Almagra: Vrocian Campaign Map

It is finally done!

This map is shows the region for the new startup AD&D 2E campaign I’m setting on Almagra: World of World. The Kingdom of Vrocia is one of the various kingdoms and empires of the Mountain Valleys Region, which is a subset of the primary 2E region known as the Darkened Seas.

The Mountain Valleys Region exist quite some distance from the core area of the AD&D 2R ruleset region. In fact, the peoples of the Mountains Valleys Region have little to no contact with anyone outside of the colder valleys of the homelands. Few in the western valleys have ever traveled east of the forested elven land known as Quessir Taureandor.

The Kingdom of Vrocia is the home of the PCs. It is a very rugged land with only two cities (Ilfrey and Kalchith), which are both in the southern half of the kingdom. The Striskian Province in the heart of the kingdom while in the north is the Ifrorian Province. The largest community in that province is the large town known as Ifor, which sits in a hilly valley on the other side of the Wrijyax Mountains.

The campaign will start in the Ifrorian Province in the town named Kara’s Vale, which sits on the shores of Lake Hireta. It is one of the few larger communities that sits on the shoreline of a lake since the entire Mountain Valleys Region is hit every spring with massive floods as the snows melt. (Most of the region’s lake shore communities are built on stilts.) Kara’s Vale sits on a high hill at the edge of the lake and the Thralwash River flows around the hill before emptying into the lake.

Some important DM Note for my players: 1) Northwest of the Ifrorian Province is the rugged land known as Elligira. While the peoples of Vrocia are known for being tough, the peoples of Elligira make Vrocians seem civilized and soft in comparison. The only way to reach Elligira is either through Frostling Pass or west from the village of Northpass into the Sadrea Province of the Ailaithian Empire. Neither is advisable.

2) To the west and southwest of the Kingdom of Vrocia is the massive Ailaithian Empire, which is ruled from the Imperial City of Kluanburgh in the Zevalon Province. The empire once controlled much of the southern lands of Vrocia but that was ages ago when the empire was at its height. Relations between the empire and Vrocia are cool at the best of times. While the empire isn’t truly in decline, it is diminished after several defeats at the hands of its enemies in the distant west, as well as the powerful elven forces of Quessir Taureandor.

3) Quessir Taureandor is a massive elvish empire that rules an ancient land to the east of the Kingdom of Vrocia. The river systems in those lands are wild and unpredictable and humans fear the unpredictable nature of the massive forests and its dangerous denizens. The elves of Quessir Taureandor do not like human, but they have come to tolerate, if not respect, the less ambitious citizens of Vrocia. The King of Vrocia, Ottó Martin Gereben, has proposed peace with the elves, much to the chagrin of the Ailaithian Emperor.

4) There is a area of the northern province of Ifrorian that is considered a semi-independent land. It is called Ardocar. At its heart is a ruined city known as Oneohgan. The city is considered to be ancient, but scholars don’t know if its origins are elven or giantish. What is know is that the mountains surrounding the ancient city are extremely dangerous with all sorts of monsters. Rumors abound of ice demons in the twisted forested hills and mountains of Ardocar.

5) North of the Iforian Province is the impassible mountain range known as the Northern Icemounts. These mountains eventually become massive glaciers that extend far to the north. There are the Icelands of the Roaring Giants to the northeast while directly north of the province is the tip of a massive sheet of ice known as the Shield of the Ice Goddess. These mountains and glaciers are full of dragons, giants, and other dangers that can freeze a man’s body and soul in seconds.

Here is the fulls sized version: link.

Vrocian Campaign Map

The campaign map for my AD&D 2nd Edition PbP game that will be run on The Piazza

The Second World

The Second World (AD&D 2E)

The Second World (AD&D 2E)

The primary civilizations of this world are gathered around the huge central sea. And while the other sea is just as expansive, its surrounding shorelines are wild and relatively unexplored. The Inner Sea’s human civilizations are at odds with each other and are at the Bronze Age of development.

