9 Comments

  1. Robin Dijkema
    20 January 2018 @ 11:54 pm

    Nice work…as always…
    Thanx for the comment…btw.
    As Ecology was my major, I can try to,help you is that aspect…just ask if need be…;)

    Reply

    • Thorfinn Tait
      22 January 2018 @ 12:49 am

      Thanks, Robin. 🙂 What I really need next is some guidance on what biomes to put where for the remaining parts of Davania and Skothar. I’m going to start by marking in the mountains and deserts. Then I’ll definitely need some help filling in the rest.

    • Robin Dijkema
      22 January 2018 @ 3:44 am

      I’ll try some scetches this week maybe the’ll help.I’ll try basing it on the HW planet map with Ecology logic added to Mystara history. I’ll use your map to work on.
      Anyway I found this map with Google search http://pandius.com/outer-world-unprojected-air-water-currents.jpg it seems to resemble yours, but could easily be of others.
      Maybe it is of use.

    • Thorfinn Tait
      22 January 2018 @ 9:17 am

      Some sketches would be exceedingly helpful — thank you very much!

      I haven’t seen that map before, though it is definitely a modification of one of mine. I wonder who made it?

      Found it — it’s on Pandius, so I managed to find the credit line: “by DJ Hartel, from The Piazza posted 19 October 2011”. It’s largely (though not completely) in line with my wind map (currently posted on Facebook here: https://www.facebook.com/groups/mystara.carto/permalink/1552091288212738/ ). This also predates Bruce’s article. I guess we should search out the original topic at The Piazza.

    • Robin
      22 January 2018 @ 8:56 pm

      One thing to keep in mind are the tables of the TM1/2 maps. these give dominant winds for various regions and predate even this map.
      I have delved somewhat deeper in this in an attempt to make an automated weather generator, but the project is stalled as I have not enough knowledge of excell or other to make this possible. Here is the excell file with all canon and fanon information compiled I share to begin help.
      https://drive.google.com/file/d/1zI2GeGgkrd7IVZ62iNRWruBx8pPNVXl2/view?usp=sharing
      The different sheets give other information but most can be found on sheet 3.

    • Robin
      22 January 2018 @ 8:58 pm

      Oh I forgot to mention you need to use the download button, as google docs corrupts most tables in one way or another.

  2. Simone Neri
    21 January 2018 @ 1:08 am

    Wonderful work so far! I can’t wait to see the finished work. Just a minor error I spotted on the maps: the eastern half of the (Eastern) Thanegioth Archipelago (the one with the Isle of Dread) is missing; there should be one additional large island and some minor ones east of the last long island (in SW-NE position, “Bararna” in Geoff’s works) featured on your map, which in turn is found to the east of the Isle of Dread. The missing, large, easternmost island of the archipelago should be found on the same approximate longitude of Alfeisle, in Minrothad.

    Reply

    • Thorfinn Tait
      22 January 2018 @ 12:54 am

      Eagle eyes as always, Simone. Great catch!

      I think I must have brought in the wrong 24 mile hex map for the Thanegioth Archipelago… I seem to remember one had a legend overlapping that part — perhaps the Rules Cyclopedia…?

      I’m sure I’ve also missed out some of the tiny isles in the Sea of Dread.

      Is there anything else missing, I wonder? Is there any official source for the Isles of Steam?

      I’ve added a couple of very minor isles from CM1’s map that were not present on any other maps — one or two in the Strait of Yalu, for example, where there was one right in the middle of the strait, as well as one along the Arm of the Immortals coast nearby.

  3. Carillion
    24 January 2018 @ 8:01 am

    Great work Thorf!

    I definitely think the extended far end ocean approach is the way to go, and it’s interesting to see it finally on a map. It reminds me of the Pacific Ocean in the real world.

    My understanding is that using the Hollow World atlas approach would have meant having to reconfigure (stretch) all of the canon hex maps to fit, which is certainly something I wouldn’t fancy doing!

    Reply

Leave a Reply

%d bloggers like this: