottom two hexes from this map came from another map sheet.  Apparently the river failed to get copied.  I fix it later.

You can see from this screenshot that the section we're doing is literally on the outskirts of Budapest.


We're not going to do Budapest for months, however.  This is as far west as we go on this pass around the finished map.

Next, I determine the hex types, add in additional water courses, hills, symbols telling me which roads lead out of the hexes in which directions and towns ... and we get this, which is about as messy as we could ask for:


There should be 13 added towns, but when I took this screenshot I'd missed putting a town in the hex southwest of Nagykata.  That's also been fixed.  There are a lot of details and I'm out of my habits, so I'm finding I'm missing things from time to time.  Sometimes, the little coins, hammers and bread under the type numbers are inaccurate.  I change them when I notice.

The secret to clearing up the mess above comes from adding the roads.  Roads make everything make sense.  The towns get connected logically.


I took away the background, to give a better sense of how much cleaner the map is now.  I'll still need those infrastructure numbers for later, as the reader will see.  The Danube has been added but the missing town near Nagakata wasn't added when I took this screenshot.

Incidentally, all the towns are real places.  I've messed a bit with where they are, exactly, since I need them to align with the hexes and the map's random generation.  But all these places can be researched online; most of them have a wikipedia entry, but not all.  Here's a wikipedia entry for Jászalsószentgyörgy, appearing on the map without accents.  Sigh ... these Hungarian names.  Anyway, there's tons of information on the Hungarian wikipedia page, which can be read by simple translation.  Most of it's about the church that was built in 1701, about 50 years after my world's taking place.

Here's a completed, coloured map to finish:


 Crazy, eh?

 Hm.  The label for Tura needs moving ...

Thursday, November 10, 2022

Northern Hills, south of Kovesd

Since it's all me, one way or another, for a time I'm going to highlight posts on the mapmaking blog.  Here's today's.  Hope no one thinks I'm artificially increasing the number of posts I write.

Wednesday, November 9, 2022

Sunday, July 31, 2022

Map, July 31, 2022

So, six months work:


This is the full map so far, at 43% zoom.  Just gets bigger and bigger.  There's quite a bit more above than I had the end of June.  I rather like the effect of colour as the hexes begin to shrink and disappear, with the brighter patches being various shades of orange to tan.  That large light splash in the middle left is Transylvania; the orange arc north of the big river, the Danube, is Wallachia; south of the river it's Silistra in Bulgaria.  The light patch on the far left, just below centre, is Serbia; the light patch on the bottom right, along the sea, is Dobruja.

You can see from this that "nations" are less about boundaries and more about patches of density separated from elsewhere by forests and mountains.  Intensely populated centres are important militarily and economically; small patches, like the two orange groups in the upper right that represent Bukovina and Moldavia, matter locally but are mere satellites.

I have begun to place additional labels on rivers and mountains, but I'm still playing with colours for these things.  The map is so dense that there's little room to draw in large letters defining "Serbia" or "Transylvania."  I'm also beginning to feel that the boundaries need darkening, to a colour that's a deeper yellowish-brown or orange, that offer a better definition.  Not sure yet which way I'll go.

Posting the map in 100% of it's zoom now requires six plates.  Moving from west to east across the top of the map, and then from west to east across the bottom, this is Plate 1.  Moving clockwise from the top, Ruthenia, West Transylvania, Bidin in Bulgaria, the Banat. 


Plate 2.  Clockwise, northern Moldavia, eastern Carpathians, east Transylvania, Lower Banat.


Plate 3.  Southern Bug valley, the Dneiper-Bug estuary, the Black Sea, Ismailia, central Moldavia.  Incidentally, the Tulchin Forest is the site of a little-known (in the west) Jewish holocaust event.  I'd never heard of it until researching the map.

Plate 4.  Southwest Transylvania, Bidin, upper and lower Serbia, the Banat.


Plate 5.  Southeast Transylvania, Wallachia, Silistra, Oltenia.


