Monday, 23 January 2023

GURPS Banestorm - Hex Map of Ytarria

 I have been meaning to post these maps for awhile now.  The GURPS was always the favorite RPG since it came out in the mid 80s, but sadly I could never find any interested players.  Their fantasy world of Yrth (specifically the continent of Ytarria) was intriguing since it used real-world religions.  

Unfortunately, there were never any good maps of Ytarria ever released.  All of them were very abstract and did not give a good feel on just how big Ytarria actually is.  They all used oversized graphics to represent terrain and major cities, which while visually appealing is just not really usable for GMs running an actual game.  

Nice map.  Useless in play though.

GURPS Fantasy - 2nd edition Ytarria map.  Pretty, but impractical for game play.

Years ago I overlayed the color map below with hexes in Campaign Cartographer at a scale of 24 miles per hex.  It is possible to convert this file to PDF and zoom in and print off the needed areas.  I have done this a few times on 12x18 paper and it works well enough.  I have unlimited access to a full size color laser printer free of charge so I am a bit spoiled.   

However, recently a chap over on Deviant Art created a true hex map of Ytarria (God bless him/her).  I have added some settlements and ruins (taking artistic license on their locations) via Inkscape.  I am sure it would be possible to port this over to any graphic program and add terrain, or, just print it out and use pencil crayons or whatever.  This map is also scaled at 24 miles per hex.

The original hex map is here:

GURPS Banestorm -- Yttaria 24 Mile Hex Grid by SinLeqiUnninniMaps on DeviantArt

GURPS Ytarria

GURPS Ytarria - Its a damn big place!

Here is a map I found with my Google-Fu.  Some creative soul added additional waterways to Ytarria.  I used this as inspiration for my own version.  

GURPS Ytarria - with additional minor rivers added


Blank Ytarria Hex Map

This is the base image of Ytarria that I used for the map.  A hex grid was overlayed to complete it.




Here is the first version of the map I did.  Turned out ok considering I had no clue what I was doing in Inkscape.


Below is a newer version of the map.   Major mountain peaks are noted with white triangles.  When the image is converted to a 11x17 PDF each 1mm equals 12 miles.  PDF-Change Editor has some useful Distance and Area tools which allow you to calculate the travel distance without a hex map.

At the original document size (1771.726mm by 1337.742mm) the scale is 24 miles per 10mm, or 24 miles per hex.  

Keep in mind, at 24 miles per hex it is very difficult to show a great level of detail.  Each hex is over 500 square miles.  This is a lot of area.  Each clear hex would contain many small rivers, lakes, swamps, forests, ect.  The settlements likewise are only sparsely covered.  There would be innumerable small villages and hamlets scattered throughout the map.  Quite frankly, Ytarria is a huge area and the nations themselves are too big for their population and technology levels.  

As an example, the sample wilderness map (drawn on one sheet of hex paper with a scale of 24 miles per hex) in TSRs 1983 D&D Expert Set was a little over 600,000 square miles of land area.  This single map spawned many a campaign in the early days of D&D, with a mish-mash of cultures all crammed together. 

At the time is was presented as sample fantasy campaign map for D&D.  As the years went by it grew into it's own campaign world for the BECMI line, which has arguably the largest amount of material ever published for a campaign setting.  For those interested in the cartography for this wonderful setting please check out this treasure trove of maps for Mystara.  


All that aside, if we compare the original 1983 map below with Ytarria we will find that Al-Haz has a larger land area than all of the Known World nations combined.  Caithness and the Great Forest could easily fit inside this map, with some room to spare.  

"The Known World", from the TSR Expert Set (BECMI).  24 miles per hex.  As you can see, Ytarria is huge compared to this classic campaign area from 1983.  The nation of al-Haz covers more area than all of these nations combined. 
This map from 1976 (24 miles per hex) was a OD&D homebrew campaign world of two prominent TSR writers.  It was redesigned in 1983 for the D&D Expert Set and eventually gave birth to what would become the World of Mystara.

The World of Mystara. 
Mystara was as originally set in Earth's distant past (this was retconned out later).  The layout was based off a conjectural map of Jurassic Earth, around 130 million BC.  This was not widely known outside of TSR at the time.  The Known World was located on the southeast corner of the continent of Brun (North America).  Cartography by Thorfinn Tait.

Jurassic Earth, circa 130 million BC. 
TSR used this as a basis for the world map released in the 1985 D&D Masters Set.


Anyway....back to Ytarria.

Here is a link to the GURPS Forum which contains the main discussions concerning this mapping project.




12/4 - I have been thinking a lot about population levels and settlement patterns.  There are innumerable sources for this material.  However, I decided to go back to my roots and perused the D&D BECMI Companion Set.  It has some good basic rules for running Dominions and it does go into demographics, however briefly.  

The Companion Set divides hexes into Civilized, Borderland and Wilderness.  The population levels vary according to the classification.  Population is listed in "Families", a family consisting of 5 people.  When raising armies I assume 1 able bodied man is available per family.  Each hex is 24 miles on the map (500 square miles)

  • Wilderness: 10-100 families (avg: 275 people, 0.5 people/square mile)
  • Borderlands: 200-1200 families (avg: 3500 people, 7 people/square mile)
  • Civilized: 500-5000 families (avg: 13,750 people, 27 people/square mile)

The following is a breakdown of what I used to determine what hexes fall into what category.  They are smaller in range than the Companion set.  This was by design since I wanted a more wild and unexplored Ytarria (In BECMI any hex within 6 hexes of a city is Civilized and any hex within 3 hexes are a Civilized hex is Borderlands...this is a bit too much IMO).  

  • Metropolis (Megalos and Tredroy): all surrounding hexes within 4 of the city are Civilized.  All hexes within 4 hexes of a civilized hex are Borderlands.  The zone consists of 37 civilized hexes and 132 borderland hexes.  Roughly 1 million per hex zone.
  • Large City: all surrounding hexes within 3 of the city are Civilized.  All hexes within 3 hexes of a civilized hex are Borderlands.  The zone consists of 37 civilized hexes and 90 borderland hexes.  Roughly 825,000 per zone.
  • City: all surrounding hexes within 2 of the city are Civilized.  All hexes within 2 hexes of a civilized hex are Borderlands.  The zone consists of 19 civilized hexes and 42 borderland hexes.  Roughly 400,000 per zone.
  • Large Town: all hexes surrounding the city are Civilized.  All hexes within 1 hex of a civilized hex are Borderlands.  The zone consists of 7 civilized hexes and 12 borderland hexes.  Roughly 140,000 per zone.  
  • All other hexes: Wilderness.  Exception; large areas of al-Haz and al-Wazif are populated by nomadic tribes.  These areas should be considered civilized and or borderlands depending on their location despite containing no urban settlements.

Note: Swamps, mountains, desert, forest and hills can never exceed a Borderlands rating, no matter how close they are to an urban center.  

 Civilized hexes are assumed to contain innumerable trails and paths and count as Roads to all adjoining civilized hexes.  Civilized hexes do not necessarily indicate the presence of urban areas.  Well populated nomadic lands with no urban settlements could be considered "Civilized" for population purposes.  

 To test this approach I looked at Megalos and Caithness.  Megalos contains 1 Metropolis, 8 large cities, 11 cities and 48 towns.  Rough math for all those areas worked out 18.2 million souls living in the empire.  I did not remove water hexes or account for hexes which would automatically count as borderlands due to their terrain type from the equation.  I also did not reduce population where zones overlap across a border into other realms (typically the zones for cities in foreign realms overlap so it all comes out in the wash at a macro level).  These reductions would have reduced the Meglan population numbers by several million easily and would bring the population figures well within the canon 16 million.  Any remainders would be considered to be living in the wilderness in isolated settlements.  The zones also match canon description, with eastern and western Megalos being largely civilized while northern and central Megalos are more sparsely populated.  However, rather than reducing the population size for these unusable hexes I would likely make the assumption that the population in those areas are instead concentrated on coasts and other hexes in the zone.

 Caithness consists of 2 cities and 15 towns.  That works out to 800,000 for the cities and 2,100,000 for the towns.  Canon population is 3 million.  The country contains areas of tight civilization surrounded by borderlands and wilds.  

 Cardiel is interesting in that large portions of the interior are wilderness, with civilization concentrated along the major rivers and coasts.  This allows many options for traditional adventures in the interior regions.  The population for the zones is roughly 5.5 million, with the population of Tredroy split between the three adjacent nations.  

 I created a map with "Zones of Civilization" to indicate how this all works in practice, with the inner band around an urban center being Civilized and the outer band being Borderlands.  I will be revisiting the map and adjusting it to account for this demographic overlay, moving/removing non-canon settlements as needed.  Using this methodology should provide a much better image of the levels of civilization throughout Ytarria.  It is not perfect, but it does provide a basis to determine where the "wilderness" areas could be found.  To be sure, there will be uninhabited areas even in civilized zones.  The opportunities for adventure still abound. 

