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Four Heroes for The One Ring

Four Heroes for The One Ring

I’ve been rather badly under the weather for the past few days, and not inclined to work too hard. Today, to take a break from outstanding projects, I decided to sit down and tinker with a recent purchase: the second edition of The One Ring, possibly the best tabletop RPG ever published set in Tolkien’s Middle-earth.

The four starting heroes I drew up this afternoon are based on characters I ran in the Lord of the Rings Online MMO years ago. Leonore and Morlindiel are taken almost directly from the online game, Reinald is a looser adaptation of another online character, whereas Náli is more or less original to today’s effort. In any case, I think this group would make a pretty decent starting party for the tabletop game.

I don’t know what, if anything, I’m going to do with these characters. I’ve been known to write some Tolkien fan-fiction in the past, but in recent years I’ve been trying to get away from fan-fic in favor of original work. Still, the new edition of The One Ring has certainly attracted my interest. I may even go looking for a group to play the new game with . . . in my copious free time.

Anyway, without further ado, here’s a small band of adventurers, ready to set out into the wilds of Eriador in the decades leading up to the War of the Ring.


Leonore Rushlight

Leonore is the daughter and only child of an alderman of Bree. Her parents took the unusual step of educating her as best they could, even acquiring books for her to read. She grew up rather quiet and thoughtful, and the other Bree-folk think her a bit strange, but she has already learned as much about the true history of Middle-earth as any of her people. Recently she met Gandalf the Grey at the Prancing Pony. Her long conversations with the wizard have encouraged her to seek out knowledge wherever she can find it, even if it means leaving the safety of Bree far behind.

Culture – Men of Bree

Blessing – Bree-blood (+1 Fellowship Rating)

Calling – Scholar

Standard of Living – Common

Distinctive Features – Fair-spoken, Subtle, and Rhymes of Lore

Shadow Path – Lure of Secrets

Flaws

Rewards – Cunning Make (Leather Corslet)

Virtues – Confidence

Strength 3 (TN 17)Endurance 23Valour 1
Heart 4 (TN 16)Hope 16Wisdom 1
Wits 7 (TN 13)Parry 17

Skills

Awe 0Enhearten 2Persuade 2
Athletics 1Travel 1Stealth 1
Awareness 1Insight 2Scan 1
Hunting 1Healing 2Explore 1
Song 1Courtesy 3Riddle 2 (Favored)
Craft 2 (Favored)Battle 1Lore 3 (Favored)

Combat Proficiencies

  • Axes 2
  • Bows 1
  • Spears 0
  • Swords 0

Gear

  • Treasure – 30
  • Axe (Damage 5, Injury 18, 2 Load)
  • Bow (Damage 3, Injury 14, 2 Load)
  • Leather Corslet (Protection 2d, 4 Load, Cunning Make)
  • Travelling Gear, balm to soothe pain (Healing), book of history (Lore)
  • Pony (Vigour 1)

Morlindiel

Morlindiel is a latter-day Elf, descended from Sindar who survived the fall of Thingol’s kingdom in the Elder Days. She has many years of experience as a ranger in the wilderness, protecting the Grey Havens and the borders of the dwindling Elf-realm of Lindon. In recent years she has taken to wandering far and wide across the lands of Eriador, sensing that great events are stirring and there may yet be a part for Elves to play. She has just arrived in Bree, only to meet Gandalf the Grey and a young woman named Leonore, soon becoming snarled in an adventure.

Culture – Elves of Lindon

Blessing – Elven-skill (Spend 1 Hope to gain a Magical success on a skill roll)

Calling – Champion

Standard of Living – Frugal

Distinctive Features – Keen-eyed, Swift, and Orc-lore

Shadow Path – Curse of Vengeance

Flaws – The Long Defeat (Lose maximum 1 Shadow during Fellowship Phase)

Rewards – Close-fitting (Leather Corslet)

Virtues – Mastery

Strength 5 (TN 15)Endurance 25Valour 1
Heart 4 (TN 16)Hope 12Wisdom 1
Wits 5 (TN 15)Parry 17

Skills

Awe 2Enhearten 1Persuade 0
Athletics 2 (Favored)Travel 2 (Favored)Stealth 3
Awareness 2Insight 0Scan 0
Hunting 3 (Favored)Healing 1Explore 1 (Favored)
Song 2 (Favored)Courtesy 0Riddle 0
Craft 2Battle 0Lore 3

