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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 10 Jun 2012 :  17:17:31  Show Profile Send Markustay a Private Message  Reply with Quote
I was thinking the Five Shire Halflings (Hin) should be the classic three - the Hairfoots, Stouts, and Tallfellows.

The ones from Luiren should be the newer sub-types - Ghostwise, Lightfoot, and Strongheart. That makes the two regions a bit more unique.

Someone said earlier that the northern and southern halflings also differed by their ear shapes - which was which again? It would makes sense if the southern ones had the pointed ears (meaning they are somewhat 'closer' to their forgotten fey heritage).

New Lore:
All halflings have a form of empathy - this is a throwback to their ancient fey heritage. They have a sense of the emotions of others around them, and this ability works best with other halflings (which are also projecting as well as receiving). This comes from a latent psionic ability - one that Ghostwise halflings still use today. Empathy was originally an offshoot of their other (mostly lost) abilies - the ability of fey creatures to sense when danger was near, or when others might be thinking to arm them. This ability does not work on undead, and gives confusing images when tried on aberrations (or other oddities, like animate plant creatures). It does work on normal animals, however (which is why Hin are so damn good with them - they are natural 'whisperers').

New feat: Ghostalk
A halfling of 5th level or higher may take this Feat, or optionally, a DM may allow it as a 1st level background feat. It allows a non-Ghostwise halfling the same telepathic ability as a Ghostwise halfling on limited basis - one use per day for every three levels (in 4th edition, once per encounter works).

In 1e/2e games, Hin have a chance of gaining this ability automatically: starting at 1st level, they have a 5% chance per level of gaining this ability, with a +/- 5% chance based on their WIS mod (use the 3e mods with the 1e/2e rules).


A halfling that takes a at least a one level 'dip' in any psionic class automatically gains the full Ghostwise ability - they have 'awakened' their lost gift. In 1e/2e, this means any halfling with a wild talent.

This ability may also be awakened by wild magical surges, Spellplague, Dragonmarks, the 'Red Curse' (Mystara/Red Steel campaign), spell backlash, or any other contrivance a DM sees fit to use. A halfling that gains the ability in some other manner may still take the feat, which increases range to 50'.

Hmph... I think I just wrote a rule in the '5e style'.

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 10 Jun 2012 17:20:05
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MisterX
Learned Scribe

Germany
118 Posts

Posted - 12 Jun 2012 :  09:08:16  Show Profile Send MisterX a Private Message  Reply with Quote
As for file-formats: PNG (portable network graphic) is a loss-less formatů ;)

I've lost track of recent realmslore, since my campaigns are still in the 1370ies. :-)
---
When talking about rules (and related stuff) I always refer to 3.5e unless explicitly noted.
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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 13 Jun 2012 :  02:47:23  Show Profile Send Markustay a Private Message  Reply with Quote
Guess I'll have to try my hand at creating previews.

Some of my older files over on DeviantART got really bad resolution-wise (don't know how - I used to do them all in the exact same resolution). I've gone from 72 to 300 ppi now, since it seems a lot of folks like printing these.

Don't know if anyone is still interested, but I worked on this some more today. I did a ton of work on Erlkazar, even though its not really on the map. I can't have roads going off the map to other locales if I'm not sure precisely how they will be placed. I'm a bit anal in this regard. Plus I am constantly putting stuff 'back' the way it was in 1e/2e - the Five Shires map contains an amalgam of the 4e Cormyr map (mostly because it had so much stuff), and the 1e/2e Sembia map... even though you only see a small section of the coast.

What I might do is finish just the Five Shires map (pretty much what I've posted in the WIPs), and then do an expanded version, going out a bit further. We'll see... I have another fun little project on my plate at the moment (two actually, but I try not to think about the 'little one' - it gives me headaches).

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 13 Jun 2012 02:52:05
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Dalor Darden
Great Reader

USA
4047 Posts

Posted - 13 Jun 2012 :  03:09:25  Show Profile Send Dalor Darden a Private Message  Reply with Quote
quote:
Originally posted by Markustay

Guess I'll have to try my hand at creating previews.

Some of my older files over on DeviantART got really bad resolution-wise (don't know how - I used to do them all in the exact same resolution). I've gone from 72 to 300 ppi now, since it seems a lot of folks like printing these.

