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Thread: [region 1][map 2 & 3] Chedalbur

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  1. #1

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    Thanx for the info Redrobes and for the areas maps. They are a great help.

    I was correct that there is a mountain range on the eastern side of area 3.

    I going to join area 2 and 3 together to form one map for easier editing.

    Arcana, can you rename this thread to [region 1][map 2 & 3] Chedalbur and either merge or delete the other thread called [region 1][map 3] as it is no longer needed.

  2. #2

  3. #3

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    RobA, thanx for the merge and rename.

    Well after a weekend of great fun, I got some time to work on the maps.

    Redrobes, I just noticed that the maps you supplied for me have different height scales for area 2 and area 3. Is it possible to remove the above maps (1024x1024) and replace them with maps (2048x1024) containing both areas.

  4. #4
    Administrator Redrobes's Avatar
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    Ok I have redone them with a script which is the same for both. I.e. they ought to line up and match in values. You may need a browser refresh - ctrl F5.

  5. #5

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    Thanx Redrobes, now I can clearly see where the hills and mountains are. Appreciate this very much.

  6. #6

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    NeonKnight, do you have the climate, temperature maps for area 3 as you provided for area 2 in post #2?

  7. #7

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    After glueing the height and light maps of area 2 & 3 together to form single maps of the kingdom, I can clearly see the mountain ranges, iced caps and glaciers, lakes, etc. The kingdom of Chedalbur will have large glaciers, snow and ice, which would provide large amount of water to flow towards the see every spring and summer. This water has to get to the sea to the west, so is it possible I make a huge river that flows through maps 1, 4, 6, 7 and 8 in addition to my map 2+3. See attached map.

    I am create a kingdom which is controlled by a reptile type creature that evolved out of cold swamps, lakes and marshes of the region (map 2 and 3). They love their swamp and cold mountainous terrain.

    Redrobes is it possible to steal piece of land north of the swamp into the kingdom I am creating, else I just I can draw the boundary through the hills just north of Mullion. Please advice.

    Clercon can I do a land grab north of the wetland and wetlands in the NW corner of your map for the kingdom.

    Alucard we need to rip a rive through the Still Lake connecting the sea and the great lake in area 2.
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  8. #8
    Administrator Redrobes's Avatar
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    I don't mind what you want to map but it should keep with what already has been mapped or detailed in any text so far. You can put the boundary through the death chaser swamp if you like. The roads and town names should exist tho as there has been text written about them.

    The most northerly area which I have mapped a bit is in that region under this thread.
    http://www.cartographersguild.com/showthread.php?t=2437

    if you want to expand on then then go ahead.

    Death chaser fen is a dangerous lizard man infested swampy area where the water is rising ever so slowly and the old road through the old Mere fort is now impassable so a new Mere fort has been established with a road to Mullion.

    So as long as that is in place and the area does not become peaceful sylvan elf lands then you can annex that area.

    Nobody has done much on the other side near to Roebuck Castle either. There were some plans to detail some ideas about an underground river connection which passed underneath Roeborder ridge and allowed the water to escape to the sea. We had some interesting ideas about a cave system down there with adventuring possibilities of protecting boats as they pass through the caves and lock system there.

  9. #9

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    Redrobes thanx for the info.

    Don't worry it will not become peaceful elven meadows, the fens and swamps will remain a deadly place, considering it will also contain Chedalbur undead troops along with the lizardmen, and other swamp nasties. The new race will have an influence over the lizardmen if they in the mood to do so as they sort of related to the lizardmen, but most of the time care less what the lizardmen do providing they don't interfere with citizens of Chedalbur.

    Chedalburians (native citizens of Chedalbur) are very hardy race, born out of the cold swamps, evolving into a powerful magical flying race. They enjoy their swamps and live in harmony with them, guarding them ruthlessly mostly with the aid of undead troops they created from the fallen. Magic abilities are generally life & death, cold, weather & nature based. Spell casters tend to be druid/sorcerers. They seldom involve themselves in politics of the outside world, but do keep an eye on their neighbour, always ready to defend against an invasion. Trading with other kingdoms is kept to the edge of the kingdom.

    So in annexing the land mass with the swamps, with Chedalbur border cutting through the swamps and fens itself. Mullion town/village would be a safe trading post between the kingdom and Thrublanders within Chedalbur. Hawker Point could be safe haven resting place for those travelling from the west on their way to Mullion.

    I thinking of putting a huge underground river travelling under Still Lake connecting the lake with the sea as it is the narrowest land mass. The water level never changes as the lake is connected to the river below.

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    Administrator Redrobes's Avatar
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    Bryguy asking for a pic of the relief map for Tile2... so here it is.

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