Combat Proficiencies

  • Axes 0
  • Bows 2
  • Spears 0
  • Swords 1

Gear

  • Treasure – 0
  • Sword (Damage 4, Injury 16, 2 Load)
  • Great Bow (Damage 4, Injury 16, 4 Load)
  • Leather Corslet (Protection 2d+2, 6 Load, Close-fitting)
  • Travelling Gear, knife for skinning and cleaning game (Hunting)

Náli Silvertongue

Náli was born in the Iron Hills, moving to the renewed kingdom of Erebor after the death of the Dragon. There he has prospered, serving as an envoy and trade representative for King Dáin Ironfoot. Náli left Erebor early this year, traveling with a company of Dwarves on their way to the old mines in the Blue Mountains. On the journey, he met and befriended Reinald of Dale. Now that the Dwarf-caravan has reached Bree safely, Náli seems prepared to join Reinald on any adventures he might find.

Culture – Dwarves of Durin’s Folk

Blessing – Redoubtable (Halve the Load of any armor or helm, rounded up)

Calling – Messenger

Standard of Living – Prosperous

Distinctive Features – Fierce, Proud, and Folk-lore

Shadow Path – Wandering-madness

Flaws – Naugrim (Cannot use great bow, great spear, or great shield)

Rewards – Grievous (Great Axe)

Virtues – Hardiness

Strength 7 (TN 13)Endurance 31Valour 1
Heart 3 (TN 17)Hope 11Wisdom 1
Wits 4 (TN 16)Parry 14

Skills

Awe 2Enhearten 1Persuade 1
Athletics 1Travel 3 (Favored)Stealth 1
Awareness 0Insight 0Scan 3
Hunting 0Healing 0Explore 2
Song 1 (Favored)Courtesy 3 (Favored)Riddle 2
Craft 2Battle 2Lore 1

Combat Proficiencies

  • Axes 2
  • Bows 0
  • Spears 1
  • Swords 0

Gear

  • Treasure – 90
  • Great Axe (Damage 8, Injury 20, 4 Load, Grievous)
  • Short Spear (Damage 3, Injury 14, 2 Load, can be thrown)
  • Coat of Mail (Protection 4d, 6 Load)
  • Helm (Protection +1d, 2 Load)
  • Travelling Gear, fiddle (Song), fine tools for personal grooming (Courtesy), magnifying glass (Scan)
  • Pony (Vigour 2)

Reinald of Dale

Reinald comes from a prosperous trading family in Dale. As a younger son, he was never likely to inherit a big share in the family trade, so he sought out a position as one of King Bard’s huscarls instead. He served the king for several years, earning experience as a warrior and war-captain. Early this year, he (apparently) left the king’s service to join a band of Dwarves traveling to their old dwellings in the far-off Blue Mountains. During the journey, he met and befriended Náli Silvertongue. Now that the Dwarves have arrived safely in Bree, Reinald has left their company, and intends to seek adventure in the lands of Eriador.

Culture – Bardings

Blessing – Stout-hearted (Valour rolls are Favored)

Calling – Captain

Standard of Living – Prosperous

Distinctive Features – Bold, Generous, and Leadership

Shadow Path – Lure of Power

Flaws

Rewards – Fell (Sword)

Virtues – Dour-handed (+1 damage on a Heavy Blow)

Strength 6 (TN 14)Endurance 26Valour 1
Heart 6 (TN 14)Hope 14Wisdom 1
Wits 2 (TN 18)Parry 14

Skills

Awe 1Enhearten 2 (Favored)Persuade 3
Athletics 1 (Favored)Travel 1Stealth 0
Awareness 1Insight 2Scan 1
Hunting 2Healing 0Explore 1
Song 1Courtesy 2Riddle 0
Craft 1Battle 3 (Favored)Lore 1

Combat Proficiencies

  • Axes 0
  • Bows 1
  • Spears 0
  • Swords 3

Gear

  • Treasure – 90
  • Sword (Damage 4, Injury 18, 2 Load, Fell)
  • Bow (Damage 3, Injury 14, 2 Load)
  • Mail-shirt (Protection 3d, 9 Load)
  • Shield (Parry +2, 4 Load)
  • Travelling Gear, coil of rope for climbing (Athletics), lodestone (Travel), fine pipe for relaxation (Insight)
  • Pony (Vigour 2)
Two Planetary Systems

Two Planetary Systems

Time for a quick taste of how the new Architect of Worlds version is turning out.

