Browsed by
Tag: mapmaking

The Great Lands: Historical Atlas (9,000 BP)

The Great Lands: Historical Atlas (9,000 BP)

By 9,000 years before Krava’s time, the Ice Age was in full retreat. Although a remnant of the ice sheet remained in the far north and west, most of the northern continent was becoming greener and more hospitable with each generation. Tundra turned to open steppe, and then to deep forests, spreading inexorably northward.

Both of the humanities living in the Great Lands took advantage of the new springtime.

The Smith-folk enclaves grew, and more of them took root in congenial mountain valleys exposed by the retreat of the Ice. Some of these enclaves attained populations in the low thousands, with complex social systems and even a few permanent structures in stone or wood. These enclaves had not yet acquired the mighty fortifications of later millennia, but the structure of the latter-day holdfast was finally becoming clear.

Meanwhile, the Smith-folk had become accustomed to the presence of the taller, more versatile Common-folk sharing the wide lands. They taught the newcomers (some of) their ancient knowledge, and gave away tools and artifacts of power in exchange for meat and hard-to-find materials. Some Common-folk bands even set up trading relationships, carrying light goods and ideas among the Smith-folk enclaves. The result was a tenuous network of trade and communication that stretched across two continents. This system gave rise to a variety of high Mesolithic cultures.

In one small area, the first hints of something even more significant had appeared. At the eastern end of the Sailor’s Sea, some of the Common-folk began to supplement their otherwise-typical Mesolithic lifestyle with the harvesting of wild grains. This was not agriculture – not yet – but it enabled the Common-folk of the region to attain population densities impossible elsewhere.

One of the centers of this pre-Neolithic activity was at a place called Tar-Kuran, the “high place” where a dozen disparate tribes came together to build a common ritual center. The center of Tar-Kuran was a great ring of carved standing stones, the result of thousands of man-years of back-breaking labor. When completed, the “high place” became known among the Common-folk tribes all across the Great Lands, and people came from incredible distances to see it.

What the elder peoples thought of Tar-Kuran is lost in the depths of time. It’s possible that some of the Smith-folk of the southern continent aided in its planning and construction. They could not, however, have been prepared for some of the consequences. For at Tar-Kuran, the placation of land-spirits and hunting-spirits, and elaborate rituals for the grain harvest, gave rise to something genuinely new. Some spirits invoked at the “high place” thrived upon the attention and fearful supplication of the Common-folk . . . becoming the first gods to dwell in the Great Lands.

Here’s a link to the DeviantArt page for this map.

The Great Lands: Historical Atlas (25k BP)

The Great Lands: Historical Atlas (25k BP)

For many thousands of years, the Great Lands remained divided. The early Smith-folk had the northern continent to themselves, while the Common-folk spread across the southern continent. The two land-masses approached one another in the narrows of what would one day be called the Sailor’s Sea, but there was no land bridge to facilitate interaction. Only at the height of the glacial age did the two peoples finally come into sustained contact.

In the north, the Smith-folk had evolved a distinctive way of life. A few bands wandered far and wide across the northern continent, following a primitive hunter-gatherer existence. Others gathered in specific upland areas, alpine valleys or mountain slopes that proved especially congenial. There, they used their growing skills with spirit-magic to build and support extended communities. Hundreds of people might live in close proximity, staying in the same area for years at a time, supporting skilled specialists in the arts of tool-making and spirit-binding. These early tribal communities were the first seeds of the Smith-folk holdfasts of later millennia.

The Smith-folk had long since been aware of the southern continent, but it was not until the Last Glacial Maximum (about 25,000 years before Krava’s time) that some of them found a way across the narrows. Overcoming their natural aversion to the sea, enough tribes made the crossing to establish two new communities on the southern continent. There, they came into contact with the Common-folk, leading to trade and the exchange of ideas. The southern Smith-folk tribes soon became the largest and wealthiest of their kind.

From their new neighbors, the Common-folk learned of the vast new lands to the north. Some of them soon began to venture their own crossings of the narrow sea. It was a slow process, taking many centuries, but over time the Common-folk became well established on the northern continent. Some of them turned west, living in caves and sheltered coastal areas, mostly living on fish, shellfish, and small game. Others, more ambitious, turned north or east, hunting the megafauna of the plains. When the Ice began to retreat, tribes of the Common-folk were there to take advantage . . .

Here’s a link to the DeviantArt page for this map.