Halflings and orcs live alongside humanity while elves, dwarves, and gnomes have their own, older, kingdoms in the deep forests, expansive mountain ranges, and deep valleys in the more trackless parts of the world. The elves use wooden and bronze armor and weaponry with some additional silver items while the dwarves use stone and bronze armor and weaponry with some additional iron items. The gnomes prefer to use wood and stone; they have a more primitive way of life.

True steel on this world is a rarity.

There are goblinoids, kobolds, and lizardfolk* as well, and, in fact, any creature described in the AD&D 2E Monstrous Manual has a place on this world. It should be noted, however, that the demihuman subraces are very rare on this world. Also, half-elves are uncommon and half-orcs are rare. There is less animosity towards half-elves and half-orcs, which has to do with the history of the planet.

The legends of the world state that there was a First World that gave birth to this Second World. The First World was a place of advanced mechanisms and powerful arcana. It destroyed itself eons ago. The world nearly died. Its races suffered through a second Stone Age. Nature took back the planet and all the civilizations of the First World were washed away by rising flood waters, buried by earthquakes and landslides, or overgrown by the greenery that now covers most of the world.

The races, initially, were forced to band together to survive. As time marched on, the world’s various peoples either went their separate ways or remained closely united. Regardless, each race passed down its stories of cooperation and respect for the other races of the world. And while some of these tales have been lost to the eons, the stories of the dwarves, elves, and gnomes have survived pretty much intact to this day. The written stories of the humans, halflings, and orcs have become a mixture of the three races original tales.

All of the core classes from the AD&D 2E Player’s Handbook are available for this world. Character kits are also considered core for this setting; however, the kits from the Complete books must be judged on a case by case basis. The historical books, once I reacquire them, will be vital to this world’s development**. Psionics is not a part of this world. Tome of Magic is also a core book for this world, however.

* I’m going to use the 3e monster “folk” names. They sound better to me.
** I do have a few of them such as Age of Heroes.

CC2 export map, from FT3, for The Second World

The Second World (AD&D 2E): CC2 Map

Odyssey World: Lands of Mystery (South)

It’s finally done.

I began working on this map in Hexographer more than a week ago. It didn’t take me long to get the terrain laid out the way i wanted, but I had trouble coming up with names to add my own touches to the Lands of Mystery for Talus. I haven’t thought too much about background for the various kingdoms and independent cities, but I can say that the Forgotten Realms will influence the lands on the western side of the map. The AD&D 2E version of Waterdeep exists on Odyssey World, as does Daggerdale and Calimport.

I’m going to step away from this map for a bit to work on something else. i will let what I created simmer in my mind for a while before delving deeper into the region. I’m more likely to map out the southern half of the “Rainlands” continent before working out the political landscape for this region.

Lands of Mystery (South)

Lands of Mystery (South)

Odyssey World Mapmaking

A while ago on the Facebook group, I came up with a new world concept called Odyssey World, which I’ve already mentioned once here. The world has its own thread on The Piazza, but I haven’t gone back to it in a while. The world of Talus is meant to be an Advanced Dungeons and Dragons 2nd Edition world and it is based on many classic TSR sources including a variety of material from multiple settings. It’s name comes from the ODYSSEY line of AD&D 2E products and all of those products are set on Odyssey World. A complete list of sources for the setting can be seen on The Piazza.

Lands of Mystery

The core region for Odyssey World is based off of Christoper West’s Lands of Mystery poster map from issue #150 of DUNGEON Magazine. I went so far as to import an image of the map into Campaign Cartographer 2 to create my own map. However, I never went back to it to develop it or the other CC2 maps I created for Odyssey World.

I will always use Campaign Cartographer, but I’ve also become a fan of Hexographer made by Inkwell Ideas. I’ve just recently redone my overview map of the Lands of Harqual for World of Kulan. Now I think I’m going to refresh the CC2 maps in Hexographer. It will allow me to layout the world quicker and get to other aspects of the setting’s design.

Almagra: Core Region of the Mountain Valley(s) Region

I’ve been working on this map all week and it is finally done to a point that I’m happy with in order to showcase it here. Note that the larger Mountains Valleys Region that this core area is a part of is located near (well, near for Almagra) to the Lands of the Darkened Sea. In truth, it is considered part of that campaign ruleset-region for AD&D 2nd Edition, but it’s so isolate from the Darkened Sea that it is really its own location. That will likely be true for ALL of World of Worlds ruleset-regions.