Don't know if anyone is still interested, but I worked on this some more today. I did a ton of work on Erlkazar, even though its not really on the map. I can't have roads going off the map to other locales if I'm not sure precisely how they will be placed. I'm a bit anal in this regard. Plus I am constantly putting stuff 'back' the way it was in 1e/2e - the Five Shires map contains an amalgam of the 4e Cormyr map (mostly because it had so much stuff), and the 1e/2e Sembia map... even though you only see a small section of the coast.

What I might do is finish just the Five Shires map (pretty much what I've posted in the WIPs), and then do an expanded version, going out a bit further. We'll see... I have another fun little project on my plate at the moment (two actually, but I try not to think about the 'little one' - it gives me headaches).



Hey MT...I'm FOR SURE still interested in this!

I'm only waiting to see a finalized map before I start pounding away on timeline/content corrections before meshing it all together.

Bring it on!

The Old Grey Box and AD&D for me!
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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 13 Jun 2012 :  06:10:54  Show Profile Send Markustay a Private Message  Reply with Quote
New WIP

I just realized I accidentally turned on a couple of layers I shouldn't (I have road names floating in the Dragonmere), but its just a WIP, so whatever. I'm finally hapy with Erlkazar (even though you can't see 99% of it). At least I finally have Impresk Lake at the right Longitude.

I was just trying to reconcile the 2e maps of Cormyr (I pasted together all the ones form the Volo's Guide just to do this), and realized they can't be reconciled to the 4e map of Cormyr... there's a river missing!

Damn Shades must of stolen it........

Now I have to tweak the Cormyr Coast for a third time. I think that poor kingdom has suffered almost as much geographic abuse (with the advent of 3e) as Erlkazar did. At least Turmish looks good... mostly.

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone

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George Krashos
Master of Realmslore

Australia
6004 Posts

Posted - 13 Jun 2012 :  13:57:50  Show Profile Send George Krashos a Private Message  Reply with Quote
I just realised that your timeline doesn't account for Glandara.

-- George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus
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Dalor Darden
Great Reader

USA
4047 Posts

Posted - 13 Jun 2012 :  14:29:54  Show Profile Send Dalor Darden a Private Message  Reply with Quote
quote:
Originally posted by George Krashos

I just realised that your timeline doesn't account for Glandara.

-- George Krashos




I only dimly remember something about Glandar the Mage-King, Master of mighty Ioulaum himself. I remember something about Glandara being "near the Vilhon" but maybe you can help me find more information?

The Old Grey Box and AD&D for me!
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Dalor Darden
Great Reader

USA
4047 Posts

Posted - 13 Jun 2012 :  14:36:36  Show Profile Send Dalor Darden a Private Message  Reply with Quote
quote:
Originally posted by Markustay

New WIP

I just realized I accidentally turned on a couple of layers I shouldn't (I have road names floating in the Dragonmere), but its just a WIP, so whatever. I'm finally hapy with Erlkazar (even though you can't see 99% of it). At least I finally have Impresk Lake at the right Longitude.

I was just trying to reconcile the 2e maps of Cormyr (I pasted together all the ones form the Volo's Guide just to do this), and realized they can't be reconciled to the 4e map of Cormyr... there's a river missing!

Damn Shades must of stolen it........

Now I have to tweak the Cormyr Coast for a third time. I think that poor kingdom has suffered almost as much geographic abuse (with the advent of 3e) as Erlkazar did. At least Turmish looks good... mostly.



Map is looking awesome! It made me realize something though: Shaerdon (The Five Shires) is a pretty decent sized nation! I guess it would be easier for it to stay up and running now without someone trying to take it.

If I can get George to fill me in on Glandara, I think I can mesh it all together and we will be good to go!

The Old Grey Box and AD&D for me!
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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 13 Jun 2012 :  19:35:11  Show Profile Send Markustay a Private Message  Reply with Quote
This is the reason why I decided to keep the red (temporary) road-lines - it clearly outlines the nation better. The entire forest is NOT there's. In fact, in all the time they've been there, they've barely gone into the 'deep forest', mostly out of respect (and fear) of the druids.

Near Weastshire they are troubled by various monsters (and the Black Barony), and this is why on that end they have penetrated deep into the forest. This is with the approval of the Druids, who keep a close eye on the activities and expansion. The cultists of Nobanion down in Gurnth are none to happy about this - they want the forest to stay pristine.