Here is the demographics that I use:

1 Family counts as 1 "Able-Bodied Man", suitable for fighting, local defense, ect.

Agricultural
• One Family = 5 people
• One sq. mile will feed 64 families (320 people)
• One sq. mile needs 30 families (150 people) to utilize at 100%
• One 24-mile hex has 320,000 acres
• One 24-mile hex has 500 sq. miles
• One 24-mile hex, with 100% utilization, can feed up to 32000 families (160,000) people.
• One 24-mile hex will require 15000 families (75000 people) to utilize at 100%
• Actual utilization is assumed to be from 25-50% depending on the climate and arability. This is a total guess on my part. You could roll 1d100 if you wanted on a hex by hex basis.

Nomads (Cattle, Goat, Sheep)
• One sq. mile will feed 100 families (500 people)
• One sq. mile will need 50 families (250 people) to work at 100%
• One 24 mile hex will feed 50000 families (250,000 people) at 100%

Nomads (Swine)
• One sq. mile will feed 160 families (800 people)
• One sq. mile will need 100 families (500 people) to work at 100%
• One 24 mile hex will feed 80000 families (400,000 people) at 100%

Hunter-Gatherers
• 1 square mile to feed 1 family (5 people)
• One 24 mile hex will feed 500 families (2500 people)

Hex map of Ytarria. Canon with some location names for flavour.


Hex map of Ytarria with added details (villages, trails, ect)


Hex map of Ytarria with zones of civilization


Hex map of Ytarria with lots of added features and non-canon areas.

hex map of Ytarria with terrain only, for Post-Banestorm campaigns.

Here is a link to my Google Drive for a PDF version of this map 

https://drive.google.com/file/d/1XVEDFY6D1X0aKppyj2L8I5TvY3UmsqPO/view?usp=sharing



Here is a link to a sub hex map template that you can use to break down the 24 mile hexes into 6 mile hexes.


Only the pseudo-canon version is online at the moment.  I will post other versions in PDF form as time permits or by request.

Below are two custom versions of the map with several additional terrain features added (the individual layers can be swapped out if desired...I designed them to be modular and stand-alone).  I would not necessarily use all of these at once in my own campaign map.  
  • a large glacier in northern Zarak filled with the ruins of a lost civilization, frozen under the ice.
  • lake in northern Djinn lands to accommodate a hidden civilization, or the ruins thereof.
  • the Great Desert has a large canyon in the center, The Landtear, the result of the Banestorm.  This canyon leads to uncharted depths below Ytarria, filled with untold horrors and alien inhabitants.  
  • An area of badlands in the southern area of the Great Desert.
  • Three small city-states along the southern Djinn coast.  Think the North African Barbary Coast, but with magic and unspeakable horrors, ruled by Sorcerer Kings from parts unknown.
  • a large forest added to southern Cardiel, along with a small coastal mountain chain (replacing the hills).  The forest is filled with dangerous monsters which threaten southern Cardiel periodically.
  • a radioactive area in the Djinn Lands containing the ruins of a Terran Alliance Base.  
 

Here is the current map (still WIP), printed out on 11x17 (I printed the image in tile format).


Here is a world map of Yrth, care of Sinle over at Deviant Art.



Here is a link to a post on the GURPS forums regarding the areas of the various regions.

Cardiel is slightly bigger than France.  Like I have indicated, Ytarria is HUGE!



Area of regions/nations
-----------------------------------------------------------
Megalos: 1.241 Million + Island: 56,762 square miles

Al-Wazif: 302,712 square miles

Al-Haz: 639,992 square miles
Al-Haz without Mountains:424,236
Great Valley Mountains: 215,756

Cardiel: 274,169 square miles

Great Forest: 153080 square miles
Caithness: 581,473 square miles
Caithness less Great Forest: 428,393 square miles

Sahud: 106,505 square miles

Zarak: 436,362 square miles

Araterre exclusive of Bilit Island or ring islands: 77,169
Bilit Ilsand: 38,319

Great Desert: 294,978 square miles
.  
















Friday, 20 January 2023

Malestrom Fantasy Campaign by Darkfuries Publishing

Some may be surprised, but my wargaming roots began in fantasy roleplaying, specifically original Dungeons and Dragons back in 1981.  Sadly, during the years I have played less and less than I would like.  I have since moved on, with Savage Worlds replacing my RPG of choice.  