The image doesn’t have any names on it yet. Its does have icons, borders, roads, and shipping lanes, however. Each hex is equal to 80 miles.

Almagra: World of Worlds AD&D 2E: Mountain Valleys Region (Core)

Almagra: World of Worlds
AD&D 2E: Mountain Valleys Region (Core)

Moons of Almagra

I had two groups on Facebook that had content for Almagra. Originally, I had created a catch all group called “Otherworlds” but I then created a group specifically for Almagra. Along with my old AD&D 2E group, there was too much redundancy. so, I’ve deleted the AD&D 2E group and the second Almagra group. Now, there is only one Facebook group for Almagra and Otherworlds.

As part of the move back to one catch-all group (not including Time of Ages or World of Kulan, however), I’ve moved all my maps for the Moons of Almagra into a album on the group. There are maps for four of the seven moons in Almagraspace — “Burning Moon” (3rd), “Ice Moon” (6th), “Small Moon” (4th), and “Strange Moon” (2nd). While I don’t have true names for the moons of Almagra yet, the descriptive names give some idea of what each moo is all about.

I have decided that “Strange Moon” will use D&D v.3.5, so that I can use templates to twist the PC races into what I want them to be for the world. As well, “Burning Moon” likely will also use D&D v.3.5, so I can build the setting around the sourcebook Sandstorm. “ice Moon” will be a AD&D 2E sub-setting and will be tied into using the classic version of Spelljammer. I haven’t decided anything for “Small Moon” yet. I could go off the map and pick a non-D&D ruleset since the world is very small — OSRIC, maybe, or another OSR game.

The other moons don’t have maps, and I’m not sure I’ll need them for a while. I do know that “Death Moon” will use either AD&D 2E and/or D&D v.3.5 depending on how I tie the villainous inhabitants of the moon to the other moon settings. Almagra’s 7th moon will be designed as an classic AD&D 2E Spelljammer air world. The super-world’s 1st moon won’t be a setting. It is a lifeless moon that is important more for the societies and religions of Almagra and “Strange Moon.”

"Burning Moon" of Almagra

“Burning Moon” of Almagra

The Moon of Iona

Here’s the main map I’ve created for Iona. (Note that I haven’t added rivers yet.) Beyond the boundaries of this map, there isn’t going to be very much additional development. This is the campaign region for any AD&D 2E adventures set on Talus’s moon.

The largest empire belongs to the Imperial Throne of Shing-ri, although the power of Atl’Tanis and Orhan should not be underestimated. A rising power on the moon are the denizens of the Raellands. These are technologically-empowered race from Tale of the Comet, although these Rael have less powerful technology than the Rael of the the Crystal Sphere’s 7th planet, Kel-Rael.

They are outcasts.

Calimshan, Tethyr, and Amn, will be pretty much as detailed in the Empires of the Shining Sea boxed set. Note that there is a Calimport on this moon and a New Calimport on Talus (near Chult). There are two other Realmsian-like lands on the map. Chauroan and Orcrym. (FYI… Orcrym is an orcish state, which goes against its Realmsian origins.)

Minu and Zu are both influenced by the cultures of Northern Asia. Minu will have a bit of Russia in its mix, however. Orhan will be a more a Near to Far East mixture.

Fel-Atha is a half-destroyed Greek land. Aeneavm will be based off the tale of the Aeneid (somewhat). Ibeira and vigoth are full of barbarians. Kangwa is a small homage to Africa. It will be endless jungles with surrounding savannahs.

Foosa will be influenced by Atl’Tanis, Amayn, and Kangwa. Atl’Tanis is to Talus what Atlantis is to Earth, except it’s very real.

Amayn, Corra, Roona, and Rure, as well as the Dragon Shores and the Shikii Isles will be purely fantasy inspired. The Burning Wastes and the Frozen Wastes are dangerous no-man’s-lands full of deadly monsters and environmental dangers.

Moon of Iona

Moon of Iona