The Great Lands: Historical Atlas (100k BP)

The Great Lands: Historical Atlas (100k BP)

While I do world-building for my fantasy novel-in-progress (The Curse of Steel), one frustrating feature of the process is that I have a hard time keeping all of my ideas for the back-history straight.

Now that I’ve managed to finish a world-overview map that I’m happy with, the idea came to me to build a series of “historical atlas” maps, some taking in the whole continent-scale view, others narrower in scope. Inspiration comes from sources like Colin McEvedy’s Penguin Atlas of Ancient History, which is full of nice, clean schematic maps describing the Western world through late antiquity. Here I’ve decided to try my own hand in the same style, using some color instead of David Woodroffe’s extensive use of cross-hatching.

Here’s a link to the DeviantArt page for this map.

Historical Context

The earliest history of the Great Lands begins about 100,000 years before the time of Krava the Swift.

At this time, the world had been enjoying a long period of warm climates, with almost no glacial ice and forests reaching up into the polar regions. The planet was inhabited by a humanoid species, the “Elder Folk” (Homo antecessor). These people were small and gracile, not very bright by modern standards, but capable of simple language, tool use, and some exploitation of naturally occurring fire. They had evolved in the southern continent of the Great Lands over a million years before, pursuing a flexible hunter-gatherer lifestyle that permitted them to spread across much of the planet.

Now a new evolutionary challenge was about to arise, one that the Elder Folk were ill-equipped to meet: the resurgence of a deep glacial age, longer and more bitter than any that had come before. As the climate shifted and ice began to move south, the Elder Folk were driven before it. Many of the scattered bands perished, unable to adapt to the new conditions.

It was at this juncture that something intervened, rescuing thousands of the Elder Folk from the western regions of the Great Lands. The rescued people were moved across the sea, and then into the oceans of heaven, to live among some benevolent spirits or gods. There they grew and changed over many generations, someday to return to the world in a new guise.

The survivors who remained behind adapted or died out. At least three new human species appeared over the tens of thousands of years of the Ice Age, all descended from the Elder Folk.

In the northern continent, the people who would one day be called the “Smith-folk” (Homo faber) appeared. These people were taller than their ancestors, and much more robust, stocky, tough, and very strong. Even early in their history they had a gift for making, for adapting the natural materials they found into useful tools. They also had an unusual relationship with spirits of the natural world. They learned to capture spirits, bargain with them, and bind them into made things to produce powerful artifacts of enchantment. All of these new skills gave the Smith-folk the chance to survive the worst that the Ice Age world could do to them. They preferred the hills and mountain slopes, where they could hunt both beasts and spirits, and where they eventually learned to find the ores of useful metal.

In the southern continent, the “Common Folk” of later eras (Homo sapiens, the analogues of our own humanity) arose in the sahel zone south of the great desert. The Common Folk grew even taller than their northern cousins, but not as robust or strong. They failed to develop the same spiritual gifts, tending to fear spirits rather than think of them as partners or servants. On the other hand, their capability for abstract thought and spoken language was more sophisticated, destined to help them develop the richest cultures on the planet. Slowly, they spread along the coasts of the southern continent, keeping away from the heart of the desert.

Far away in the east, another population of Elder Folk survivors evolved in a different direction. Amid a rich archipelago, the “Island-folk” (Homo insularum) grew small and nimble, but also bright and quick of mind, the better to hunt the abundant game (and avoid larger predators). The Islanders remained far distant from the rest of the world, to appear in a far distant era.

All four of these survivor species grew in isolation, as the abandoned Elder Folk populations dwindled and became extinct. Not for many thousands of years would they all come into contact, in the centuries leading up to Krava’s time . . .

Revised Map of the Great Lands

Revised Map of the Great Lands

Lately I’ve been working on back-history and geography for The Curse of Steel, and for the EIDOLON-based world-pack I’m writing for parallel publication. This has caused me to experience greater and greater frustration with the world map I built last fall . . . so yesterday I bit the bullet and got to work revising that.

Fortunately, the Wonderdraft tool makes this kind of work very easy. As of this evening, here’s the result – a full Version 2.0 of the Great Lands map:

Here’s a link to the DeviantArt page for the work, in case you’d like to look at or download a more high-resulution image.

This is a big step forward! Next I’m going to be using this map as the basis for a kind of “historical atlas,” a series of schematic images that will help me nail down the historical timeline. Some of those may end up going in the world-pack too, but we’ll see how well they turn out. If this does nothing more than help me visualize how Krava’s world evolved, mission accomplished.