Long-time followers of this project will remember the two running examples in the draft: planetary systems named Arcadia and Beta Nine that are intended to demonstrate how the system works in practice. I’m in the process of re-working all of the examples, which should be the last step before I share the current draft with my patrons and my readers here.

Here are a couple of tables to suggest some of the results of the revised system.

Arcadia Planetary System
Orbital RadiusPlanet TypePlanet MassDensityRadiusSurface Gravity
0.254 AUTerrestrial Planet0.260.754470 km0.53 g
0.380 AUTerrestrial Planet1.751.097460 km1.28 g
0.580 AUTerrestrial Planet1.341.106800 km1.17 g
1.00 AUTerrestrial Planet0.220.744250 km0.49 g
2.12 AUPlanetoid BeltN/AN/AN/AN/A
4.08 AULarge Gas Giant4600.2084100 km2.64 g
8.12 AUMedium Gas Giant1800.07585300 km1.00 g
12.0 AUSmall Gas Giant52.00.1445800 km1.00 g
17.6 AUFailed Core2.801.138620 km1.53 g

Not too many surprises here – this resembles the previous version’s Arcadia system fairly strongly. For some context, the primary star here is a singleton K2V, with about four-fifths the mass and one-third the luminosity of Sol. The third planet (at 0.58 AU) is the Earthlike candidate that I intend to use as an example for the last portion of the design sequence.

Beta Nine Planetary System
Orbital RadiusPlanet TypePlanet MassDensityRadiusSurface Gravity
0.027 AUTerrestrial Planet1.221.096610 km1.13 g
0.038 AUTerrestrial Planet0.941.016220 km0.99 g
0.062 AUPlanetoid BeltN/AN/AN/AN/A
0.135 AUSmall Gas Giant12.00.2922000 km1.00 g
0.390 AUFailed Core2.801.168540 km1.56 g

The Beta Nine primary is an M4V red dwarf, with about 0.18 solar masses and less than 1% of Sol’s luminosity. It also has a brown-dwarf companion that cuts off planetary formation too far away from the primary. This planetary system is actually quite a bit different from the previous draft’s Beta Nine. The new model I’m using provides enough planetesimal mass for at least a small gas giant world, and it also allows for the possibility that some of that planetesimal mass “migrates” into the inner system to help form rocky worlds. So we end up with more planets this time, and the terrestrial worlds are considerably bigger.

One inspiration here is the TRAPPIST-1 planetary system. My old model didn’t have much trouble generating a planetary system like that for a small red dwarf, but it needed a pretty massive protoplanetary disk to do it. Under the new model, a red dwarf star doesn’t need an improbably big disk mass to have a chance at Earth-sized worlds. Given how many red dwarfs we’ve found with planets of significant size, I suspect the new model fits the facts better.

I’m hoping to have the new draft out as a free update for my patrons, and as an update to the version posted on this site, within a few days.

Two Starships

Two Starships

I’ve been playing with the current (Mongoose Publishing) edition of Traveller, specifically their version of the High Guard starship design rules. Here are a couple of ship designs that might possibly be relevant to another project I’m working on. Also, hopefully, of interest to Traveller fans . . .

Niarchos-class Far Trader (Modified)

These small merchant vessels are based on the TL12 Niarchos-class far trader, but have been specifically modified to support covert operations. They may (appear to) make a profit through normal free-trade operations, but are also likely to be covertly subsidized by an interstellar state.