The south-western end of their kingdom has proven quite profitable (despite the numerous dangers), because of the rich veins of ore found in the Orbrekh range. This will eventually lead to conflict because some enterprising hin want to open other mining towns, and build additional smelters at each location. As of right now, as per an agreement with the druids, Smelters only operate at Ober's Mimbur. All metals mined in Highshire must be refined there, which means carting a lot of waste material long distances.

This has not become a problem in the east - most of the mining going on in the Sable Hills (those hills in the eastern forest - I haven't marked them yet) is for gemstones (mostly semi-precious, but occasionally precious stones are found). What little ore is extracted in that region (mostly silver) is refined in Rattlecart. The operation is so small that no-one pays it any mind (the smelter is only fired-up about once a month).

I (now) notice that I misplaced the name 'Weastshire' - it should be much more north and slightly east. It is causing part of the deceptiveness of the size of the shires. Except for Highshire, almost all of the hin settlements are outside the forest, or on the fringes of it. The Suthwood is avoided - it is considered haunted, and Nobanion's Wood is a protected preserve (as is 'the Paw'). 'The Tickler' grows smaller each year, as do the myriad smaller woods found just about everywhere 'clear' terrain is shown. Most halflings (about 95%) live in the marked towns, villages and cities. Unlike other (human) regions of Faerűn, there are not dozens of tiny settlements between the larger ones - hin like to cluster together. What few loners there are live on plantations with large, extended families, or are Masters (druids), pirates, or forest-walkers (hin rangers).

The majority of The Gulthmere does not belong to them (or anyone, for that matter) - it is still unmolested, primordial forest. Basically, what you see is all there is - it is a large geographic area, and the halflings are spread thin.

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 13 Jun 2012 20:02:41
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Dalor Darden
Great Reader

USA
4047 Posts

Posted - 13 Jun 2012 :  20:24:29  Show Profile Send Dalor Darden a Private Message  Reply with Quote
I like this line of reasoning.

Hin are supposed to live as part of the land and not "master it" as humans and other races do...so they settle primarily where there is already an open spot for one reason or another.

Sure, they travel through the woods; but as you said, this is primarily the woodedge and not the "Deep Forest" where much danger is. Hin families use the Gulthmere Forest for what it provides naturally and not for woodcutting. The primary reason their homes are built underground...and they don't have a large navy at all (pirates get their ships "other ways" I'm told).

What woold they use is primarily orchard wood...old fruit trees make EXCELLENT wood for home makings! I really like Apple myself! Such a large number of cities is going to require some sort of fuel though.

The commonly thought standard for one medieval family was the perpetual use of 100 acres of forest (which was re-planted)...and that by using it for fuel, but re-planting that 100 acres would be all a family needs.

If we blow up to the population of Shireton (24,000 peeps!) then we are looking for just BASIC fuel needs (if only considering wood and not coal) equal to: 24,000/5 = 4,800 units x 100 acres = 480,000 acres of wood!

This is just for the capital...

EDIT:

For all of The Five Shires, there would need to be access to 4,400,000 acres of wood...quite a bit of nearly constant logging and replanting; though it would be spread out over such a huge amount of time and space that it would barely go noticed as long as the Hin population didn't continue to grow.

The Old Grey Box and AD&D for me!

Edited by - Dalor Darden on 13 Jun 2012 20:27:52
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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 13 Jun 2012 :  20:51:02  Show Profile Send Markustay a Private Message  Reply with Quote
Its fantasy - the Masters (and other druids) over-see the re-planting, and also 'help' the re-growth. Woods that look a century old might be only a decade.

The fuel needs could also be offset by coal mined from the hills, as well as oil-burning lamps (the ancients used Olive Oil - something readily available in the Vilhon Reach). And then there are 'Rothe Patties' (for the rural areas).

There is also no taboo against collecting 'deadfall' from within the forest. This wood is already seasoned, and is actually preferrable (so long as its not so old as to be rotted). We have to remember that this is a world map projection, and there are tons of small clumps of trees (local woods) all throughout the clear regions. The areas represented by forest represent DENSE Forest - the kind that is not easily navigable, like in the American Northwest.

This Map could work for Cedarspoke - I found one I like somewhat better, but its too small a thumbnail (I can't seem to locate the original map). Cedarspoke is supposed to be ore city0-like, so I suppose the one that straddles the river is closer to the canon (and my moved version). Not sure what to do with that keep, though - its kinda un-druid like.

