In my previous post "The Big Bite" I wrote about working with 64K, meaning huge chunks of terrain in one go. I wrote that I decided to work using "floating" progression, start with a single tile. Enlarge the image to cover the next tile and work on it to match the first area, then save the first area as a separate file, enlarge again and repeat. That was in February, now a few months and hundreds of hours later I know better. To effectively manage 4.2 billion pixels takes organization and persistence. To reshuffle pixels was OK to do once or twice, but to rely on in as a method was not a good idea with the same area being edited in to different places and lots of copping, copying mask and other hassles.
Back to the drawing board trying to come up with a better way of trying to edit 65,536 x 65,536 (which equals 4,294,967,296) pixels. I decided to group four 8K areas into group that I name and keep in the same file all the time to make sure that each area is only edited in a single place. Below is an overview map of my Shield Land 1-64K area with the Groups in white and the XY of each 8K cell in yellow. I haven't named the top row yet, will get to them soon.
Next step was to develop a 16K (16,384 x 16,384 pixels) template, and come up with a way to include a bit of the surrounding areas to make sure that transition was seamless. To get enough of information to make sure borders where seamless without too much overhead I decided to use 500 pixel wide border areas. I created a Photoshop file that had a 500 pixels extra in every direction. Guides both at the centers to accurately place the 8K textures and masks from World Machine, and guides both at the 16K marks and 500 pixels inside.
On the image below I have colored the surrounding area part yellow, and the 500 pixel margins from this 16K area pink. I can easily select, copy and paste this information between files. Take a look at the layers panel on the right and you can see that I placed all the layers I'm working on under Group 1, and given it a mask to make sure I don't edit outside of this 16K area. The surrounding areas pated in are above this group.
This is technical, I know, but to to set up your workflow is crucial when you work with lots of huge files and more data than you can keep track of. Naming conventions and storage strategies (including backup plans) are vital, sometimes it takes weeks, months or even years between the times you access a file. It would be hard to near impossible to find and know hot it is set up without a plan and organization. Writing blog posts like this also helps me remember how I was thinking, and then rethinking things when things needed improvement. That is a whole other topic, constant improvement.
Each 64K area are 4.2 billion pixels and the Flanaess alone with require a hundred or so areas...
You can download my Photoshop 16K template here (PSB format 17GB) https://www.dropbox.com/s/alxkb5069gwi899/Shield%20Lands%201%20-%2064K%20-%20South%20Keep%20-%201.psb?dl=0
Or you can opt for a scaled down 25% size version (PSD format 1.29GB) here: https://www.dropbox.com/s/8ejlwxzz98wplbi/Shield%20Lands%201%20-%2064K%20-%20South%20Keep%20-%201%4025%25.psd?dl=0
I'll write a detailed guide to how the file is structured soon.
A group of skilled and dedicated Greyhawk fans have put together a fan made Gazetteer detailing the Gulf of Ghayar and the surrounding lands. It is a 96-page free PDF that you can download here:
https://annabmeyer.com/Downloads/other/Gulf-of-Ghayar-hr.pdf
I've been gaming in Greyhawk for 40 years now, and been very interested in the geography of the setting from the time I first opened the box and saw the Darlene map. Strangely my interested of the geography beyond the Flanaess was very limited for the most of these four decades. The main reasons are lack of information and the few tidbits I've come across so far have been underwhelming, from bad maps to un-creative names (to say it diplomatically).
As my Greyhawk mapping project have grown in detail and scope the need to place the Flanaess on the globe, if the world of Greyhawk is set on a planet which most of the lore seems to suggest, have grown more and more. When I started my foray into trying to understand the planet Oerth better it was with this limited goal of placing the Flanaess, the rest I was keen on staying away from. The lore and the tension around it I felt an urge to stay out of. Now after about 5 years of cautiously and at first reluctantly trying to build an understanding of the Oerth, it have drawn me into a whole new level of fantasy worldbuilding that I have come to love.
In 2021 I presented my first generation of Oerth maps, that you can find here: https://www.annabmeyer.com/oerth-test/. Now it is time go learn from that initial attempt and create something more useful, more detailed and to try and better inspire Greyhawk gamers to venture outside of the Flanaess.
At Virtual Greyhawk Con last year I presented the map above with the areas I wanted to focus on and improve in the next generation of my Oerth Project. Fireland, Blackmoor, west of Sea of Dust, western Dramidj ocean, central Oerik, and the large isle at the NW edge of Oerik. Fireland was included on this list anticipating a Fireland source book from CASL Entertainment. Blackmoor with the goal of making it more compatible with Dave Arneson's Blackmoor campaign and generally more interesting and appealing (in a geographic sense, still cold and uninviting!) The lands west of the Sea of Dust had some issues with mountain ranges and layout I felt waw too ad-hoc and needed some tlc. The western Dramidj and central Oerik needed attention both for it being an area great to include geography matching other settings (more on that later) and also to adjust it as part of my findings when working on Hot and Cold Oerth variants. The far western "triangle" need some more work to make it less of a triangular extension.