Some Map-Making Techniques

Some Map-Making Techniques

Having produced the continent-scale overview map for Kráva’s world. my next step was to produce a narrow-focus map for the region in which (most of) the story of The Curse of Steel takes place. After a fair amount of tinkering – and a remarkably timely suggestion from my wife – I’ve developed a workflow to do that.

As a reminder, here’s the overview map:

It’s important to note the projection this map is in. It’s in an equirectangular projection, with the standard parallels both on the equator. That means the scale only works along lines of latitude and longitude, and it only consistently represents degrees of arc. What you cannot do with this map is to assume that it has any kind of consistent distance scale.

That’s a problem for any local map, where I might want to conveniently measure off distances to estimate travel times, or the size of occupied territories, or some such thing. What I want to do is “zoom in” on a much smaller region, then change the map projection so that a flat map with a constant distance scale can at least approximate the real situation.

I spent a few hours on Saturday messing with Photoshop, trying to approximate the coordinate transform that would take me from an equirectangular projection to (say) a gnomonic projection. Much frustration followed, with several pages of trigonometric scratchings and a great deal of button-punching on my calculator (hooray for my reliable old Texas Instruments TI-83 Plus, which has been a standby for twenty years now).

At which point my wife, bless her, looked over my shoulder, listened to my explanation of what I was trying to do, and said, “Why are you messing with all of that? Hasn’t someone developed a tool to do it?”

At which point I (figuratively) facepalmed hard enough to give myself a concussion. Because, indeed, someone has developed a tool to do that.

Witness G.Projector, a Java-based application developed by NASA at the Goddard Institute for Space Studies (GISS), available for free to the public, which is all about making quick seamless transformations from one map projection to another.

Turns out that it’s trivial to load any map or image that’s in equirectangular projection into G.Projector, after which it will begin by showing you, by default, an orthographic projection of the same image – as if you were off at a distance and looking at the image spread across a globe:

Now, that much I already knew how to do – G.Projector has been in my toolkit for quite a while. What my wife’s suggestion drove me to do was to see whether the tool could do the rest of the job – move in on a specific region, and then change the projection to one more suited for making a flat map of a small region.

Turned out, that wasn’t all that difficult. A very few minutes of directed tinkering, and I was first able to zoom in on the region I wanted, and then change to a gnomonic projection instead:

From there, it was just a matter of saving that result as a JPEG image, then importing the JPEG into Wonderdraft as an overlay. A few hours of work later, and I had a very fine map to track Kráva’s progress on:

I took a few liberties in the translation, of course – added a few rivers and a terrain feature or two that weren’t on the continent-scale map. Hey, this is my world, I can fiddle with it if I want to. I suppose I might go back to the large-scale map and add in a few details, but that’s not going to become necessary unless – by some miracle – the novel actually finds a substantial audience.

More importantly, I now have a workflow I can use to produce useful, consistent maps for the expanding story, with just a few hours of work and no painstaking mathematics. Thanks, sweetheart!

New Map for Kráva’s World

New Map for Kráva’s World

Stayed home today with some kind of ick, which let me catch up on sleep . . . and also gave me a chance to play with Wonderdraft a bit more. Lo and behold, with a little work, I’ve been able to finish the top-level reference map for The Curse of Steel. Here it is:

If you’re interested in more of the technical details, or a more high-resolution image to look at or download, here’s a link to the pertinent page on DeviantArt.

This will be my primary reference map from now on, while I work on the story. I plan to produce some regional maps too, so I can keep locations and distances straight in my head. With Wonderdraft that should be a snap. The only trick will be converting from the plate carrée projection here, to a more conformal projection for the little local maps. I think I’ll be able to do the requisite transformation, or at least approximate it, in Photoshop.

In the meantime, I’m very pleased with the results. This map took a lot less time to produce than similar efforts using only Photoshop, and the result looks better. Wonderdraft is an excellent tool for this kind of work!

Status Report (15 October 2019)

Status Report (15 October 2019)

After a week of reading other people’s work and providing feedback on the Chapterbuzz site, I’ve swung back to working on The Curse of Steel. The feedback I got was a little thin, although three or four people did offer at least a few suggestions apiece. I’ve already gone through and done revisions in accordance with those, and now I’m back to writing new material. As of today, I’ve reached the projected half-way point in the draft – over 60k words!