EDIT: This Map is good for Flagonford. I plan to use Fanta's Meadow (RotW) for something else - there really needs to be a tiny settlement (and checkpoint) on the crossroads south of Rollstone Keep.

EDIT2: This Map for Fishtickle Bridge (turned 90║ clockwise). A bit bigger then I would have liked - might have to adjust the map icon if you decide to use it.

Edit3: Bridle.

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 13 Jun 2012 21:48:24
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Dalor Darden
Great Reader

USA
4047 Posts

Posted - 14 Jun 2012 :  00:50:04  Show Profile Send Dalor Darden a Private Message  Reply with Quote
quote:
Originally posted by Markustay

Its fantasy - the Masters (and other druids) over-see the re-planting, and also 'help' the re-growth. Woods that look a century old might be only a decade.

The fuel needs could also be offset by coal mined from the hills, as well as oil-burning lamps (the ancients used Olive Oil - something readily available in the Vilhon Reach). And then there are 'Rothe Patties' (for the rural areas).

There is also no taboo against collecting 'deadfall' from within the forest. This wood is already seasoned, and is actually preferrable (so long as its not so old as to be rotted). We have to remember that this is a world map projection, and there are tons of small clumps of trees (local woods) all throughout the clear regions. The areas represented by forest represent DENSE Forest - the kind that is not easily navigable, like in the American Northwest.

This Map could work for Cedarspoke - I found one I like somewhat better, but its too small a thumbnail (I can't seem to locate the original map). Cedarspoke is supposed to be ore city0-like, so I suppose the one that straddles the river is closer to the canon (and my moved version). Not sure what to do with that keep, though - its kinda un-druid like.

EDIT: This Map is good for Flagonford. I plan to use Fanta's Meadow (RotW) for something else - there really needs to be a tiny settlement (and checkpoint) on the crossroads south of Rollstone Keep.

EDIT2: This Map for Fishtickle Bridge (turned 90║ clockwise). A bit bigger then I would have liked - might have to adjust the map icon if you decide to use it.

Edit3: Bridle.



I was thinking coal could also be an import as well...so I'm not overly worried about the larger cities now...which removes most of the population problem. Coal doesn't seem "Hin-like" to me...as something they would mine.

I like the maps...though I can't get the Bridle one to load. As for Cedarspoke having a castle, that actually makes plenty of sense to me. Imagine huge menhir style walls of gigantic masonry standing close together, with earthen walkways behind them. Druids are big into stone ya know!

The Old Grey Box and AD&D for me!
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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 14 Jun 2012 :  07:00:57  Show Profile Send Markustay a Private Message  Reply with Quote
quote:
Originally posted by Dalor Darden

quote:
Originally posted by George Krashos

I just realised that your timeline doesn't account for Glandara.

-- George Krashos




I only dimly remember something about Glandar the Mage-King, Master of mighty Ioulaum himself. I remember something about Glandara being "near the Vilhon" but maybe you can help me find more information?

Who or what is Glandar/Glandara?

This is brand-new to me.

I'm busy re-doing the Cormyr coastline (for a 4th time) - I need to get more of the 1e/2e landmass back (not enough terrain below the swamp on the 3e map - we lost a few locales and terrain). Brian did a bang-up job trying to squeeze it all onto the 4e Cormyr map, but I don't have to keep the 3e shape like he did.

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone

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George Krashos
Master of Realmslore

Australia
6004 Posts

Posted - 16 Jun 2012 :  06:54:42  Show Profile Send George Krashos a Private Message  Reply with Quote
From Pages from the Mages VI (Dragon #164):

The Glandar's Grimoire: The Glandar was a mage-king of long ago, whose lands were somewhere near the Vilhon Reach. "The Glandar" is actually a title; his real name has been forgotten. It is known that the Glandar was an intelligent, powerful mage whose Art was skilful enough to create aerial craft even in those dim days, and whose small kingdom boasted irrigation, medicine, and Art far more advanced than those of neighbouring lands.

The Glandar was also a cruel tyrant who permitted no other being beside himself to study Art in his lands - and this policy proved to be his undoing. He was alone when attacked by a group of young, ambitious mages of Unther. Although he slew many of them, he was overwhelmed and utterly destroyed. His grimoire (so named because its first page bears inly the inscription: "The Grimoire Most Perilous of the Immortal Glandar, Lord of the Undying, Scepter of Glandara") was seized by his slayers, whip battled each other for the spoils, wreaking much havoc in the fallen mage's land of Glandara. ("Scepter" was the title the Glandar ruled by; "Lord of the Undying" is believed to refer to his mastery of undead, through Dark Art).

