I love working with Krita. It’s so much fun. I think it looks amazing.
I’m not happy with the labels on the map because the only fancy way of writing I ever learned was back in primary school and this still looks like written by a 10 year old. But they are all on a separate layer so I can easily switch them out for something nicer later.
One issue I already discovered with the previous map is that at this scale it becomes quite difficult to make city names at a readable size. There just doesn’t seem to be enough space for it. But then, when you look at actual medieval maps, they seem to have had the same issue as well, and they often look incredibly messy and crammed. Maybe I’ll give that a try later, but for now I think this looks really good.
Now admittedly a very crude map. I’ve not been using a tablet for drawing much yet. And I realized that a size that might work for a poster map might not quite do the job on a screen. But overall I really like how Krita simulates brush strokes. With some more practice, this could look really good.
This map shows the current state of the setting and I haven’t really been doing any meaningful changes in the last couple of weeks, so I think this is actually pretty close to final. Just let me tell you that trying to draw a setting that is almost entirely just coast is a bit weird.
The dots are marking cities, which are all unnamed yet. White is snow people, green wood people, red stone people, grey ash people, and blue sea people. The fog people and deer people don’t have any real cities.
As a scale reference, the countries of northern and eastern Europe happen to line up really well.
However, keep in mind that the parts represented by Russia and Scandinavia are almost completely uninhabited. That makes the central populated part of the setting actually rather small, but that suits me just fine actually.
When creating a “world map” for a fantasy setting, I generally find it rather pointless to actually make a map that shows the entire world. Most fantasy worlds aim to be late medieval to early modern in the kind of world they describe and in these time periods much of the Earth was yet unknown even to the people with the most complete maps that existed. Also, an Earth-sized planet is massive and there is no way you could ever actually visit all those places, no matter how many books you write or games you play. At the very most, what a setting can practically make use of, is a region that covers all the major climate zones and ecological environments.
While the distance from pole to pole is a bit over 20,000 km, the north to south length you need for a map that provides all the environments you could ever wish for is much shorter than that. I took some measurements on world maps and the numbers that showed up again and again were all in the range of 3,000 to 3,500 km. Or in fantasy units, 2,000 miles.
It is the distance that takes you from the northern coast of Africa to the northernmost extend of the Baltic Sea. It’s the distance from Russia across all of Mongolia and China to northern Vietnam. It’s from Hudson Bay in Canada to Cuba and from Alaska to Baja California. The distance from Rio de Janeiro to the Falkland Isles.
If you really want the full range of possible climates from the thickest tropical jungles to the permanently frozen artic tundra it’s more like 3,000 miles, but with 2,000 you are already on the pretty safe side in your ability to cover any landscapes you might want to put into your world.
I was unhappy with the last map I had for the Ancient Lands and after having decided to give the world more of Planetary Romance feel (just without lasers and airships; think Jungle Dark Sun) I made this new one. I’ve been feeling quite happy about it for three days now and usually I think my great ideas are terrible the next morning. That I still like it is a strong indicator that it’s going to work. (Creating a good map is a bit like creating good names. You start with a “not completely terrible placeholder” and once you used it for a week or two you no longer think it needs to be changed.)
As you can see, it’s very bare bones. Much more simplified and abstract than previous maps that I made when I was thinking primarily from the perspective of an RPG campaign setting writer heavily influenced by the maps of the Forgotten Realms, Eberron, and Grayhawk. But now that I am looking at it more from the perspective of a Sword & Sorcery writer, maps of that kind really seem like total overkill. And even when you look at RPGs that are not D&D, a great number of them have maps that are just as much detailed as this one, if not even more simple. The only case where you really need a big map with satellite photo type detail is when you’re doing hexcrawling games. When you’re looking at campaigns and adventures that are more story driven and, dare I use the term, “cinematic”, you don’t really need a map. Star Wars doesn’t have maps. Indiana Jones and Mass Effect have maps that are no more detailed than this one. The maps of Conan and The Witcher are like this, and Kane and Barsoom don’t have any. Satellite photo maps are only useful when you’re tracking daily movement through trackless wilderness. Otherwise you can simply say “the party leaves the village and after a number of days they reach the city”.
If you remember earlier maps (I doubt I have any regular readers that devoted), you might notice that there are considerably fewer regions on this one than there had been before. This week I did a lot of consolidating and discarding redundancy, which did help quite a bit in making the world feel more crisp and having a sharper profile. Someone I mentioned this to quoted some French artist who said “Perfection is reached not when there is nothing left to add, but when there is nothing left to take away.” Which I can get behind. The number of different peoples is down from 20 to 12 with lizardmen being completely gone, monsters are down from 110 to 50, and I discarded all the gods of intermediate power between cosmic forces and local spirits of the land. It’s an animistic world after all. You don’t need the god of hunting. Hunters in any given place only need their spirit of hunting. And the same approach also went into redesigning the map.