I've been trying to work on an homebrew map in Inkarnate for a upcoming campaign and this is my fourth one I've done in the past few weeks. I know I am 99% being stupid, but looking for feedback, whether it is affirmative or areas to improve the map. The premise of the campaign is roughly based off the Frostmourne Sword. Im was going to have my PCs start by finding this "spellbook" who belonged to a powerful sorcerer and is buried with him. The book is actually a diary about the future, which has be a story told through the ages. The sorcerer traveled back in time unfortunately went to far back, hence them being buried. The PCs travel to the future once they read a certain passage and meet the sorcerer and try to stop the antagonist before they releash hell down on Arendelle.
Thanks for looking and appreciate any and all feed back.
The map is quite nice looking and I can easily see lots of regions that could have adventures in them.
If you want feedback about "map logic", i.e., where geographic features would realistically be, the #1 thing that jumps out at me is a lack of rain shadows with your mountain ranges. This happens when the prevailing winds come off the ocean full of moisture, and as they rise in elevation over the mountains, the air cools, and is capable of holding less moisture. So the clouds drop their rain on one side, and then you get dryness on the other. In the US, which has prevailing winds that move from West to East, this leads to more forests and rainy weather on the western side of mountains like the Cascades, and deserts or plains on the eastern sides.
Your forests are on both sides of the various mountain ranges, which doesn't make sense for prevailing winds coming from either the east or west direction. Now maybe the magic of your word causes rain to happen everywhere, in which case it wouldn't matter. But normally, when creating a map like this, I would decide the direction of prevailing winds and put forests on the windward side of the mountains, and plains, deserts, etc (but NOT forests) on the leeward side.
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WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
In Uffmoore woods, there is a river system that doesn't empty into anything. Is that intentional?
There seems to be two rivers floating out of Rydal Water. In real world, that is impossible.
Ullswater lake has no river running out of it. Is that intentional?
And I would have turned some of the starting points for the rivers more towards the mountains. Rivers ALWAYS run from higer ground to lower. So it seems more realistic that they start near the mountains, then in the middle of a forrest.
Thanks @GodrickGreat I value the information. I think I opened a can of worms after @Biowizard mentioned rain shadows. I’ll repost tonight after I make a lot of changes. Thanks again 🙂
To expand on Godrick's point with lakes and rivers: Lakes may have multiple rivers enter them but usually only one leaves, because water always finds the lowest point. So whatever the lowest point of the lake is, will be the excurrent river. The rest will be incurrent.
Rollback Post to RevisionRollBack
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
How about a couple roads? A pass through the mountain ranges would be good, not for geologic reasons as much as story reasons for there to be strategic value to holding them. seems like all the towns are on the coasts, need some inland. Mountains usually mean minerals, usually means mining towns. Plains have grazing land and farmland, so there’s towns to support those. And back to the roads. There’s got to be trade between the town, which means roads. Towns will spring up at pretty much every major crossroads, assuming there’s enough water.
Rivers usually start in mountains and run to the ocean. They might also involve lakes, which are great, but (virtually) all rivers run to the ocean eventually.
Rivers are pesky things, especially when you don't have an elevation map :-) You still have a couple of places where rivers split down stream. That is not possible in the real world (only exception is deltas where the river meets the ocean). I've marked them on this map: https://i.imgur.com/wgooxxE.jpg
As for roads, I think that depends on your setting. You have placed almost all your settlements either on the sea or rivers, so this society might rather rely on boats. Norway didn't have a real road connecting cities until the 17th century for instance. Transport was done with boats or with sledges on snow ice in the winter. But some paths could perhaps be nice.
I would also have lightened up the map a little, it's a little difficult to see the details.
For all of the correct geography/geology/topography that has been explained, it can be fun to remember that water, like electricity, follows the path of least resistance available to it. Which, because of mass, density, etc. on land it flows "gravitationally downward". So as long as you have a magical force that exerts more pressure than your worlds gravity it will follow that easiest route. Also don't forget a lake could drain into the elemental plane of water, or Stygia etc. Tangentially I find deep lakes far more otherworldly than oceans. If I had to place a single portal to elsewere in a body of water it would be at the bottom of Lake Biakal rather than the Mariana trench.
Also, while I have to agree with all of the advice regarding geology, including my own, remember this is a fantasy world. Having a river that flows uphill is totally legit, just do it for a reason, maybe a story reason, maybe just for flavor. Just as long as you do it on purpose (some ancient wizard wanted to water his garden at the top of a hill) and you realize it’s going to stand out.
It's a really great map! Kind of envious of your players here haha
From a cartographical viewpoint, you should designate where north is. Conventionally, north is at the top, but it doesn't have to be that way. Another thing to add would be a scale, it's enough to just write "one hexagon = X miles". You could also establish which of your named places are villages, towns or cities, with a map key showing what's what. There's so much stuff you can add to maps, but I'll keep it to these 3.
Thanks @Yakuzik. I definitely feel overwhelmed now with the update to Inkarnate 😳 I having been trying to apply all the gems of knowledge to my constant changing map, for the better of course. Thanks again and Happy Holidays
Hey DMs,
I've been trying to work on an homebrew map in Inkarnate for a upcoming campaign and this is my fourth one I've done in the past few weeks. I know I am 99% being stupid, but looking for feedback, whether it is affirmative or areas to improve the map. The premise of the campaign is roughly based off the Frostmourne Sword. Im was going to have my PCs start by finding this "spellbook" who belonged to a powerful sorcerer and is buried with him. The book is actually a diary about the future, which has be a story told through the ages. The sorcerer traveled back in time unfortunately went to far back, hence them being buried. The PCs travel to the future once they read a certain passage and meet the sorcerer and try to stop the antagonist before they releash hell down on Arendelle.