-- George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus
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Dalor Darden
Great Reader

USA
4047 Posts

Posted - 16 Jun 2012 :  07:25:55  Show Profile Send Dalor Darden a Private Message  Reply with Quote
quote:
Originally posted by George Krashos

From Pages from the Mages VI (Dragon #164):

The Glandar's Grimoire: The Glandar was a mage-king of long ago, whose lands were somewhere near the Vilhon Reach. "The Glandar" is actually a title; his real name has been forgotten. It is known that the Glandar was an intelligent, powerful mage whose Art was skilful enough to create aerial craft even in those dim days, and whose small kingdom boasted irrigation, medicine, and Art far more advanced than those of neighbouring lands.

The Glandar was also a cruel tyrant who permitted no other being beside himself to study Art in his lands - and this policy proved to be his undoing. He was alone when attacked by a group of young, ambitious mages of Unther. Although he slew many of them, he was overwhelmed and utterly destroyed. His grimoire (so named because its first page bears inly the inscription: "The Grimoire Most Perilous of the Immortal Glandar, Lord of the Undying, Scepter of Glandara") was seized by his slayers, whip battled each other for the spoils, wreaking much havoc in the fallen mage's land of Glandara. ("Scepter" was the title the Glandar ruled by; "Lord of the Undying" is believed to refer to his mastery of undead, through Dark Art).

-- George Krashos




You devil!

Soooo...now I need to find a place for it to fit in the timeline. If it was NEAR the Vilhon Reach...it could have damn near been anywhere. I'm sort of guessing somewhere in Turmish perhaps...before the rise of that nation properly. Perhaps in the time after the elves washed away Jhaamdath.

What do you think George...care to throw some dates at us?

The Old Grey Box and AD&D for me!
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Dalor Darden
Great Reader

USA
4047 Posts

Posted - 16 Jun 2012 :  07:27:21  Show Profile Send Dalor Darden a Private Message  Reply with Quote
Hmmm...but Turmish is IN the Vilhon...so perhaps on the Dragon Coast or modern Chessenta? Near enough to Unther; but I would like to tie it closer...

The Old Grey Box and AD&D for me!
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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 16 Jun 2012 :  15:35:07  Show Profile Send Markustay a Private Message  Reply with Quote
I was actually thinking Sespech, but I asked Ed in his thread, so we will see what we will see.

Its really not necessary to tie it in, unless he was in Turmish. I consider The Gulthmere more of a 'Dragoncoast' thing then a 'Vilhon' thing.

Corrected Cormyr, found a lighthouse, and placed the necrognome (so you can run the adventure in Dungeon #80 if you want). I had to create one town over between Cormyr and Sembia to get the map (from that adventure) to work - I'm still awaiting Ed to give me an official name (for over a year now). In other words, the town is canon, the name is not (which doesn't matter since it burned).

Edit: Also, you mentioned in an earlier post about the size of the Five Shires - I had matched the size as perfectly as I could to the canon Five Shires in Mystara, so that size is canon (just not in The Realms).

I only just thought of this now because as I fill Cormyr with locales, I wish I had more room, and I am so glad we didn't opt to shrink-up the Shires (you can see how crowded the map looks as-is).

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 16 Jun 2012 16:24:57
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Dalor Darden
Great Reader

USA
4047 Posts

Posted - 16 Jun 2012 :  18:09:51  Show Profile Send Dalor Darden a Private Message  Reply with Quote
quote:
Originally posted by Markustay

I was actually thinking Sespech, but I asked Ed in his thread, so we will see what we will see.

Its really not necessary to tie it in, unless he was in Turmish. I consider The Gulthmere more of a 'Dragoncoast' thing then a 'Vilhon' thing.

Corrected Cormyr, found a lighthouse, and placed the necrognome (so you can run the adventure in Dungeon #80 if you want). I had to create one town over between Cormyr and Sembia to get the map (from that adventure) to work - I'm still awaiting Ed to give me an official name (for over a year now). In other words, the town is canon, the name is not (which doesn't matter since it burned).

Edit: Also, you mentioned in an earlier post about the size of the Five Shires - I had matched the size as perfectly as I could to the canon Five Shires in Mystara, so that size is canon (just not in The Realms).

