Sometimes I like drawing maps of made-up places.
Eoh was a world my college RPG group created for the very customizing system Burning Wheel. Unfortunately I wasn’t present for the “world burning” session where they created the original map, but they left me a blank spot on the map and brought me their drawing to work from.
I did a colored draft of it and then once the others had checked it, I went to work with “colored pencils” on my drawing tablet.
See the ridiculously large version here.
My country was called “the States of Veldatha” and was located between the mountains and the forest, north of the desert and south of the wasteland. I basically pictured it as a modified Rohan, perhaps with some Germanic/Viking influences.
The States of Veldatha is an amalgamation of 18 semi-feudal city-states, between the Argus Peaks and Tawar-Avarin, and bordered to the north by the Ehwaz River. All of Veldatha is known for its livestock, its song-legends, and its viking-like warriors, which (until the Diat Council was formed about 80 years ago) has been cause for a certain amount of internal fighting. The Diat consists of representatives from all the city-states, usually blood-relations of each ruling family. As one can imagine, there is a lot of tense politics and precarious treaties between the families, and nobody wants to let anyone have more than their share of power for fear of someone getting out of hand and steamrolling the country.
I wrote a vast amount of information for the game’s wiki. According to my notes, the Diat was a small court of representatives, blood relatives of the each of the city-states’ ruling families. They then elected the Markgraf, who led the Diat, although in the 80 year history of the Diat, the Markgraf position has been hereditary and has held little real power. I also wrote up a paragraph about each Veldathan city marked on the map (clearly I did not have much keeping me busy that summer) as well as this, about a sort of haunted estate, I guess.
Wynn Talthome is about five acres of rocky, verdant land at the feet of the Argus Peaks. The rich green land is surrounded by hills, many of which are ancient burial-mounds, and fields kept by the peasants of Sive Lasair village. A river from the mountains breaks on the rocky hills above Wynn Talthome, splitting into a myriad of criss-crossing channels until they find their way over the final ledge and down to the swampy area below. The crystal-clear water is one of the attributes of Wynn Talthome, but there are other reasons it is believed to be a holy place.
- The tall, rough pillars rising out of the grassy hillside are carved with twining figures and runes
- Strange lights can be seen at times
- Caves around the splitting of the river were once popular birthing-places, said to bring the blessing of the earth to the newborn
- It is believed that the veil separating Veldatha from the spirit world is thin at Wynn Talthome, and elements of power can be more easily accessed there
- The few keepers of Wynn Talthome are said to have the powers of the seer
- Some claim the site marks the center of the eastern continent
- The burial-mounds of kings of yore have long been a testament to the importance of the location
Wynn Talthome is not within the bounds of any Veldathan city-state, by decree of the Diat. It is south of Selvador.
Although I wrote a paragraph about Selvador, it doesn’t seem to be marked on the map – my notes say it was “along the feet of the Argus Peaks.”
Ahshorahn is an Uru-style Age written by K’laamas, with puzzles intended to teach explorers about the language of the D’ni, which I rendered into a color version after talking over his idea with him at Mysterium 2013 in Rochester. I believe the idea is that you would link in on the grassy floor of the circular caldera, surrounded by some pleasant gazebos and a line of elegant trees, with a reflecting pool in the center. I picture it with big orange koi drifting about in the ripply sunlight, although I don’t know what his plan was. Stairways built up into the caldera wall lead to an indented open-air walkway, where puzzle stations unlock a tunnel through the outer wall to a balcony, with a route leading down onto the outer slope of the caldera. Scrub brush and trees have occasionally found purchase in the gullies of bright red soil.
Inaltahv was a little island I made up during my summer co-op at RIT in 2008. The idea was to fix some issues with Myst island while staying close to the same concept. Leaving the island and food and water sources were the main things. The pond in the middle is supposed to be reminiscent of the Cleft, with a little observation laboratory above it. Like the Cleft, there were tunnels carved into the walls of the pond fissure, for more living space and other undetermined things. Check out the little tiny telescope and the “slumping” of the island from wave action that I worked in!
Hexe Island is also from all the way back in 2008; I had posted it on my dA page of Mysty stuff. “Hexe” is the German word for “witch,” which I thought was pretty appropriate for this lava-lit island with its skeletal trees and ruined towers. The center of the island is just a big pool of lava bubbling away, which I guess is why the island is all ruined and probably uninhabited these days.