Thanks for looking and appreciate any and all feed back.
https://drive.google.com/file/d/0B16ofWSv_U_nU1JHLU82YVU0SEljaXZ3NEpiTENUVjdMaDJJ/view?usp=sharing
The map is quite nice looking and I can easily see lots of regions that could have adventures in them.
If you want feedback about "map logic", i.e., where geographic features would realistically be, the #1 thing that jumps out at me is a lack of rain shadows with your mountain ranges. This happens when the prevailing winds come off the ocean full of moisture, and as they rise in elevation over the mountains, the air cools, and is capable of holding less moisture. So the clouds drop their rain on one side, and then you get dryness on the other. In the US, which has prevailing winds that move from West to East, this leads to more forests and rainy weather on the western side of mountains like the Cascades, and deserts or plains on the eastern sides.
Your forests are on both sides of the various mountain ranges, which doesn't make sense for prevailing winds coming from either the east or west direction. Now maybe the magic of your word causes rain to happen everywhere, in which case it wouldn't matter. But normally, when creating a map like this, I would decide the direction of prevailing winds and put forests on the windward side of the mountains, and plains, deserts, etc (but NOT forests) on the leeward side.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
@biowizard thank you. That makes sense and appreciate the input.
I like it :-)
But some of the rivers is a little odd.
In Uffmoore woods, there is a river system that doesn't empty into anything. Is that intentional?
There seems to be two rivers floating out of Rydal Water. In real world, that is impossible.
Ullswater lake has no river running out of it. Is that intentional?
And I would have turned some of the starting points for the rivers more towards the mountains. Rivers ALWAYS run from higer ground to lower. So it seems more realistic that they start near the mountains, then in the middle of a forrest.
Ludo ergo sum!
Thanks @GodrickGreat I value the information. I think I opened a can of worms after @Biowizard mentioned rain shadows. I’ll repost tonight after I make a lot of changes. Thanks again 🙂
To expand on Godrick's point with lakes and rivers: Lakes may have multiple rivers enter them but usually only one leaves, because water always finds the lowest point. So whatever the lowest point of the lake is, will be the excurrent river. The rest will be incurrent.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
So here is the new map, please let me know if it seems to flow better. Thanks again for all the information
https://drive.google.com/open?id=1adXbupT6o_UUioq6r7TLbTe7wQNzUNEU
How about a couple roads? A pass through the mountain ranges would be good, not for geologic reasons as much as story reasons for there to be strategic value to holding them.
seems like all the towns are on the coasts, need some inland. Mountains usually mean minerals, usually means mining towns. Plains have grazing land and farmland, so there’s towns to support those.
And back to the roads. There’s got to be trade between the town, which means roads. Towns will spring up at pretty much every major crossroads, assuming there’s enough water.
Rivers usually start in mountains and run to the ocean. They might also involve lakes, which are great, but (virtually) all rivers run to the ocean eventually.
Rivers are pesky things, especially when you don't have an elevation map :-) You still have a couple of places where rivers split down stream. That is not possible in the real world (only exception is deltas where the river meets the ocean). I've marked them on this map: https://i.imgur.com/wgooxxE.jpg
As for roads, I think that depends on your setting. You have placed almost all your settlements either on the sea or rivers, so this society might rather rely on boats. Norway didn't have a real road connecting cities until the 17th century for instance. Transport was done with boats or with sledges on snow ice in the winter. But some paths could perhaps be nice.
I would also have lightened up the map a little, it's a little difficult to see the details.
Best of luck!
Ludo ergo sum!
Thank you all. Much to learn and greatly appreciate the time taken to share the knowledge.
For all of the correct geography/geology/topography that has been explained, it can be fun to remember that water, like electricity, follows the path of least resistance available to it. Which, because of mass, density, etc. on land it flows "gravitationally downward". So as long as you have a magical force that exerts more pressure than your worlds gravity it will follow that easiest route. Also don't forget a lake could drain into the elemental plane of water, or Stygia etc. Tangentially I find deep lakes far more otherworldly than oceans. If I had to place a single portal to elsewere in a body of water it would be at the bottom of Lake Biakal rather than the Mariana trench.
Also, while I have to agree with all of the advice regarding geology, including my own, remember this is a fantasy world. Having a river that flows uphill is totally legit, just do it for a reason, maybe a story reason, maybe just for flavor. Just as long as you do it on purpose (some ancient wizard wanted to water his garden at the top of a hill) and you realize it’s going to stand out.
It's a really great map! Kind of envious of your players here haha
From a cartographical viewpoint, you should designate where north is. Conventionally, north is at the top, but it doesn't have to be that way. Another thing to add would be a scale, it's enough to just write "one hexagon = X miles". You could also establish which of your named places are villages, towns or cities, with a map key showing what's what. There's so much stuff you can add to maps, but I'll keep it to these 3.
Thanks @Yakuzik. I definitely feel overwhelmed now with the update to Inkarnate 😳 I having been trying to apply all the gems of knowledge to my constant changing map, for the better of course. Thanks again and Happy Holidays
So here is a complete make over and let me know what you think? Any further hints of improvements are very welcomed!
https://drive.google.com/open?id=1oDxA0ZBoccI3ENXydXDxL_a-W4Waic3L
This is great.
I love the diversity in environments the map holds, and it looks like a pretty beautiful land.
D&D is a game for nerds... so I guess I'm one :p