Plate 6.  Ismailia, Black Sea and the Lower Danube, Dobruja, Silistra and east Wallachia.


By virtue of the method I'm using of going round and round the outside rim, I find myself reposting content that's already been posted.  I suppose this is somewhat boring for the reader.  I'm hearing less and less interest in these maps and if the reader likes, I can centre on one corner a month rather than posting the whole thing each time.  The map spreads out over eleven working sheets at this point and it would be easier for me to post the sheets as they're finished rather than trying to match them up.  Still, it looks remarkable to me.  I find myself gazing at parts from time to time as I'm working, startled by the slow, tremendous growth.  The chaotic terrain of southern Serbia was, this month, both a trial and something of a revelation, as I've never viewed this part of the world in such deep detail.  I can't imagine how difficult it was to invade and hold, for NATO forces, for the WW2 Germans or for the WW1 Austrians.  The mountains roll every which way and have no continuity.

Please let me know if you're still anxious to see what next month's generation produces.

Thursday, June 30, 2022

Map, June 30, 2022


To publish the map, it's come to where I have to compress it to 46% of its original ... and at that, the image is 17 mb in size.  On average, I add an area about the size of Rhode Island; each month, somewhat more than the area of Indiana or Portugal.  This is done in concentric circles moving around the outside, which I like because it reduces the amount of repetitiveness as I move from mountain to plain to mountain.  The most interesting part of the creation process is the sea coast ... but the only coast I've reached so far is the Black Sea.  Yet it will be months before I reach the Adriatic and the Aegean.

I'm not going to put up sub-maps this month.  There's nothing especially interesting to highlight that's new, I'm sorry to say.  Mapmaking can be a slog.  If someone wants to see some part of the map expanded, I'll do so; we can perhaps make that a regular feature, since the full map is just going to grow until it's next to impossible to read.  One expanded area per customer, I'm afraid.

My daughter feels I should create an atlas.  My best concept for doing so would be to publish a bunch of discontinuous areas for game play purposes, because (a) much of the map is geographically wrong; and (b) it's not a self-contained region, such as a map of Britain might be.  This makes its best selling point the relative detail of the outlay ... but even at that, it's just lines and dots.  Being me, with my perspective, it seems less "artsy" than other fantasy map images usually are.

Until next month, then.  I'll return to the series I've been writing soon.

Sunday, June 12, 2022

Globs & Blobs

I've questioned if I should write this post, because on the surface it sounds lunatic.  Nonetheless, I haven't anything else in the offing.  My cerebrum seems to be functioning less as summer comes on.  Must be the gravity chair on my deck.  Tilting back slows brain activity.

No doubt, you've seen maps like this section from Faerun, thick with a graphic of dense trees from edge to edge.  The effect of fluffy edges does entice and is suggestive of high adventure and such, but in fact the forest depicted doesn't work especially good as a map.  As in, doesn't really explain how to find our way to where we might be going.  Nor does it especially give us information on what sort of forest it is.  After all, even forests with the same basic vegetation, say deciduous, can be quite different from place to place.  The high forest depicted here would be inundated with streams and rivers (not indicated), since the trees need water; that would presume dales and valleys (not indicated), meaning some parts ought to be "high ground" (not indicated) and even somewhat boggy in nature (not indicated).  In fact, because the forest is quite far north, obviously there ought to be snow fall, and frozen ground, so that a large area like this in a north temperate region ought to be replete with muskeg and beaver ponds (not indicated).

Of course, all this can be written out on the side, but without a map indicating which parts are which, the big green adventurous forest is somewhat, well, grey.

I used to employ trees on maps but I've moved away from that; most regular readers know that of late I've been incorporating hills and mountains in the maps I've been posting.  Hills, like trees, are usually painted in a sort of glob, such as the Dessarin example here.  The hills in the three groups are differently located, and the western example includes a group of purplish mountains, but on the whole these look like three of the same thing ... except, of course, they have different names.