  • Tech Level: 12
  • Hull: 200 tons, streamlined (80 Hull points, MCr12)
  • Armor: Crystaliron, 2 points (5 tons, MCr1.2)
  • M-Drive: Thrust 2 (4 tons, MCr8)
  • J-Drive: Jump 2 (15 tons, MCr22.5)
  • Power Plant: TL12 Fusion, Power 105 (7 tons, MCr7)
  • Fuel Tanks: Jump 2, 4 weeks operation (41 tons)
  • Bridge: Standard (10 tons, MCr1)
  • Computer: Computer/20 (MCr5)
  • Sensors: Improved (Power 4, 3 tons, MCr4.3)
  • Weapons: Double turret with pop-up mounting, Pulse Laser x2 (Power 9, 2 tons, MCr3.5)
  • Systems:
    • Fuel Scoop
    • Fuel Processor – 40 tons/day (Power 2, 2 tons, MCr0.1)
    • Cargo Crane (3 tons, MCr3)
    • Advanced Probe Drones – 5 TL12 drones (1 ton, MCr0.8)
    • Library (4 tons, MCr4)
  • Staterooms:
    • High Staterooms x1 (6 tons, MCr0.8)
    • Standard Staterooms x8 (32 tons, MCr4)
    • Low Berths x6 (Power 1, 3 tons, MCr0.3)
  • Software:
    • Electronic Warfare/1 (Bandwidth 10, MCr15)
    • Maneuver/0 (Bandwidth 0)
    • Jump Control/2 (Bandwidth 10, MCr0.2)
    • Library (Bandwidth 0)
  • Common Areas: 10 tons (MCr1)
  • Cargo: 52 tons
  • Standard Crew: Pilot, Astrogator, Engineer, Gunner, Medic, Steward. Usual crew roster combines Pilot and Astrogator, Engineer and Gunner, and Medic and Steward.
  • Cost: MCr93.7, monthly maintenance cost Cr7810.

Chen Zuyi-class Corsair

These ships were designed for long-term operation and small-scale commerce raiding in hostile space. Most of them have been sold to pirates, mercenaries, planetary governments seeking to maintain their independence, and other “troublemakers.”

  • Tech Level: 11
  • Hull: 400 tons, streamlined (160 Hull points, MCr24)
  • Armor: Crystaliron, 4 points (20 tons, MCr4.8)
  • M-Drive: Thrust 3 (12 tons, MCr24)
  • J-Drive: Jump 2 (25 tons, MCr37.5)
  • Power Plant: TL8 Fusion, Power 250 (25 tons, MCr12.5)
  • Fuel Tanks: Jump 2, 4 weeks operation (83 tons)
  • Bridge: Standard (20 tons, MCr2)
  • Computer: Computer/15 (MCr2)
  • Sensors: Military Grade (Power 2, 2 tons, MCr4.1)
  • Weapons:
    • Triple turret, Pulse Laser x3 (Power 13, 1 ton, MCr4)
    • Triple turret, Pulse Laser x3 (Power 13, 1 ton, MCr4)
    • Triple turret, Missile Rack x3 (Power 1, 1 ton, MCr3.25)
  • Systems:
    • Fuel Scoop
    • Fuel Processor – 80 tons/day (Power 4, 4 tons, MCr0.2)
    • Cargo Crane (3 tons, MCr3)
    • Breaching Tube (3 tons, MCr3)
    • Forced Linkage Apparatus (2 tons, MCr0.075)
    • Armory x2 (2 tons, MCr0.5)
    • Medical Bay (4 tons, MCr2)
    • Training Facilities x12 (Power 24, 24 tons, MCr4.8)
    • Workshop x2 (12 tons, MCr1.8)
  • Staterooms:
    • High Staterooms x1 (6 tons, MCr0.8)
    • Standard Staterooms x4 (16 tons, MCr2, set up for double occupancy)
    • Barracks x12 (24 tons, MCr1.2)
    • Brig x1 (4 tons, MCr0.25)
    • Low Berths x6 (Power 1, 3 tons, MCr0.3)
  • Software:
    • Fire Control/1 (Bandwidth 5, MCr2)
    • Maneuver/0 (Bandwidth 0)
    • Jump Control/2 (Bandwidth 10, MCr0.2)
    • Library (Bandwidth 0)
  • Common Areas: 13 tons (MCr1.3)
  • Cargo: 90 tons
  • Standard Crew: Pilot, Astrogator, 2 Engineers, 3 Gunners, Medic, 12 Marines.
  • Cost: MCr145.575, monthly maintenance cost Cr12200.
World-Building Exercise: St. Basil

World-Building Exercise: St. Basil

Here’s a bit of additional world-building for the Scorpius Reach setting, mostly done with the current draft of Architect of Worlds.