Your first D&D experience can be a very personal thing, leaving a lasting impression and laying the ground work for how you visualize and internalize the game.  For me my roots were laid in the Known World of the BECMI Expert Set, later known as "Mystara".  I will not go into the history of that world, but suffice to say that I thought that I would never find another setting that would capture my imagination like Mystara did. 

I was wrong.

In 2002, while browsing the Drive Through RPG web site I found the title linked below,  "Maelstrom Fantasy Campaign Setting".  It was reasonably priced so I took a chance and picked it up.  The setting, while made for the d20 system has no stats or game mechanics, making the book essentially System Neutral.

The World of Roil

Written by a fellow named Brian K Moseley, this world was his own D&D homebrew setting for almost two decades.  Consisting of 148 pages of content and 23 maps, it details the world of Roil, with the continent of Kaladia being the main focus of the book.  A second volume, 46 pages, was released alongside the core book, detailing the various pantheons and deities of Roil.  

Maelstrom is a traditional fantasy world set against the backdrop of an ever changing magical phenomenon called "The Mists" which can change/destroy geography, climate, civilizations and lifeforms at will.  It is very similar to the plot device used in the new RPG called "Worlds Without Number", by Kevin Crawford, called "The Legacy": a pseudo magical-technological rationale for events/plot devices which defy conventional logical/explanation.  Pockets of this substance roam the planet causing whatever mayhem the DM can envision.   

The world of Roil is what I would classify as a Post-Post Apocalypse Fantasy setting: lightly populated after a fantastical disastrous event (called the "The War of the Winds") which destroyed much of the previous world.   The Maelstrom timeline is set almost 400 years after this cataclysm; new civilizations are building on the ruins and bones of their forbearers while at the same time multitudes of new monstrous creatures have made the wilderness a perilous place to tread.  Roil is now wild and untamed, waiting to be filled with whatever fantastic elements you can imagine.  

All is not barbarism however.  There are a variety of cultures spread across the continent of Kaladia.  The human cultures, and their many sub-cultures, have no real-world analogs which is refreshing.  There are of course some racial analogs (Caucasian, African, Asiatic, ect), but you will find that in any RPG.  The cultures themselves are detailed enough to provide a springboard for the DM without being trite in their presentation.  

Author’s Introduction

The Maelstrom Fantasy Campaign Setting is set within the world of Roil, a powerfully realistic setting for role-playing games. Roil is most appropriately utilized as a realm in its medieval era, with an added element of magic. However, the information in this volume is tremendously flexible, and may be used in any genre role- playing game. While there is a great amount of data, it is my intention that anyone using this volume can start their own campaign upon Roil within an hour of beginning their journey. 

The primary subject of this work is Kaladia, the largest continent of Roil. The continent is showcased in twenty-three highly detailed maps. The summaries of Kaladia's countries contain a substantial wealth of detail without being overwhelming. 

It isn't necessary to study all of Kaladia before undertaking a campaign upon it. Peruse the countries or the maps, choose one that intrigues you, and start your adventure. From the sweltering sands of the Lyrmaddyn to the frozen wastes of the Rhul Nugath, the world of Roil awaits.  Begin your journey and unleash the magic!

Brian K. Moseley


The continent of Kaladia
9 million square miles of howling wilderness.

Chronicler’s Foreword

“ Set forth within this volume is a compilation of accumulated knowledge of the continent of Kaladia, the largest and most prominent land of the world of Roil.  Roil... as it is called by most of the peoples of the world.  Shaydaera, as it is known in the elfanir tongue. Arthe, as it is named by the dwarn. But in any language, the maelstrom that is Roil is a realm everchanging, twisting and shaping to the will of those commanding the Mists, the essence of Makyah.  

The maps and text contained herein are of unparalleled completeness, both for Kaladia and Roil as a whole. And they well chronicle Kaladia's history and current state of affairs. To both the scholar and student this work provides invaluable enlightenment into the most intriguing land - and the most marvelous age - ever seen upon Roil.  

It is a time of restless awakening in the world. We hail a golden era of renaissance that rivals the greatest achievements of Ruthanland, the ancient world, before her fall. In this day, we bear witness to events foretold by ancient legenders. The Corlennian Empire, the Dark Dragon of Roil, slowly releases her talons from the throats of civilizations. Where once the shadow of her great wings blackened the face of the world, now the aged evil lies weakened, stirring only in the heart of her lair.  

