I'm a new dm and am looking for good map makers and tips on how to make interesting and diverse maps because I want exploration on a large scale and the map itself to be a big part of the game
One way of generating a random outline for a continent is taking a bag of dice and dumping them on a large sheet of paper, and then trace the outline of where the dice landed to create the coast. Then put in mountains, typically in mountain chains instead of being alone, and frequently parallel to a coast.
Part of this step is determining where the terrain is higher and where it is lower, since your rivers will flow from higher terrain to lower terrain. Keep in mind that waterways almost never naturally branch as they flow downstream, rather, they converge, so the "v" shaped junctions are always pointing downstream. They never run from coast to coast, but that's pretty easy to avoid if you start them in mountains. Lakes also typically have no more than one waterway flowing out of them, but they may have one or multiple waterways flowing into them. Older rivers tend to meander more than younger ones, so untamed wilds should have water-ways that weave back and forth, while streams through farmland may be straighter due the canals being dug to control the waterways.
And if you decide to map wind patterns in general terms, mountain ranges that run perpendicular to the wind will typically be lush with vegitation on the side the wind is blowing on and be arid on the other side, because the mountains push the air up, which cools it, and forces the water out to fall as precipitation before it reaches the other side.
Cities tend to be near waterways, connected to the ocean, because they're typically the most efficient way of moving large quantities of goods, and because cities tend to use a lot of water. Medieval towns may be about a day's travel apart, since farmers taking their crops to sell wouldn't likely be more than a half-day's travel from the markets so they could complete the round trip back home.
For cities/towns, consider why each one exists, what good is produced there that is profitable enough for the residents to deal with whatever hardships that location offers. Maybe there's mines for precious metals or gemstones, or a magic well that brought prosperity to the founders, or maybe there's a secret feywild crossing, and the original founders made a secret deal with an archefey for prosperity.
Another thing you might do is pick some prominent monsters you want to put in your world, and assign them to regions that they're native to, and then adjust the cultures of the local settlements to reflect that. Ex: If a town is built in an area where T-Rex roam, then the city probably has high walls around it, for protection from the dinosaurs.
One other thing you might think about is that if your continent is on a spherical world, whether it's on the northern or southern hemisphere, since this will affect the climate of the different regions, and what sorts of crops and wildlife they'll have.
You can really put as much or as little detail in your map as you want.
Solid advice, and usually what I do, or something similar. But the other way is to not draw a big map. Just start with your starting town, and maybe a 50 mile radius, with a vague sense of what else is around, then build out as the characters start traveling. The advantages can be you don’t spend a lot of time developing places that no one ever sees, and you aren’t locked in if the story really wants a different terrain than what’s on the map. If you drew a forest, but really need it to be a giant desert or ocean, you can just fill in as needed. Neither is necessarily better, depends your DM style and the campaign.
I would also suggest you consider doing an odd shaped world. Makes for a nice little easter egg for the players to discover. Yes, the Earth is a sphere. But Niven's ring world is a giant ring around the sun. Terry Pratchet has a flat world resting on elephants standing on a turtle (based on an old legend).
Get creative. Maybe your world is a klein bottle. Maybe your entire known world is inside the equivalent of a meditteran basin during the time when it was drained of water. (true story) So you are surrounded by mountains that lead to a plateau in all directions except one that leads to the ocean.
Maybe your world is literally a single large mountain, surrounded by a donut of water, with smaller mountains encircling the ocean. Maybe your people live INSIDE a dead god, floating in Astral space. Or you could just set it in the underdark with the surface controlled by Huge creatures - dinosaurs, dragons, giants, etc.
Go weird, it's a Fantasy Game. It's Dungeons and Dragons, not Students and Employees.
It's a homebrewery thing I made last month, when I started thinking about how places got their names. I feel like it is at least somewhat helpful to keep the more mundane villages and towns fro all having weirdly fantasy-esque names, and to keep naming conventions to tie the world together. For example, naming a river the River Vilhar (dwarven for "Bounty", implying it is rich in fish), and then having Vilmouth (or "Vilzagung" in dwarven) where the river empties into the sea/lake/mouth of a giant crocodile/whatever, Vilford (or "Vilvarv" in dwarven) where you would cross the river, Vilbridge (Vilubronsta) where there is a bridge, and so on. This keeps the world descriptive (need to cross the river "X"? look for a place called "X-bridge" or "X-ford"), and makes naming a lot easier than making stuff up on the spot!
I do plan to expand it a lot at some point, but for now it's just a 2-page ramble to be honest!