St. Basil is the fourth planet of the A component of a binary star system. Its primary star is named Emmelia. Emmelia is a typical Population I star, somewhat more massive, hotter, and brighter than Sol. It possesses a substantial family of planets.

Emmelia

  • Mass: 1.06 Sol
  • Age: 5.7 billion standard years
  • Metallicity: 1.0 standard
  • Luminosity: 1.63 Sol
  • Effective Temperature: 5940 K
  • Spectral Classification: G0V

Mazaka (Companion Star)

  • Mass: 0.55 Sol
  • Age: 5.7 billion standard years
  • Metallicity: 1.0 standard
  • Luminosity: 0.06 Sol
  • Effective Temperature: 3850 K
  • Spectral Classification: M0V
  • Orbital Radius: 96.8 AU
  • Eccentricity: 0.25 (Forbidden zone at 24.2 AU)
  • Orbital Period: 750.6 standard years

Planetary System Summary

Planets and other major bodies in the Emmelia star system are named after people associated with St. Basil the Great.

OrbitNameUPPNotes
0.20 AUMeletiusY7A0000-0Tide-locked world with a hot carbon-dioxide atmosphere. No moons.
0.36 AUEustathiusY8A0000-0Tide-locked world with a hot carbon-dioxide atmosphere. No moons.
0.62 AUSt. MacrinaY600000-0Hot airless world. No moons.
1.28 AUSt. BasilC645456-8Primary world in the system, with a thin but breathable oxygen-nitrogen atmosphere tainted by biotoxins, a moderate amount of liquid surface water, and a temperate climate. Colony world. No moons.
1.85 AUSt. GregoryLarge GGSpectacular ring system. One large moon, many moonlets.
3.83 AUSt. PetrosMedium GGModerate ring system. Two large moons, several moonlets.
7.17 AUSt. NaucratiusSmall GGModerate ring system. One large moon, several moonlets.
11.61 AUJulianosYAA0000-0Dense, bitterly cold hydrogen-helium atmosphere. No moons.

St. Basil

St. Basil is a marginally habitable world. It has a pleasant climate in limited regions of the surface, but the local ecology is somewhat incompatible with human biochemistry and airborne toxins are common.

Orbital and Rotational Parameters

  • Orbital Radius: 1.275 AU
  • Orbital Eccentricity: 0.08
  • Orbital Period: 12260 hours
  • Rotation Period: 21.50 hours
  • Local Day: 21 hours, 32.5 minutes
  • Local Year: 569.13 local days
  • Obliquity: 24° (unstable)
  • Satellites: None

Mass and Surface Gravity

  • Mass: 0.47 Earth
  • Density: 0.92 Earth (5.08 g/cc)
  • Radius: 5090 km
  • Surface Gravity: 0.74 standard

Geophysics

  • Geophysical Parameters: Mature plate lithosphere with mobile plate tectonics
  • Magnetic Field: Strong
  • Hydrographic Coverage: 50%

Atmosphere

  • Surface Atmospheric Pressure: 0.69 atm
  • Atmospheric Components (by Mass):
    • Nitrogen 75.5%
    • Oxygen 22.3%
    • Carbon Dioxide 0.4%
    • Argon 1.0%
    • Water Vapor 0.3%
  • Atmospheric Scale Height: 11.6 km
  • Atmospheric Classification: Thin, tainted (low oxygen content, seasonal airborne toxins in regions of plentiful native vegetation)

Climate

  • Blackbody Temperature: 279 K
  • Bolometric Albedo: 0.27
  • Total Greenhouse Effect: 31 K
  • Average Surface Temperature: 289 K

Native Life

  • Age of Advanced Biosphere: 1.71 billion standard years
  • Dominant Life Forms: Sophisticated animals, both aquatic and land-based, including several pre-sentient species
  • Biochemical Compatibility: Poor

Human Habitation

  • Human Population: 50,000
  • Founder Groups: Eosi (100%)
  • Government Type: Feudal Technocracy
  • Law Level: 6
  • Starport Class: C (Routine facilities, repair yard for small ships)
  • Base Facilities: Scout base
  • Local Tech Level: 18
  • Trade Classifications: Non-Industrial

Notes

St. Basil is notable for its proximity to the massive gas giant planet St. Gregory. St. Basil and St. Gregory are in a stable 7:4 orbital resonance. While the gas giant’s influence stabilizes St. Basil’s orbit, it also causes the smaller planet’s rotational axis to undergo wild excursions over million-year timescales.

