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Vardınn Master Plan Discussion
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Topic: Vardınn Master Plan Discussion (Read 39936 times)
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Mina
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Re: Vardınn Master Plan Discussion
«
Reply #105 on:
02 December 2011, 14:37:22 »
Many of your rivers look sort of backwards. In general, rivers join up, rather than split apart, except at deltas.
Quote
I haven't thought so far as castles, though I would assume at least one castle per duchy.
Probably more, since dukes are most likely not the only ones with castles. Besides, each Santharian province is, I think, about the size of a fairly large European country, and those seemed to have castles all over the place. Of course, it's probably not a good idea to show every single castle.
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Bard Judith
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Re: Vardınn Master Plan Discussion
«
Reply #106 on:
02 December 2011, 22:59:30 »
Famous story from Frank Koch:
"Two battleships assigned to the training squadron had been at sea on maneuvers in heavy weather for several days.
I was serving on the lead battleship and was on watch on the bridge as night fell.
The visibility was poor with patchy fog, so the captain remained on the bridge keeping an eye on all activities.
Shortly after dark, the lookout on the wing reported, "Light, bearing on the starboard bow."
"Is it steady or moving astern?" the captain called out.
The lookout replied, "Steady, Captain," which meant we were on a dangerous collision course with that ship.
The captain then called to the signalman, "Signal that ship: 'We are on a collision course, advise you change course twenty degrees.'"
Back came the signal, "Advisable for you to change course twenty degrees."
The captain said, "Send: "I'm a captain, change course twenty degrees.'"
"I'm a seaman second-class," came the reply. "You had better change course twenty degrees."
By that time the captain was furious. He spat out, "Send: 'I'm a battleship. Change course twenty degrees.'"
Back came the flashing light, "I'm a lighthouse."
We changed course."
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"Give me a land of boughs in leaf / a land of trees that stand; / where trees are fallen there is grief; / I love no leafless land." --A.E. Housman
Artimidor Federkiel
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Re: Vardınn Master Plan Discussion
«
Reply #107 on:
03 December 2011, 00:04:11 »
@Judy:
@Mina/Rayne: Yeah, that splitting up/joining issue seems a bit extreme on Rayne's map, so maybe that could be adjusted a bit here and there, e.g. if you look at the river going through the Thaelon or the one through the Bolder. These should be fed by other tributaries as well to make it look more realistic. Hope you could draw them on an own layer, Rayne!
BTW: A PSD file would be great eventually, if you could just send a file with the river layer when you're done (just get rid of other layers, save it as an own file, and send that). Because I could then just take the river layer and add it to my main map.
@Judy: Would be great if you could take the High Fores and think up some things there, especially to make it look or sound very much like a Thergerim place as far as names are concerned.
(BTW: Hope you've also seen my Resources thread update, where I tried to collect your "unfinished business" a bit. If we get something finished from that list I'd be happy as well. Maybe you see a possibility to make something happen there in the long run, so that those great pics don't just disappear in the Forum depths.
)
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"Between the mind that plans and the hands that build there must be a mediator, and this must be the heart."
-- Maria (Metropolis)
Rayne (Alır)
Dreamress
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Re: Vardınn Master Plan Discussion
«
Reply #108 on:
03 December 2011, 12:47:37 »
Oi! I should know that smaller tributaries don't split, but rather turn and flow to joining the brimming river ... ... ... for men may come and men may go but I go on forever. (Forgive me! I couldn't help myself!)
All right! Here's another attempt.
Fortunately, the Rivers/Lakes was its own layer, so not difficulty there. I've attached the full-size JPG (It's harder to see the swamps on the smaller version). I've included red dots to indicate potential castles/fortresses, though I need some input on these. I knew that, given history, there would probably be a number of castles/fortresses along the border with Enthronia, from back in the day, but otherwise just put dots in places where I would like to have my castle built.
Which may not be the best way to go about it.
I can send you the PSD file, Art, though I would like feedback to make sure I'm not entirely off-base!
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"There is much misjudgment in the world. Now, I knew you for a unicorn when I first saw you, and I know that I am your friend. Yet you take me for a clown, or a clod, or a betrayer, and so I must be if you see me so. The magic on you is only magic and will vanish as soon as you are free, but the enchantment of error that you put on me I must wear forever in your eyes. We are not always what we seem..." -Schmendrick the Magician, The Last Unicorn
Mina
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Re: Vardınn Master Plan Discussion
«
Reply #109 on:
03 December 2011, 12:59:04 »
Milkennon and the nearby parts of the mainland already have several fortresses indicated on Curgan's maps. I'll see if I can mark them on this map.