I only just thought of this now because as I fill Cormyr with locales, I wish I had more room, and I am so glad we didn't opt to shrink-up the Shires (you can see how crowded the map looks as-is).



I LIKE how big it is in Faerun...I wasn't aware of how big it was in comparison though.

Everything is starting to come together...

The Old Grey Box and AD&D for me!
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Dalor Darden
Great Reader

USA
4047 Posts

Posted - 20 Jun 2012 :  03:30:28  Show Profile Send Dalor Darden a Private Message  Reply with Quote
<bump>

@MT: are your perfectionist ways holding back a completed map sir?

As soon as I have it, I can put it all together!

The Old Grey Box and AD&D for me!
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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 21 Jun 2012 :  03:24:40  Show Profile Send Markustay a Private Message  Reply with Quote
Sorry - with Summer vacation started I get my boys all the time now, and I haven't got much computer time.

Its nearly complete - I'm just tweaking a few things and laying river names now.

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone

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Dalor Darden
Great Reader

USA
4047 Posts

Posted - 21 Jun 2012 :  13:51:23  Show Profile Send Dalor Darden a Private Message  Reply with Quote
quote:
Originally posted by Markustay

Sorry - with Summer vacation started I get my boys all the time now, and I haven't got much computer time.

Its nearly complete - I'm just tweaking a few things and laying river names now.



Ah yes...the shared family time. I have seven children in my home full time now...I can relate!

The Old Grey Box and AD&D for me!
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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 22 Jun 2012 :  19:07:57  Show Profile Send Markustay a Private Message  Reply with Quote
Latest WIp.

Its getting real close now.

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone

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ericlboyd
Forgotten Realms Designer

USA
1755 Posts

Posted - 22 Jun 2012 :  21:40:32  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
quote:
Originally posted by Markustay

Latest WIp.

Its getting real close now.



I think you forgot to label Marsember.

--
http://www.ericlboyd.com/dnd/
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Dalor Darden
Great Reader

USA
4047 Posts

Posted - 23 Jun 2012 :  00:05:45  Show Profile Send Dalor Darden a Private Message  Reply with Quote
quote:
Originally posted by Markustay

Latest WIp.

Its getting real close now.



Looking pretty sweet!

Got myself all worked up now! I had no idea there were so many locations on that small part of Cormyr! Makes Sembia look like a desolate wasteland! lol

I like the addition of the Achelos woods by the way.

The last thing I need from ya MT is what "your take" on the lay of the land is. Just a brief overview, and then I'll hammer out about 5k words a day til I'm done!

The Old Grey Box and AD&D for me!
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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 23 Jun 2012 :  14:12:17  Show Profile Send Markustay a Private Message  Reply with Quote
Every time I place anything, I think about it, so I will have plenty for you this time out. I'm going to do a Gazeteer-style thing for the surrounding region (just small things not covered in official sources, or things that need modifying for this conversion).

I changed Mar to Marl - we already had a 'Mar' down around the Lake of Steam. Hope you like 'Backwash' - it was a choice between that or 'Backwater', and smaller names are easier for me (Mouth O' Gargoyles? WTH!!!)

I decided to modify all the names that I 'lifted' from elsewhere - even the ones from the lands surrounding Five Shires (like 'Blight' became 'Blighted'). I had a little problem with Collinwood - which became canon - and I don't want that to happen again. In other words, I don't want some future official cartographer to use my maps and then accidentally use someone else's Intellectual Property. Thus, we now have Phlorin and Gilldur instead.

quote:
Originally posted by ericlboyd

quote:
Originally posted by Markustay

Latest WIp.

Its getting real close now.



I think you forgot to label Marsember.
Actually, I just forgot to turn that layer on.

I'm still trying to figure out how I'm going to label the rivers in Cormyr... busy place.

'Griff' is a placeholder name, until Ed gives me one - I had asked him about that Dragon #80 adventure sometime ago. The map is an amalgam of various editions, so things don't always fall out correctly - that town probably should have been Nolin (which is canon), but either way I was a town short from the Dragon #80 adventure, so it was easier to just fudge things there. Regardless, it is a ruin after that adventure takes place (if you wanted to run it, its still a town when your campaign starts). The other towns were rebuilt (I will have notes on everything).

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 23 Jun 2012 14:13:45
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