St. Basil is currently recovering from a mass extinction which apparently took place about two million years ago. The largest native land animals are about the size and sophistication of a domestic cat. The history of life on the planet is full of such incidents – the variability of the planet’s rotational axis means that its climate is also extremely unstable over long periods.

Native life on St. Basil is biochemically incompatible with Earth-derived life – the two can usually obtain no nutritional value from one another, and the very attempt is likely to provoke serious allergic or toxic reactions. Even the native plant life is prone to give off airborne toxins that can lead to serious illness or even death in Earth-derived animal life. The St. Basil colony tends to expand its territory by burning the native ecology to the ground, plowing the resulting carbon under, and then introducing Earth- or Eos-derived life forms. Humans venturing away from the protected colony are advised to wear filter masks and carry supplemental oxygen.

St. Basil was originally colonized in 2403, by founder groups of Chinese and Japanese origin. The original name of the colony was Guang. The Guang colony failed slowly after the Silence, with all human inhabitants deceased by 2600. The planet was rediscovered in 2833 and recolonized from Eos in 2840. St. Basil is currently organized as a semi-autonomous province of the Kingdom of Eos, ruled by a consortium of technical and scientific experts, with support from the Kingdom’s interstellar navy and scout service.

The local economy is more or less self-sufficient at a TL8 level. It is centered around scientific study of the native biosphere, which promises to produce a variety of useful pharmaceuticals. Prospectors have also recently discovered prodromoi remnants on the planet.

Update: The Scorpius Reach Setting

Update: The Scorpius Reach Setting

I’ve made a bunch of updates to the “Scorpius Reach” document. It’s up to about 13,000 words now, with extensive revisions to the material I published at the end of March, and a bunch of new material as well. Still a living document, but it’s a lot closer to a final release than before, and it would probably work quite well as the setting bible for a tabletop game campaign. This is a free release for my blog readers and patrons.

Here’s a link to the current draft in PDF form: The Scorpius Reach (version 0.2).

The Scorpius Reach

The Scorpius Reach

I think I’ve managed to set down enough material to satisfy my muse for the moment.

Attached to this post is a PDF with a first interim partial draft of what I’m now calling my Scorpius Reach setting – part of an original universe for the Traveller roleplaying game. It’s not very well organized yet, and far from complete, but it should be enough to at least suggest the beginnings of a Traveller campaign. If anyone feels like trying it out, I would suggest a style of play that centers on exploration, free trade, or maybe a small mercenary unit. This is a very undeveloped region of space, compared to most Traveller settings.

Where this goes from here remains to be seen. I’ll probably expand on this material as more ideas come to me, although now that my muse has been pacified I do have other projects that need to take priority. If and when I get the new Game of Empire rules worked out, this setting will probably serve as a test-bed scenario for playtesting.

Here’s the promised link: The Scorpius Reach. Enjoy!

The Great Lands: Revatheni Local Map

The Great Lands: Revatheni Local Map

. . . and here we have the last of the maps I needed to build before getting started on revisions of The Curse of Steel. Over the past couple of months, I’ve gone from maps covering two whole continents (and their history) to a map covering a major region, and now down to this local map. The entire action of the novel will take place within the territory covered by this map.

This map focuses on the lands held by the Revatheni clan confederation of the Tremara people. The Revatheni (the name means something like “those who dwell by the sacred grove”) occupy most of the land between the Dugava and Kanta Rivers, a territory totaling about 11,500 square miles. The total population of the clan confederation is about 140,000, divided among five major clans and a dozen or so minor ones. The Revatheni are an unusually wealthy tribe, partaking in a lot of the trade coming up the rivers from the south. For the past couple of generations, their leaders have been putting on airs, claiming increased privileges and calling themselves sarai (“kings”).

As with the regional map, this is a fairly finished project – I’ve placed and named all the settlements and terrain features that are likely to play any part in the revised novel. The next step is to get busy with the second draft! I hope to have the novel ready for release sometime this fall.

The Great Lands: Tremara Regional Map

The Great Lands: Tremara Regional Map

Having finished the “historical atlas” series for the Great Lands, now I’m starting to focus on maps that will help me keep track of the environment in which my characters will be moving around. This is a map of the territory inhabited by Krava’s home culture and the surrounding region.