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Rayne (Alır)
Dreamress
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Re: Vardınn Master Plan Discussion
«
Reply #110 on:
03 December 2011, 13:04:40 »
That would be fantastic! I can then add them to the PSD version of my map!
I do wish that we could attach larger files to our posts, so that we might more easily share PSD files.
I suppose it might be too much stress on the servers, though...
I'm also wondering about larger temples, etc. Should these be indicated on the map? Do we have an icon that could be used for temples?
I would also like to see many north-western parts of the province relatively well-forested. Is this possible? Need I mark this on the map? I'm not entirely sure where the forests should go--and I'm not particular about location; just as long as there are lots of trees! (I do love the trees!).
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"There is much misjudgment in the world. Now, I knew you for a unicorn when I first saw you, and I know that I am your friend. Yet you take me for a clown, or a clod, or a betrayer, and so I must be if you see me so. The magic on you is only magic and will vanish as soon as you are free, but the enchantment of error that you put on me I must wear forever in your eyes. We are not always what we seem..." -Schmendrick the Magician, The Last Unicorn
Mina
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Re: Vardınn Master Plan Discussion
«
Reply #111 on:
03 December 2011, 13:46:10 »
Alright, it's done. Mostly based on
this old map
and the tiny one in the Helcrani and Milkengrad entries.
A little additional detail:
The shores around Norgammon bridge is supposedly less elevated, and large ships are blocked by the brigde.
It might not be very clear as the straits aren't really drawn to scale, but the other 6 forts are arranged in pairs and meant to control naval access to Milkengrad. Apotropaeon and Turacanth were shown with what looks like a chain stretched between them; it's possible that the other two pairs have something like this as well.
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Artimidor Federkiel
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Re: Vardınn Master Plan Discussion
«
Reply #112 on:
03 December 2011, 23:14:57 »
@Rayne: Larger files can be attached to posts if you ZIP them and make them smaller, Rayne (right-click on file, Send to..., Compressed ZIP Folder).
As for the rivers: They seem to have been severely cut in this version, but perhaps it isn't necessary right now to get the tiny creeks in as well. Because quite naturally I will put a hill or a smaller mountain here and there and then smaller tributaries can be added in that process. So I'd say the river map is fine now, just send me the PSD layer - or attach it here in this thread.
Larger temples: Well, the
free clipart collection
, which I'll primarily use to build our elements, has
this interesting pic
to offer. Could be used to represent temples in general. So I'd go with that one.
@Mina: Thanks for the Milkennon map, I've already moved it into my master map for further reference.
BTW: Guess it's the right time now to go ahead and put together an advanced tutorial which works as an extension to the current tutorial on the site. The two island we have at the moment should be just fine for the purpose to explain things a bit, and I can include a nice layered version of that part of the map to help beginners on their way. The library of map elements will still grow in the making of the Vardınn map, so in the current tutorial there will still be some elements missing, but I can still add them later. So I'll start with putting together a basic version of the tutorial.
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"Between the mind that plans and the hands that build there must be a mediator, and this must be the heart."
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Rayne (Alır)
Dreamress
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Re: Vardınn Master Plan Discussion
«
Reply #113 on:
04 December 2011, 00:41:52 »
I've sent the layers to you via email, Artimidor. Because I'm working of a mac, I don't have the same functions as a PC, and while I'm sure there is an easy way to find to zip it up, I'm a bit short on time right now!
I have made the changes to the Castles/Fortresses, per Mina's helpful map (Thank you, Mina!). I feel that the locations still aren't necessarily ideal. I'm also not sure if we should split up castles and fortresses, since I feel as though, at least for a long while, they had similar or complimentary functions such that they resembled one another very closely.
Is it possible to edit some of this clipart, Artimidor? If so, I do like
this one
, minus the wall and the graves.
In terms of temples.. one thing that strikes me when comparing to European history is the role of religion in governance and power. I know a lot of this is still being worked out in the history (i.e. the Clerical Age), but it might be useful to determine where the seats of religious power lie in the region, as well as their influence on the governance of the province. This might not only help with the placement of temples, but also help illuminate important aspects of the provincial governance.
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"There is much misjudgment in the world. Now, I knew you for a unicorn when I first saw you, and I know that I am your friend. Yet you take me for a clown, or a clod, or a betrayer, and so I must be if you see me so. The magic on you is only magic and will vanish as soon as you are free, but the enchantment of error that you put on me I must wear forever in your eyes. We are not always what we seem..." -Schmendrick the Magician, The Last Unicorn
Bard Judith
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Re: Vardınn Master Plan Discussion
«
Reply #114 on:
04 December 2011, 19:17:44 »
Done the High Fores area, with the rivers, roads, human, and dwarven settlements. Some slight adjustments were made in the closeup map so humans and dwarves aren't living right on top of each other (literally) and so that roads match up with rivers, etc. etc.