I'm a new dm and am looking for good map makers and tips on how to make interesting and diverse maps because I want exploration on a large scale and the map itself to be a big part of the game
Marcus mclaughlin
One way of generating a random outline for a continent is taking a bag of dice and dumping them on a large sheet of paper, and then trace the outline of where the dice landed to create the coast. Then put in mountains, typically in mountain chains instead of being alone, and frequently parallel to a coast.
Part of this step is determining where the terrain is higher and where it is lower, since your rivers will flow from higher terrain to lower terrain. Keep in mind that waterways almost never naturally branch as they flow downstream, rather, they converge, so the "v" shaped junctions are always pointing downstream. They never run from coast to coast, but that's pretty easy to avoid if you start them in mountains. Lakes also typically have no more than one waterway flowing out of them, but they may have one or multiple waterways flowing into them. Older rivers tend to meander more than younger ones, so untamed wilds should have water-ways that weave back and forth, while streams through farmland may be straighter due the canals being dug to control the waterways.
And if you decide to map wind patterns in general terms, mountain ranges that run perpendicular to the wind will typically be lush with vegitation on the side the wind is blowing on and be arid on the other side, because the mountains push the air up, which cools it, and forces the water out to fall as precipitation before it reaches the other side.
Cities tend to be near waterways, connected to the ocean, because they're typically the most efficient way of moving large quantities of goods, and because cities tend to use a lot of water. Medieval towns may be about a day's travel apart, since farmers taking their crops to sell wouldn't likely be more than a half-day's travel from the markets so they could complete the round trip back home.
For cities/towns, consider why each one exists, what good is produced there that is profitable enough for the residents to deal with whatever hardships that location offers. Maybe there's mines for precious metals or gemstones, or a magic well that brought prosperity to the founders, or maybe there's a secret feywild crossing, and the original founders made a secret deal with an archefey for prosperity.
Another thing you might do is pick some prominent monsters you want to put in your world, and assign them to regions that they're native to, and then adjust the cultures of the local settlements to reflect that. Ex: If a town is built in an area where T-Rex roam, then the city probably has high walls around it, for protection from the dinosaurs.
One other thing you might think about is that if your continent is on a spherical world, whether it's on the northern or southern hemisphere, since this will affect the climate of the different regions, and what sorts of crops and wildlife they'll have.
You can really put as much or as little detail in your map as you want.
This is probably the most in-depth and detailed explanation I could have ever asked for thank you very much for taking the time to post
Marcus mclaughlin
Solid advice, and usually what I do, or something similar. But the other way is to not draw a big map. Just start with your starting town, and maybe a 50 mile radius, with a vague sense of what else is around, then build out as the characters start traveling. The advantages can be you don’t spend a lot of time developing places that no one ever sees, and you aren’t locked in if the story really wants a different terrain than what’s on the map. If you drew a forest, but really need it to be a giant desert or ocean, you can just fill in as needed.
Neither is necessarily better, depends your DM style and the campaign.
Thank you this is what I am currently doing my main issue so far is I'm bad at accurately judging distance
Marcus mclaughlin
I would also suggest you consider doing an odd shaped world. Makes for a nice little easter egg for the players to discover. Yes, the Earth is a sphere. But Niven's ring world is a giant ring around the sun. Terry Pratchet has a flat world resting on elephants standing on a turtle (based on an old legend).
Get creative. Maybe your world is a klein bottle. Maybe your entire known world is inside the equivalent of a meditteran basin during the time when it was drained of water. (true story) So you are surrounded by mountains that lead to a plateau in all directions except one that leads to the ocean.
Maybe your world is literally a single large mountain, surrounded by a donut of water, with smaller mountains encircling the ocean. Maybe your people live INSIDE a dead god, floating in Astral space. Or you could just set it in the underdark with the surface controlled by Huge creatures - dinosaurs, dragons, giants, etc.
Go weird, it's a Fantasy Game. It's Dungeons and Dragons, not Students and Employees.
This may be helpful to you:
The Toponomy of Fantastical Worlds
It's a homebrewery thing I made last month, when I started thinking about how places got their names. I feel like it is at least somewhat helpful to keep the more mundane villages and towns fro all having weirdly fantasy-esque names, and to keep naming conventions to tie the world together. For example, naming a river the River Vilhar (dwarven for "Bounty", implying it is rich in fish), and then having Vilmouth (or "Vilzagung" in dwarven) where the river empties into the sea/lake/mouth of a giant crocodile/whatever, Vilford (or "Vilvarv" in dwarven) where you would cross the river, Vilbridge (Vilubronsta) where there is a bridge, and so on. This keeps the world descriptive (need to cross the river "X"? look for a place called "X-bridge" or "X-ford"), and makes naming a lot easier than making stuff up on the spot!
I do plan to expand it a lot at some point, but for now it's just a 2-page ramble to be honest!
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