The Tremara inhabit the region between the Blue Mountains in the west, the Black River valley in the east, the great pine forests of the Northmen, and the Lake Country to the south. It’s an area of roughly 200,000 square miles, supporting a total population of about 2.4 million. The Tremara are at an early Iron Age level of development – mostly peasant villages, ruled by a warrior aristocracy who fight from chariots with bow and spear. They have some contact with Korsanari and Sea Kingdom merchants who bring in luxury goods and new ideas – these mostly come up the rivers from the Lake Country, or across the Blue Mountains at the Trader’s Pass.

This map is a reasonably finished project, although I expect I’ll continue to tweak and add to it in the future as I develop more details of the setting.

Next project will be to focus on a small area of this map, producing a local map that should cover all the territory that plays a part in The Curse of Steel. Once that’s done, I’m probably going to have everything I need to sit down and produce a second draft of the novel.

Technical Notes: My continent-wide map was put in an orthographic projection and narrowed down to this region using GProjector (Windows version 2.1.8). An image from there was imported as a tracing overlay, and the basic map here was produced, using Wonderdraft (version 1.1) with standard symbol libraries. The final Wonderdraft product was imported into Adobe Photoshop CC, where I added the latitude-longitude grid and all the place names. I have another overlay (not visible here) with national and tribal names.

The Great Lands: Historical Atlas (Present Day)

The Great Lands: Historical Atlas (Present Day)

As the Iron Age matures throughout the Great Lands, societies everywhere have begun to transform themselves. This will not be an era of tiny tribal states, leavened with the occasional “Great Kingdom” that is still small in territorial extent. New military technologies and social organizations are clearly giving rise to an age of empire.

The superpower of the day is the Anshan Empire, the largest and most populous single state in world history up to this point. The Anshani have conquered the entire core of the Kurani zone, along with most of the old Nesali heartland and all of the upper Mereti lands. By Krava’s time they are pressing down on the Korsanari city-states of the coast, and are in a constant state of low-level war with the resurgent Mereti Kingdom in the far east. No one is quite sure what further ambitions the Anshani hold, but their kings and their jealous god show no sign of slowing down.

With the Tukhari homeland under Anshani rule, many of the colonies in the east have banded together for mutual support and defense. The core of the alliance is the city of Tukhar Nakh (“New Tukhar”), which has grown to significant size on the basis of its prosperous trade links. The allies are nominally independent of Anshani rule, and would fight Anshan if the Empire ever forced them to it. In the meantime, their interests align with Anshan more often than not, especially when it comes to holding the other great sea-faring powers at bay.

The Sea Kingdom remains relatively peaceful in strategy and intent . . . although in recent generations it has developed a truly formidable capacity for self-defense against the various “barbarians” it finds across the world. Sea Kingdom ships go wherever they choose and trade with whoever is willing, and not even Anshan has quite mustered the courage to try to oppose them. As a result, the lords of Dar-ul-Hakum have become fabulously wealthy, trading in all the luxury goods of the world. With wealth comes great power, which the Sea Kingdom has not yet decided how to use . . .

One unique facet of the Sea Kingdom’s holdings is the appearance of the Island-folk, finally reunited with all their distant cousins after tens of thousands of years. The Island-folk embraced the arrival of the Sea-Kingdom’s first ships in their distant homeland, and enthusiastically volunteered to serve aboard Sea-Kingdom ships. Over the last few generations, they have set up small communities in almost every port town in the world. Their clever minds and nimble hands make them valuable in a variety of professions: sailors, craftsmen, messengers and thieves.

The third of the great sea-faring powers is the Korsanari city-states. Like a shadow of the ancient Kavrian Matriarchy, the Korsanari have begun to build a sophisticated urban civilization of their own. The Korsanari are not venturesome sailors like the Tukhari or the Sea-Kingdom, rarely willing to sail out of sight of land. Even so, they have set up their own trade networks throughout the Sailor’s Sea and beyond. These networks are supported by a plethora of small colonies, established wherever a decent harbor and a sheltered hinterland can be found, and the local barbarians are not too hostile.