Consider the opportunities available when assigning globs of hills and forests to your game map.  Notice how the Dessarin Hills have little, smaller blobs of hills, like satellites attached to the main body.  The Faerun map above does the same, with drips and drops of forest around the main body, like patches of spilled paint.  These single hills, or hill-glops, are much more interesting than the main body of hills, since they suggest isolation.  They are perhaps inhabited by singular groups small enough for a party to handle, or they represent differently thinking peoples separated from the main tribe.  Humans like bite-sized pieces.  It helps to produce maps that give this.

So.  What is the difference between these two groups of hills?


If you said there are many more on the left, congratulations, you're very smart.  Nonetheless, the point is that there are more hills on the left ... because those are "foothills," clustered against a row of mountains, while the hills on the right are surrounded by a grassy, well-watered plain.  In both cases, let me explain that the distribution of hills is not random.  Oh, there's a certain arbitrary attitude I have about plopping in one hill after another, but I'm also conscious that I'm representing certain kinds of topography with each symbol I place.

The hills on the left are south and east of the Transylvanian Alps ... which are being formed by the steady northward movement of the north African techtonic plate.  These same Alps have been shaped by various Ice Ages over the last million years.  The area has a pattern of general uplift complimented by cutting and shaping of huge mile-high sheets of ice, advancing and retreating.

The hills on the right are found on the boundary between Romanian Moldavia and independent Moldova; they, too, were formed by glacier, but in their case they represent till left behind after the last glacier retreated.  They're not very high and they're generally not made of rock ... but rather piled up soil, sand and gravel.  Thus, while the hills on the left are empty of settlers, the hills on the right support shepherds and small-plot vegetable farmers.

Now consider this splattering of hills around a bend of the Prut River in northeastern Moldova.  Presume for a moment that each hill is an actual hill, sitting out on the plain through which the river flows.  Each hill is pile of gravel left behind by glacier.  There aren't enough of them to hinder the development of farms or roads ... they might even be accompanied by ground water springs, making these few hills both valuable and attractive to look at.  I can say that having looked very closely at this area, this is not exactly how the topography looks; in fact, the hills are lower and somewhat closer together ... but I'm simplifying by using one symbol in different ways, to produce different topographies.

Therefore, by choosing how far apart those symbols are placed or how they're joined, we can invent a more interesting map.  Notice how on some maps, the hills are placed so they actually touch one another ... but on this last map, every hill is isolated.  There are two hills near Chirca on this last map that are nearly touching.  It's easy to imagine that both hills form a single small biosphere ... unlike the two hills near Hirbovat, which are clearly independent hills.

The larger globs of the foothills above, and on the left, are sometimes clustered in groups of three and four.  We may surmise that while the hills around Chirca can be easily traversed, these thicker patches of hills are a real obstacle.  Thus to convey a part of the world where travel is difficult and harsh, I need merely pack the hills in tighter.  Or use more elaborate hill-symbols to indicate higher hills or those that are more craggy.  Since I'm drawing the images myself, this is no problem.

Space matters.  In making your game map, be aware of the space on the map and how you're using it.  The larger map of Romania and surrounding environs I've been making is a series of connected hill groupings, with areas where the hills thin and thicken.  The real world isn't like the sharp dividing lines of most fantasy maps, where the hills clearly end next to plains like an existing property line, or where the mountains come to a halt here, and no farther.  Vegetation grows denser or it thins.  Hills pack tightly together or they get scattered.  Mountains right next to each other don't look the same, because the last Ice Age bore through inconsistently.  This mountain here may be 8,000 ft. high; but the one next to it might be only 4,000.  This mountain may form a four-sided spike, but the next one over might be a pile of four rounded mountains knotted together.  Plains are broken all over by hills, deep valleys, large depressions, patches of semi-desert.  Don't make every mountain, hill, tree and grassland on your maps a single "type."  Each type of terrain ought to bleed together, slowly, over hundreds of kilometers in some cases.

It makes the map more interesting.