Fireland I haven't touched yet, i want to leave it as a placeholder until CASL publish the sourcebook for it to not create a competing geography. Blackmoor has more of an interesting coast and more of the rivers now flow into it. Western Dramidj has been more altered to include both the geography from Lankhmar and the Gaxx Worx setting of Okkorim. This is not product placement. I'm doing it both as a way to show how large the Oerth is and it can include multiple settings of various nature, and also as a way to make the planet more interesting and useful. Further west there is also a rectangle marking an area in the central Oerik, that is where I placed the terrain of the Dark Sun setting. Our Flanaess are huge compared to these other settings that cover only a fraction of the size.
Still a lot of work to do before I feel my model is good enough but this is a significant step in the right direction, and it fulfilled my initial goal, placing the Flanaess on Oerth. The map below shows both summer and winter versions with polar views as well. Orthographic projections (as seen from space) are in my opinion the way to go as they show a realistic view of areas. Real world maps have often navigation needs with requires other projections, that are angular correct for example, or focus on a particular region. There might be a need to establish a Flanaess Projection as a standard for my Greyhawk mapping centered on that region of Oerth. That would be useful for hex and other overlays, with the drawback that they would be regional. Ortho based projections are global in nature and might be the best option for using a standard that can be used globally. That is something we have to test and very in the coming year or so.
Global climate is interesting and important not only in the real world, it is equally of great interest for me in my fantasy worldbuilding. It adds a crucial layer of understanding when it comes to who and what lives (or dies) in a region, what an area looks like and as an input for history and scenario planning.
Since the OGL debacle started it seems very fashionable to create your own rule system, and I'm one of them. To my defense I did start my "MeyerHawk House Rules" project before the rumors came out from WotC HQ. My ambitions in the field of game design are modest. Designing rules are not my speciality, so making a rule system for general use are way beyond my intent.
What I want to create are a set of rules that works for me running my games for players who likes to play in my campaign. Not a new set of rules, but build on an existing rule system. Before the OGL debacle started my intent was to base it on A5E - Level Up from EN Publishing. Then came the uncertainty with the OGL turmoil and I put my project on hold. My goals for this projects are to share my rules with you, without running into licencing issues. Thankfully it is probably safer to do so now than ever before.
Time to list the goals for my house rules
I want to mess around with some aspects of the rules, but it need to "feel" like D&D. Based on the D20, use AC, the same six abilities, hit points and the other terms familiar to all D&D players.
5E rules have become a new standard for D&D games, with many more or less compatible systems available or in development, so to be compatible with this ecosystem is the best way forward. With compatibility my plans are not to make my own 5E clone, but to be able to use 5E monsters, spells and items with very little tweaking. Also for the same type of content I create for my campaign to be useful in any other 5E based game without much conversion.
When you make a RPG system for publication you make it for an audience large enough to make it a profitable endeavor. My goal is to tweak 5E to suit me and my players playing in my Greyhawk campaign. This will remove a lot of the constraints, opening up for a system of rules for more advanced magic, divine workings and planar interaction.
The biggest change I'm working on is to abandon classes. Why the heck get rid of one of the pillars of the game you probably ask?
Two main reasons, the first is to emphasize the "setting view". Meaning people in Greyhawk would not think or talk about themselves as having a "class" as in the rules, people would describe their jobs, position and what they can do. You can be a warrior, a knight or the Order, or fight for something, but that is not something that should be constrained in game mechanics.
The other reason to abandon classes are players and stories. When you start playing a character and you want to be able to cast arcane magic, so you start playing a Wizard. Twenty sessions later your interest in arcane magic might have vaned, the story taken new turns, and you want your character to develop in new directions to follow along, or to thwart a villain using other means.
I want the desire of players and the story to guide the development of characters, not a course of advancement set by the rule book. Character will be able to learn new things by spending XP and making a Learning Check. Learning things your character have experienced or can find a teacher for will be easy, other things harder and will require time or adventuring.
Another side of things are the GM - Player work load, and I intend to place a bit more of the work on the player. Having players roll more of the dice and doing a bit more of the math. This will both speed up the game and keeping the players more invested and engaged, I hope!
Numenera introduced some of this, and that inspired me. I intend to keep the math the same but to shift the "burden" on to the player. For example: use a Defensive Roll instead of enemies making Attack Rolls. A character who has an AC of 16 makes a d20+6 Defense Roll against a DC 15 Monster attack, for a monster that has +5 to hit.