The Korsanari have also begun to trade well inland on the northern continent, seeking markets where the Tukhari and even the Sea Kingdom do not bother to go. Korsanari merchants have penetrated as far as the Lake Country and beyond, bringing the Tremara and even some of the skatoi tribes into their trade network.

As for the Tremara, Krava’s people? They are thoroughly established between the Blue Mountains and the skatoi lands across the Black River, with the pale Mervirai tribes to the north and the prosperous Lake Country to the south. Compared to the vibrant cultures around the Sailor’s Sea, they are certainly barbarians – but sophisticated barbarians, with superb visual art, even better poetry and music, and the beginnings of a literary tradition. Most of the peoples of the Great Lands know little about them and care less, but (in the persons of Krava the Swift and her friends) they are about to shake the world . . .

The Great Lands: Historical Atlas (300 BP)

The Great Lands: Historical Atlas (300 BP)

Late in the Bronze Age, iron-working technology appeared in two wide-separated places. The growing Sea-Kingdom was the first to mass-produce iron for tools and weapons, guided by the occasional instruction of the Elder Folk. The late Nesali Empire developed the new technology as well, with input from the Smith-folk enclave in their territory. The chaos of the Bronze Age collapse spread the new technique far and wide.

By the time the völkerwanderung faded, the world had changed. Almost all of the Great Kingdoms at the core of the civilized region had collapsed. The Mereti Kingdom had fallen down to a small rump state, due not to foreign invasion, but to internal decadence and anarchy. The Empire of Shuppar was gone, only its capital city remaining behind to testify to faded glory. The Nesali Empire had vanished entirely from history, leaving behind a patchwork of petty kingdoms and tribal states.

Yet new powers were also on the rise.

The Kingdom of Anshan applied iron weaponry and innovative tactical systems to place most of Shuppar’s old territory under heavy tribute. The Anshani people were soon cordially hated by all of their subjects and neighbors . . . but their armies and ruthless administration made them the new imperial power.

Meanwhile, mercantile power was making its appearance for the first time. To be sure, the high Bronze Age had boasted extensive trade networks, but these mostly involved traffic among kings and aristocrats in luxury goods. Now the Kurani city-states of the coast, most notably the towns of Buradh and Tukhar, began to trade far out across the Sailor’s Sea. The Tukhari, in particular, established trading posts and small colonies along both shores of the sea, reaching as far as the open Sunset Ocean. In part, this movement was driven by Anshani pressure; the coastal towns needed to raise great wealth to hold off imperial armies. Yet it was noteworthy that these trading ventures were led and manned by commoners, men and women of no noble blood.

And as the Tukhari venturers reached the Sunset Ocean, they encountered the men of the Sea Kingdom coming the other way.

After a thousand years of isolated development, the Sea Kingdom was ready to explore the whole world. Huge ocean-worthy ships returned to the Great Lands, establishing trading posts all up and down the western coasts, some of them venturing as far as the Mereti coast in the far east. From these outposts, wild tales came of strange lands no other man had ever seen, on the far side of the Sunset Ocean and even on the other side of the world.

The Sea Kingdom was peaceful to a fault in this era, refusing to use force to compete for trade or territory. But then, their arts and sciences were far enough beyond those of the Great Lands that they had no need to use force. No one, not even the most ruthless Anshani prince or Tukhari merchant, dared lift a hand against them. And where the sailors of the Sea Kingdom went, iron-working and the arts of civilization followed. Even the Muri cultures of the deep south came into the world community at last, picking up advanced technology and social systems from visiting Sea Kingdom ships. Several Muri tribal confederations became full kingdoms in this era, and a Muri dynasty established itself in the new Ka realm that had arisen as a rival to the Mereti.

In the north, the skatoi had settled down in what was once Rudanai territory, splitting the Maras cultures almost in half. They proved poor neighbors, although the Maras soon found that they spent as much time fighting one another as raiding outsiders.

The eastern Maras peoples established a stable status quo. The Haleari even built a network of city-states, reminiscent of the Tamiri civilization that had fallen in the same area a thousand years before. In the west, the Chariot People continued to expand, taking over the remaining Zari lands east of the Blue Mountains. One branch of the northern Kardanai were destined for special significance. These were the Tremara (Classical Korsanai trenāras, the “Mighty Folk”) – Krava’s own people, out on the historical stage at last.