In the process I discovered that Heleroth (14) has access to asbestos (Antifire Rock), or Rockwool as we call it here, through trading with the Thrumgolz Dwarves. That should be added as a resource for the town.
Am sending the layers to Artimidor right now - will post the JPG of the area next!
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"Give me a land of boughs in leaf / a land of trees that stand; / where trees are fallen there is grief; / I love no leafless land." --A.E. Housman
Bard Judith
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Re: Vardınn Master Plan Discussion
«
Reply #115 on:
04 December 2011, 19:27:42 »
Aaaaaand.... here we are!
Hope everyone approves of how I've put their work together. This is, please note, a WORKING version, not in any way a finished map like Art's art....
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"Give me a land of boughs in leaf / a land of trees that stand; / where trees are fallen there is grief; / I love no leafless land." --A.E. Housman
Mina
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Re: Vardınn Master Plan Discussion
«
Reply #116 on:
05 December 2011, 00:00:34 »
Wow, that's pretty detailed. I don't think Ahaiwana should be a hamlet though. As far as I can tell, the five settlements are each an important holding of a Helcrani clan, which suggests something larger than a mere hamlet.
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Rayne (Alır)
Dreamress
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Re: Vardınn Master Plan Discussion
«
Reply #117 on:
05 December 2011, 02:59:22 »
Updated Resource List!
I added Rockwool under "Southern High Fores," which pertains to those items that the humans trade with the Thrumgolz Dwarves. I have tried to fill out the table a bit more, but of course a lot of this was just guessing. Please let me know if something looks amiss, or let me know what you would like to add--or feel free to copy this list and add the resource yourself! Whatever's easiest!
1)
Vairntin
Fish (+)
Crops (0)
Livestock (0)
2)
Phaeverton
Fish (+)
Jams/Jellies (+)
Cheese (+)
Wool (+)
Cloth (0)
Livestock (0)
Wood Products (-)
Metal (-)
3)
Caeyserton
Fish (+)
Jams/Jellies (+)
Cheese (+)
Wool (+)
Cloth (0)
Livestock (0)
Wood Products (-)
Metal (-)
4)
Aemyrton
Fish (+)
Jams/Jellies (+)
Cheese (+)
Wool (+)
Cloth (0)
Livestock (0)
Wood Products (-)
Metal (-)
5)
Erdefra
Fish (+)
Livestock (0)
Crops (0)
[...]
6)
Isgar
Fish (+)
Lumber (+)
Crops (0)
Livestock (0)
Metals (-)
[...]
7)
Pelasgarth
Crops (+)
Livestock (+)
[...]
8)
Tyrcuron
Fish (+)
Livestock (0)
Crops (0)
Lumber (0)
Metals (-)
[...]
9)
Argammon
Fish (+)
Livestock (0)
Crops (0)
Lumber (0)
[...]
10)
Deraheim
Salt (+)
Fish (+)
Crops (+)
Livestock (0)
[...]
11)
Herstengrad
Fish (+)
Crops (+)
Lumber (+)
Livestock (+)
Horses (+)
[...]
12)
Arlemaroth
Fish (+)
Crops (+)
Horses (+)
Livestock (+)
Metals (-)
[...]
13)
Ahaiwana
Burning Stones (+)
Iron (+)
Silver (+)
Gold (+)
[...]
14)
Heleroth
Iron (+)
Silver (+)
Gold (+)
Burning Stones (+)
Livestock (0)
Crops (-)
Fish (-)
Salt (-)
[...]
15)
Sostra
Livestock (+)
Lumber (+)
Silver (+)
Livestock (0)
Crops (-)
Fish (-)
Salt (-)
[...]
16)
Menegula
Livestock (+)
Lumber (+)
Silver (+)
Livestock (0)
Crops (-)
Fish (-)
Salt (-)
[...]
17)
Codomma
Livestock (+)
Lumber (+)
Silver (+)
Livestock (0)
Crops (-)
Fish (-)
Salt (-)
[...]
18)
Vesolda
Fish (+)
Lumber (+)
Livestock (0)
Crops (0)
Horses (-)
[...]
19)
Bosinwais
Xazuran (+)
Burningstones (+)
Iron (+)
Silver (+)
Gold (+)
Livestock (0)
Horses (-)
20)
Aberwald
[...]
21)
Emja
Fish (+)
Silkel (0)
Metals (-)
Horses (-)
[...]