This way of doing things opens up for options geared towards this way of playing, and I'm more and more open to players making almost all the rolls, like perception. It is cool when players know they screwed up a perception roll, or are sure they made a good check. I have enough to do during games anyway, and to spread the workload more evenly is a good thing I think.
This is more subtle but a very important part of any RPG, keep it playable and fun all through long term campaign where the characters advance. The various D&D editions have had built in "sweet spots" or ranges where play was fun and not bogged down with too much crunch. Usually that have meant that play from around 3rd level to 10th or so have been great. Lower level play have had characters too feeble and higher level have meant way too many die rolls and complications.
5E have done a good job with this already but I think there are a bit more to do in this area, like giving low level character more hit points, introducing a +1 Proficiency Bonus to extend low level play. For high level play I want to see if it possible to create a formula to emulate multiple attacks using only a single attack and damage roll.
A more advanced system of rules for how magic, divine and planar aspects work in the world will add depth and new challenges for high level play. The important bit for these rules are that they have to work more on a "story level" and less on the mechanical level. Die rolls and things to keep track of should be kept to a minimum, like aspects to spellcasting only coming into effect when you go to strange places or angry you god for example.
Giving players more to do during sessions give me more room for rules and principles for how the world works that I can use both for world building, adventure creation and during the sessions. How gods and magic works are two examples of this. I' will present more as it gets developed.
I think we are all ready to move on after the "OGL troubles" having learned a lot about the importance of openness and licensing. I've used Creative Commons for my Greyhawk related stuff for many years, it is great to see it is now being used more broadly even by WotC. I intend for all my house rules to be released under CC -by 4.0, meaning it can be used for anything including commercial use. Only mention me as a source for it and you're good.
I'm using Obsidian.md for my games, to manage both my rules and all the other campaign notes. It is using markdown, and can easily export to PDF and HTML. I'll present my rules tweaks in blog form and as single article PDF's at first. Bigger compilations of rules requires more work, both in the form of editing and play testing so they will take more time. House rules are by nature in more or less constant development, but after an initial period of playtest will hopefully be shareable.
Hopefully some of my rules will appeal to you and be useful in your games!
Maps are an essential part of most roleplaying games and how we use them. From the grandest setting to the tiniest dungeons, maps guides the game and show us where our heroes, and the villains, are. Maps can do more than show locations, a lot more that are not as obvious but can enhance your game.
One of the main characteristics of all fantasy worlds are the fact that it only exists in our imagination, and this makes how it is mapped even more important. We can only interact with it thought some form of, description, image, map, chart etc. Depending on our preference these various forms become the key campaign planning tool. For me as a highly visual person maps are my preferred method of discovering the world, and a text about Greyhawk without a map lacks that critical visual component. Maps are my canvas for the stories I want to weave.
To have a detailed visual view of the lands that a great map are a huge inspiration for me and since I couldn't find what I was looking for I decided to try and create it!
Now two decades later and thousands of mapping hours later I have learned to maps can be so much more than pretty pretty and accurate pictures. Change some of a maps features and it can play whole new and interesting roles in your games.
By changing the text and symbols to something weird and unintelligible, you can make the map become puzzle that needs to be translated, leading to more adventures to find out what it hides. False information leads astray making it a kind of trap.
Outdoor adventuring was barely covered at all in the early days of D&D, which seems a bit strange to me considering its roots in wargaming that usually simulated outdoors battles. It was not until AD&D1E Wilderness Survival Guide that comprehensive rules for adventuring outdoors was introduced to the game. Maps really suited to outdoor adventuring have not evolved to the same degree as dungeon maps. Mapping underground or indoor environments evolved quickly and became a standard in D&D early on, but outdoor maps not so much. Even today its hard to see a trend towards comprehensive detailed and easy to use map of outdoor areas from game publishers. Great maps can be found, but rarely at the same standard a dungeon maps, and they either cover large areas using simple (but great looking artistic) symbols or super detailed renditions of tiny areas.
It is time to try and bridge this gap y creating useable and somewhat standardized maps for overland adventuring and travel. For this I will look into the world of orienteering and military maps for inspiration and guidance. A fantasy version of these types of maps would be very useful for a lot of gamers in running their campaigns.
Combine a fantasy style orienteering map with a top down and perspective image of the area and you have a great aid for, travel, exploration and encounters in the outdoors. Making outdoors an equally interesting gaming environment.
Cartography that are either high in realistic detail, or done beautifully have an esthetic quality in itself and will cross over into the territory of illustration. This aspect are often used by publishers to promote products on covers and posters, and it works. Most of us gamers have a love for maps and like looking at them even when we are not directly trying to use them as maps.
