Wyvern
Wyvern
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Community Atlas: Barrows of the Ferine Magi area, Feralwood Forest, Alarius
Back for another visit to Alarius for the next segment in my sort-of Dungeon24 mapping (now so delayed, it's increasingly likely to become "Dungeon25" soon...). I noted in the topic for my immediately prior maps, set in the Whispering Wastes of Haddmark, Peredur, that this was scheduled for somewhere in the Feralwood Forest region of northeastern Alarius:
That's a big area, so from the start, I expected I'd be needing to prepare another area map, as well as that for the dungeon. Examining the Feralwood Forest map, it didn't take long to zero-in on a suitably intriguing-looking area, the Barrows of the Ferine Magi:
Since the base map for the dungeon was derived from the third of the four generated using the Inkwell Ideas Dungeonmorph "Explorer" dice set, I'd again be aiming for a similar black-and-white design look to the previous couple of dungeon and area maps in this series, including that for this new general area one, which would be done as a hex map once more. So I generated a suitable hex-gridded version of the area, from which to start thinking more about the setting:
The hexes here are each six miles across in their north-south dimensions.
During the latter stages of the village mapping for the Whispering Wastes, I'd already begun thinking about what might be in this area, as there are no settlements, roads or watercourses shown, just the woods, the central region of dead land, the three barrow markers and the obelisk.
Ordinarily, I, and perhaps many of us, would assume the over-sized barrows were simply markers indicative of a large area, within which might be numerous burial mounds. However, having earlier been working with some of Ricko Hasche's delightfully pictorial maps, where the images for places and features are often hugely over-scaled compared to the physical land area, had set me wondering as to what if those were indeed to-scale depictions of the objects/places involved. An eighteen-mile high obelisk might be pushing things rather, although it could still be taller than might seem "normal". The concept of ten-mile-diameter round barrows though started to take hold.
While the dungeon map to be fitted now to one of these barrows was of the usual quite small size, that needn't prevent it being within a gigantic barrow mound. Burial chambers inside real-world barrows can be very small, compared to the overall barrow's size, for instance. The place-name and that vast tract of dead land all around the barrows also needed to be considered; wild magic from the wild magi that got out of hand in a big way, say.
From that, it was a short step to declare much of the inner zone drained and now devoid of magical energy, so no magic will work there, surrounded by a one-hex-wide ring where wild magic holds sway (the pale white circuit in the next image), and where using magic can be especially dangerous and unpredictable. This is Alarius, after all, perhaps the most magical of Nibirum's continents, so safety catch off! Outside that ring, things are more "normal", albeit creatures from the wild magic zone still might have wandered off there, of course, or indeed into the inner zone, unless they required magic to exist (a magically-powered construct would fail at the border, for instance).
The white small circles on the image above show the randomly-chosen hexes in which there is something of note. The three barrow entrances have also been marked thus, and the location of the obelisk.
What of the barrows? Are they burial mounds, perhaps ones gigantically enlarged by the magical event that blasted the woodlands around them? Or the squashed remnants of once-soaring mage towers? Or something else entirely - such as spacecraft magically ported-in from another dimension? That latter concept intrigued, and in a greatly modified form became the basis for the eventual dungeons (yes, yes, three barrows so now there will be three identical-form dungeon maps from the dice-set base one too!). This drew on ideas from the 3rd edition "Hyperborea" RPG by North Wind Adventures (formerly "Astonishing Swordsmen & Sorcerers of Hyperborea"), whose tagline is "Swords, Sorcery, and Weird Science-Fantasy", the "Metamorphosis Alpha" RPG by James M Ward (in both its original TSR and current, largely unchanged, Goodman Games formats), and especially - thanks to its degree of oddness - Monte Cook Games' "Numenera" RPG, which runs with the concept attributed to Arthur C Clarke, that "any sufficiently advanced technology is indistinguishable from magic", in a world setting of the distant future, where tech is essentially treated like magic. That idea is also an aspect of Metamorphosis Alpha, set on a small-country-sized spacecraft lost among the stars, whose inhabitants have long forgotten they were once its crew and passengers. Thus the "magic" that still functions in the barrow-dungeons is really all technology. For anyone concerned about that in a stricter fantasy setting, I also adopted the Numenera idea that many smaller devices are one-use items. Thus things in the barrows mostly still work most of the time. Things portable enough to be removed may only work once.
So expect a degree of weirdness in the map notes to follow. You have been warned!
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[WIP] Kingdom of Gongodûr
It can be difficult sometimes to tell what a much larger area map is really showing when you start to drill down to try and provide more detail. I often look at things like symbol titles and fill/drawing tool names where there aren't more detailed map notes (and I discovered at least one earlier Atlas map where the map notes were hidden off to one side of the map - by quite some distance, and on a hidden layer; I assume this was before things were standardised to have the text-file map notes attached separately, and as a PDF in many cases).
In the end, it's best to design what seems interesting to you that doesn't contradict whatever was shown on the larger regional map, which pretty much seems to be what you have done!
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[WIP] Kingdom of Gongodûr
@Calibre asked: Now, tell me why those mountain ranges are as they are...
Geology! You can find an explanation for any landform that way if you hunt long and hard enough (speaking as a once-upon geologist)!
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[WIP] Kingdom of Gongodûr
A few of the labels are a little too close to the map edge - one or two seem to run slightly beyond it, e.g. Wirbilini Woods and Taggtrum R(iver) - which is another issue with text in CC, where the text's position shifts at different resolutions/export settings.
That can usually be solved by making sure you have the correct location point for the text before placing it (such as "mid left", "top right", etc.), because the text will only expand/contract away from that point, so it's effectively fixed to that spot. It can be tedious having to remember to change it every time if you're doing a lot of labels in different places, although you can use the shortcut arrow keys instead once the text is on your cursor to be placed.
You mentioned thinking of putting some elements onto a separate layer that could be toggled on and off. For this map, I think it's probably better to have both the regional borders and their labels on all the time. With just the labels, it's impossible to guess exactly what they refer to otherwise, including identifying how far Gongodur extends.
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Community Atlas 1000th map Competition - with Prizes [August/September]
Last of the ten small settlements in my group is Fairbridge Village:
And here we have the last of the accompanying FCW files, with the PDF notes for this one. WIP topic updated as well, and a higher-res version of the map in my Gallery now too.