Magic, once used solely by the Dragon to rule the world, is now the tool of restoration. Old lands long held by the Dragon breathe new life, throwing off the yoke of subjugation for a newfound freedom. But even as the Dragon rests, nations still wage war against another, and the races still hold prejudice toward their brothers.  

And yet, it is a miraculous age of kingdoms and powers great and terrible to behold. It is a time of wondrous aspirations, of fabulous achievements and  horrible failures. It is a time that will test the mettle of any that dare risk any dangers to share in its rewards.  It is a time for the courageous and the cowardly, the valiant and the dastardly, the bold, the timid, the veteran and the novice. It is our time...”

Nyn' Thuvir the Legender 

of the 

Calthayes Citadel of Knowledge 

7th of Cold Winds, 1021 KY


The book covers the basics of Roil: history, cultures, languages, currencies, calendars, nations and geography.  In the back of the book is an index covering the named geographical/settlement features of the continent of Kaladia, including a pronunciation guide for each (I have never seen this in any published setting...it was appreciated).  There are hundreds of entries and illustrations of currencies and heraldries of the various nations.  

Humans are present in their many forms, as are your typical demi humans.  A non-human humanoid race, called Corlennians serves as the basic bad guys of the setting (very similar in appearance and temperament to the Melnebonians of the Elric Saga).  Lead by a Demi-God, the Corlennians, through magic, airships and martial might once controlled all of Kaladia.  That greatness has waxed however and as the Corlennian Empire recedes new nations arise to fill the void.  The setting is malleable enough to accomodate anything you might want to add.  I have ported in a new lands and ideas from the recent release from Kevin Crawford, "Atlas of the Latter Earth", the companion to Worlds Without Number.  

Each of the 40 civilized nations presented in the world book is given at least a single page, detailing their history, government and population centers.  They do require some fleshing out, but that is not unwelcome.  There are some familiar tropes to get you started: the classic medievalism of Western Europe, classic Sinbad/Arabian  and your typical Sword and Sorcery barbarian areas where Conan would feel at home.  In addition to those above there are many demi-human and barbarian realms in addition to Free Cities which stand alone, forging their own destines.  Brian goes into detail for each realm, noting cities, temperatures, resources, relations with other races as a brief background.  It is just enough to get started.  Sometimes less is more.

Corlennian Empire

The Kingdom of Dholvey.
The Pirate Lands of Quelschenda

"As can best be determined, the sheer number of humanoids and non-humans upon Kaladia vastly exceeds the total population of every civilized country even combined with all of the barbarian lands. It is accepted fact that the more common species of humanoids and non-humans breed far more quickly than even humans. With this consideration, it is plausible that humanoids and non-humans might someday become the overwhelmingly dominant races of Kaladia.  

Fortunately for our civilizations, most of these creatures are brutally savage idiots, wholly incapable of overcoming their racial prejudice to collaborate together. It is true that the Elder did forge the Corlennian Empire, and brought into it all of the evil of Kaladia. Together, these forces defeated all the strength that the armies of light could muster. Now that the Corlennian Empire lies in disarray, the tribes of humanoids and non-humans have scattered across the land. Let us all hope they never again join together..."

Nyn' Thuvir the Legender


Examples:

Bune [Boon] Mountains between Nirinthine and Pirrindall. They begin at the foothills of the Crystalrock Mountains, and border the northeastern corner of the Lyrmaddyn Desert. The Bune Mountains have extensive deposits of iron ores, silver, platinum, and precious and semi-precious gemstones. Though the Bune Mountains are actively volcanic, many humanoids and non-humans inhabit the mountains. There are seven to ten major humanoid states in the Bune Mountains. Frames C2 and C3.

Ka' Lageri [Kay - Lah - gare - e] Island offshore of northwestern Kaladia. Largest of the great islands surrounding Kaladia. It is a cold, miserable land bordering on the Arctic Circle. The island is claimed by the Corlennian Empire, but jurisdiction is shared by the Drandolm, Grenn, Ivinjarin, and Yurr'Zonn Territories. Ka' Lageri Island is populated almost exclusively by humans. Most are a mixture of Belaran, Lornkira, and Tulmarian whose ancestors were brought to Ka' Lageri as slaves by the Corlennian airships. Major settlements on the island include Galestorm, Lodin, Myrnth and Wyrn. Frames A1 and A2.