Back home again after 10 days in Chicago and Lake Geneva WI. Tones of fun, work and a moderate case of Con Crud is the legacy of Gary Con XV!
Hosted and co-hosted several seminars including a two hour seminar where I went over things like the Role of Maps, how my Greyhawk maps have evolved, Porta Potty Scale, Oerth 2.0, Altimira and more. I will go over all of these topics in a series of posts here.
Below is the inside of my convention handout showing a few sample of my new generation of maps.
I also got to play with Ed Greenwood, in person, that was one for my bucket list ticked off. So much fun to meet old friends and new, I even started to like Ravenloft, thanks to DM Dave from GuildSuperior who ran a fantastic game for a large crowd. Despite only rolling up a random character and few minutes of prep time, thanks to a great DM, awesome players I managed to have a ton of fun and do a deep dive into horror and the creepy side of me..
Attended several seminars about various interesting aspects of our hobby and its future which I will try and write up my view on and share with you.
Thank you so much to all of my patreon members, Josh Popp and Gary Con for making me a special guest making my Gen Con trip not only possible but awesome!
An adventure for characters Levels 4-6 for AD&D 1st Edition
Get it here:
The inaugural release by the Len Lakofka Archive: LA 2 Devil's Dung
An adventure for character levels 4-6 for AD&D 1st Edition.
Get it here:
LA 2 Devil's Dung
Leaving for Wisconsin and Gary Con XV in a few days and working frantically to get as much as possible ready. As per previous Gary Cons I'm making a 12 x 17 inch folded print to hand out at my seminar.
The outside, front and back show a bit of my Oerth 2.0 model, shoutouts from my website, patreon and the stuff that are available there now.
Below are the "In the Pipeline" section with a screenshot from World Machine showing a bit of Shield Lands terrain, more Oerth 2.0, a MeyerHawk teaser and finally a mentioning of the Altamira project for Troll Lord Games.
The inside are a sneak peak at my new generation of fantasy maps showing Delard on the Nyr Dyv coast, in both 3D and top down view.
and as a special treat, seen from the south from aboard a ship a mile out. It is in the bottom of the page.
A couple of teasing screenshots showing the Serion Keep, as an area map, top down, encounter maps and used in Owlbear Rodeo.
I also included a screenshot of my Obsidian to show of the versatility of maps, especially if they can be customized to your needs, which the Photoshop screenshot indicates.
The purpose for this handout is to give the seminar attendees something to look at that will inspire them to want to know more and to see first hand what my maps looks like. I know too well the quality of presentation equipment at most venues leaves a lot to be desired, so this is way to make sure participants can get a more accurate picture even if the TV or projector are not that great.
Hopefully I can have it printed and ready for the con. I'll post a PDF for you guys here at the time of the con.
I'll post more of my presentation material as it I get it ready.
Tank you so much for making my trip to Gary Con possible, and a special shout out to Josh Popp and Luke Gygax for hosting me!
Symbols are a key part of cartography and equally so for maps of fantasy settings. Their key job is to quickly convey a lot of information in a pleasing way while also blending in with the map itself. When I started mapping Greyhawk I started with the symbology of the Darlene map and it has evolved from the five settlement icons of the 1983 Glossography. My first change was to colorize them, going with a signal yellow.
After using them for my first campaign I realized more defined settlement sizes where needed, and with them came the Metropolis, City, Town, Village etc. The categories and numbers got established for me during my D&E3E/PF1 era of gaming which are the background behind the categories on the map now.
The basic shapes of the symbols are still there, hopefully a bit more clear and easy to read from a distance. Especially the smallest symbols needed some TLC. Now each category have the same shape, Metropolis are squared, cities hexagonal, towns round and so on. The site symbols have been simplified and works better now I hope, along with a proper dungeon symbol.
The color scheme are still there. I really like it and find it useful and hopefully it is useful for other as well. The status colors are very useful but I realize now that I might need to change to floating and submerged colors to brighter blue to make them more visible against water.
In a fantasy setting settlements can be run but various forms of creatures beside humans, so have a set of icons reflecting that is both cool and useful. These are the ones I have developed so far, any more needed?
One of the key aspects when developing a symbol set this complex are how to integrate the various competing aspects. I tried to solve this by changing shape, base color, edge color and center symbol. Another aspect are icon simplicity, but to be able to understand it easily, but also to make it into vector format to be used in GIS.
This is a first draft, that I will use as a base when setting up Oerth GIS.
I'm getting ready for the Fantasy Mapping Show on the LordGosumba channel in a few minutes where I will present these and talk more about map symbols.