22)
Aemyressa
Lumber (+)
Silkel (+)
Crops (0)
Salt (-)
Metals (-)
Horses (-)
[...]
23)
Cardos
Salt (+)
Silkel (+)
Crops (0)
Salt (-)
[...]
24)
Liosa
Salt (+)
Silkel (+)
Artisan Good: Cloth (+)
Crops (0)
Salt (-)
A)
Thyslan
Crops (+)
Livestock (+)
Lumber (0)
Metals (-)
[...]
B)
Milkengrad
Artisan Good: Pottery (+)
Artisan Good: Armor (+)
Artisan Good: Ships (+)
Dyes (+)
Livestock (0)
Cotton (0)
Silkworm (0)
Artisan Good: Cloth (0)
Crops (-)
Foodstuffs (-)
Fish (-)
Metals (-)
Lumber (-)
Horses (-)
C)
Accam
Fish (+)
Lumber (0)
Livestock (0)
Crops (-)
Horses (-)
[...]
D)
Westhron
Fish (+)
Lumber (+)
Metals (-)
Horses (-)
[...]
E)
Voldar
Silkel (+)
Lumber (+)
Crops (0)
Livestock (0)
Salt (-)
Horses (-)
[...]
F)
Cemphiria
Silkel (+)
Crops (0)
Livestock (0)
Horses (0)
Salt (-)
[...]
G)
Salsair
Fish (+)
Crops (+)
Livestock (+)
Horses (+)
Shellfish (0)
Lumber (0)
Artisan Good: Cloth (0)
Metals (-)
Dyes (-)
H)
Jernais
Salt (+)
Artisan Good: Wood Products (+)
Artisan Good: Cloth (+)
Crops (0)
Silkel (0)
Lumber (-)
Cotton/Wool (-)
Dyes (-)
Horses (-)
Goltherlon
(Golgnomes)
Iron (+)
Coal (+)
Dyes (+)
Burning Stones (+)
Crops (-)
Salt (-)
Southern High Fores
(Thrumgolz Dwarves)
Rockwool (+)
Granite (+)
Coal (+)
Gold (+)
Silver (+)
Copper (+)
Marble (+)
Crops (-)
Fish (-)
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"There is much misjudgment in the world. Now, I knew you for a unicorn when I first saw you, and I know that I am your friend. Yet you take me for a clown, or a clod, or a betrayer, and so I must be if you see me so. The magic on you is only magic and will vanish as soon as you are free, but the enchantment of error that you put on me I must wear forever in your eyes. We are not always what we seem..." -Schmendrick the Magician, The Last Unicorn
Bard Judith
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Re: Vardınn Master Plan Discussion
«
Reply #118 on:
05 December 2011, 12:50:41 »
As far as the dwarves are concerned, that looks great - except please add Wood (-).
We Thergerim love making things out of wood as a counterpart to all the rock we have around us, but must almost always trade for it (only a few of our bachelors are comfortable Aboveground long enough to cut down trees, and we prefer to have humans do the work of cutting, planking, drying, etc....) Our 'tables', 'chairs' (benches and ledges, usually), and even 'bedsteads' are carved from the living rock and well-padded, but it's nice to have some luxury items which can be moved around our household caves! And of course smaller pieces of beautifully-grained wood are always popular for carving and whittling artworks and jewelry from...we see it as exotic...
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"Give me a land of boughs in leaf / a land of trees that stand; / where trees are fallen there is grief; / I love no leafless land." --A.E. Housman
Artimidor Federkiel
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Re: Vardınn Master Plan Discussion
«
Reply #119 on:
06 December 2011, 04:19:34 »
@Rayne: Thanks for the rivers and the swamps, they're all part of the master map now!
The temple clipart you mention can of course be integrated, Rayne - I need to rework them anyway to make them fit to our design, so we don't need walls and graves. The wall still looks quite nice, though - maybe it's of use somewhere else...
There's an interesting
fortress clipart
, which looks nice, so we'd have a castle pic (see new Vardınn map on the mountains of the next island) and that fortress pic. Should work well methinks.
@Judy: Thanks for the High Fores map - looks great! We could still make Ahaiwana larger as Mina pointed out, at least it is one of the key settlements of the Helcrani. So it is likely that it has grown in the course of time. Unless there's a reason that it was reduced to a hamlet...
In general I assume that another hamlet here and there will still be added in the final map, but let's keep this for later. The most important thing is that I have a basic map to start with, then we can still see how it looks and where we'd like to add/adjust something in the final version.
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"Between the mind that plans and the hands that build there must be a mediator, and this must be the heart."
-- Maria (Metropolis)
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Search feature troubles
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Artimidor Federkiel
[03 September 2016, 22:22:23]
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