Tylyryn [Ti - Lir - N] Sea between the Northern Reaches and the eastern grassland. The Tylyryn Sea was named by the elfanir of the Greybark, a name translating as "timeless pools". But the Tylyryn is anything but timeless. The sea was dramatically altered by the War of the Winds. There were five large, forested islands in the southern sea that were inhabited by elfanir clans, all are gone. The Welgredd peninsula was broken into an island, and its population too was destroyed. Many of the pirates of the Tylyryn believe that the riches of these lost cities now lie at the bottomof the sea, waiting to be claimed. Frame C5.

Gary Gygax himself made a comment on the content:  

"Having spent countless hours doing this sort of work, I must say that I am very impressed with what has been accomplished here. this is an excellent resource for all FRPG enthusiasts! Gary"

What you will not find in this material is any sort of pre-made plot point(s), a Big Bad or any adventure ideas (well almost none).  This book is strictly a canvas on which to draw your own adventures on.  The cartography is beautifully presented on 23 black and white Indian Ink maps at roughly 150 miles to an inch.  Sorry, no hex maps here.  

However, the good news is that Brian also produced the maps in full color.  Those never made it into the book, however they were downloadable from his old web site.  Sadly, the files are no longer available (Brian informed me years ago that the original electronic files were lost).  They are the same scale as the black and white drawings, but done with much more granular detail: additional geographic features such as villages, ruins, castles and settlements are shown on these maps.  Those features are also listed in the World Book Index, so having both sets of maps is very useful.  

The color maps are quite easy to both zoom in and to print off to whatever scale and region you are interested in.  I have ported these maps into Campaign Cartographer and overlaid them with hex maps easily enough.  You can also use programs like Inkscape to edit the files as needed, renaming regions, adding villages, cities, ruined cities or other features.  

IMC I did chance the scale of the maps to 60 miles per line of latitude vs 150.  I also dropped in a hexagon overlay on the maps at a scale of 6 miles per hex.  Personally I found that 150 miles per inch was just far too big for my campaign.  It makes no difference however on what scale you use.  

Here is a link to my Google Drive of the entire continent of Kaladia.  I cropped and combined all the color maps below into one large file.

https://drive.google.com/file/d/1xKpm-dwafZXygKJK0IqLZXi55WllI_ZR/view?usp=sharing

Map C7 zoomed in.
A reasonably size starter campaign area.  Adventure awaits!


The two books mentioned above were not the only content produced for Kaladia.  Various supplemental materials were added to the line: a city supplement, airships and various types of map books (castles, temples, ect) were released.  All are worth acquiring.

Finally, during the early 2000s Brian emailed out a weekly newsletter called "Unleash the Magic".  Over 180 issues were sent, each detailing a nation on Kaladia, going into minute details similar to the D&D Gazetteers from TSR.  Brian was active on the net and would answer questions about Kaladia and provide insight into the huge world he created, including details which never made it into the main book but were in his own private DM notes.

Sadly, Darkfuries no longer publishes new material and I have found it impossible to contact Brian by any means.  Additionally, I lost almost all my copies of Unleash the Magic, which was quite a shame.  If anyone out there has access to them I would appreciate those being sent to me.  

However, all that aside I highly recommend this setting.  It is fresh and provides just enough detail for a DM to create some exciting campaigns without being shoe-horned into a pre-defined plot.  

The color maps are posted below.  Consider them my tribute to Brian and his incredible imagination.  He made them open source years ago, along with his art work.  A fine gentleman.  

If you are an DM you owe it to yourself to grab a copy of Maelstrom and in Brian's words, "Unleash the Magic".  

Black & White Map Example


Here are some links to the various titles.

Maelstrom Fantasy Campaign Setting Worldbook - Darkfuries Publishing | Campaign Sourcebooks | DriveThruRPG.com

Maelstrom Campaign Setting: Pantheon - Darkfuries Publishing | Campaign Sourcebooks | DriveThruRPG.com

DARKFURIES.com - Resources for Role-Playing Games

Old Web Site Link

Maelstrom Campaigns: Continent of Kaladia (oocities.org)


Kaladia Map A1

Kaladia Map A2
Kaladia Map A3

Kaladia Map B1
Kaladia Map B2
Kaladia Map B3

Kaladia Map B4
Kaladia Map B5
Kaladia Map B6
Kaladia Map B7
Kaladia Map C1
Kaladia Map C2

Kaladia Map C3
Kaladia Map C4
Kaladia Map C5

Kaladia Map C6
Kaladia Map C7
Kaladia Map D2

Kaladia Map D3
Kaladia Map D4
Kaladia Map D5

Kaladia Map D6
Kaladia Map D7