Meanwhile, over the weekend I picked up a new map-making application, called Wonderdraft. This is an indie production, designed as far as I can tell by a single coder. It doesn’t have nearly the feature list of my usual toolset (Photoshop), but it’s geared almost entirely toward drawing fantasy maps, and for that purpose, it’s pretty slick. The fact that you can “paint” areas of the map with things like mountain or forest icons, and the tool will automatically change up the current icon and make sure there aren’t any collisions with other symbols? Good Lord, that’s useful. I can’t begin to count how many hours I’ve spent in Photoshop, laboriously clicking through mountain or tree icons and placing them one . . . at . . . a . . . time.

Here’s an example – this is the current partial draft of the main continental map for The Curse of Steel, which I’m using to plan out the back story and plot on the largest scales.

Not nearly finished, obviously – I’ve got a ton of layers to paint onto this yet. But the above took a lot less time than it would have in Photoshop, and the tool is doing a nice job of freeing me from drudgery so I can concentrate on being creative. Those mountain ranges, for example, took only 15-20 minutes to plan and paint onto the map. Looks like a hard recommend from me.

Status Report (22 August 2019)

Status Report (22 August 2019)

Meanwhile, I think I’ve done enough work on constructed language, development of names for tribes and places, and filling in details on my overview map. At least for the moment. Now I can get back to the story and write . . . probably about half of the planned length for The Curse of Steel.

Here’s the result: a clipped piece of the overview map, still missing some details around the edges but more than enough to help me keep all the pertinent features in mind.

Ravatheni tribal lands, and their neighbors

The first part of the plot has Kráva and her companions traveling from Taimar Velkari (“hill-fort of the wolves”) across Ravatheni territory, into and through the Silent Forest, and over a mountain pass into the western lands by the sea. With plenty of detours and adventures along the way, of course. As the raven flies, it’s a distance of about 220 miles, maybe eight or nine days’ journey if everything goes well. Everything is not going to go well.

Status Report (10 August 2019)

Status Report (10 August 2019)

I’ve got a weekend more or less to myself here – no need to go into the office, and my wife and our daughter are out-of-state visiting family, so it’s just me and my son doing the bachelor thing. Good time to get some work done on The Curse of Steel.

The major project right now is a map of the main area of action for this first novel. Decent progress thus far:

Work in progress . . .

Still need to finish marking in terrain features, although the main line of the Blue Mountains is in place. Then it will be time to put down forest icons to mark wilderness areas. I think I’m going to be sparing with that, since almost the entire map is wilderness to some degree! Then a few settlements and place names, and I’ll have enough to push forward with the novel. I imagine the map will get filled in further as I write this (and hopefully future) stories.

Meanwhile, I’ve posted the first chapter of the draft novel – a short story titled “Kráva and the Skátoi” – to the “Free Articles and Fiction” section in the sidebar. Here’s a link to the page as well.

I think tomorrow I’ll continue to work on the map, and I might start looking for art assets I can use to create images of Kráva and her world.

First Sketch Map: Talmoi Móran

First Sketch Map: Talmoi Móran

Now that I’ve got a solid foundation for my constructed languages for The Curse of Steel, I’ve rewritten about the first 10 kilowords of the novel, and I’m pretty happy with how that much has turned out. Now, though, Kráva and her friends are about to leave their starting point and set out cross-country, and I need to have a good picture of their surroundings. So now it’s time to do some map work.

Over the past couple of evenings I’ve laid out a very rough sketch map of parts of the continent Kráva’s people call Talmoi Móran, or “the Great Lands.” This is roughly equivalent to Europe (or western Middle-Earth), stretching from about 30 to 65 degrees North latitude, and across about sixty degrees of east-west longitude.

Kráva begins her adventure in the region labeled the Tremára Lands, an area roughly the size of France, bounded by the major Black River on the east, the Blue Mountains on the west, and a series of large inland seas (the “Great Lakes”) on the south. The Tremára (“Mighty Folk”) are one branch of the so-called “Chariot People,” this universe’s equivalent of the Indo-Europeans. The Chariot People have been spreading out from their eastern homeland for a few millennia at this point, and most countries around the edges of the Great Plains at the center of the map are inhabited by their offshoots.

I don’t think I’m going to go to great lengths to fill in this map in fine detail, not yet and possibly not ever. All that’s important for now is that I get a general idea of where everything is. I also got a reality check: I used an application called G.Projector to overlay this map on a map of Earth, just to be sure the layout and scale were at all plausible. So far, so good.

I might use this sketch map to work through some of the climate zones, just to be sure I know how that will fall out. But the most likely next step is to focus on the Tremára Lands area, and possibly the coastal regions adjacent to it, which is where about three-quarters of The Curse of Steel will be set. That map, I’ll probably take some time with.