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! |
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. |
Jurassic Earth, circa 130 million BC. TSR used this as a basis for the world map released in the 1985 D&D Masters Set. |
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
- 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.
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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
Can you also publish the maps without the hexes?
ReplyDeleteYes. I will post one later this week.
DeleteOMG, what amazing work! Sooo many kudos and thanks!!!!
ReplyDeleteThese are honestly the best maps of Ytarria that exist anywhere.
By the way, do you by any chance have a "blank" version (i.e., no cities or labels) that is also without hexes? Thank you so much!
Sorry for the late reply. I will see what I can do.
DeleteI can do one with no labels, no cities, roads, nation borders, hexes, ect. Is that what you want?
DeleteHey, happy new year! And thanks again so much for your reply, and willingness to help!
DeleteI've been using your map since November and found the hexes to be very helpful. But I would love a version with hexes but no labels, cities, markers, roads or borders. In other words, just the terrain (and hexes).
In case you're curious: I'm running a campaign set in [present-day Cardiel] circa the year 100.
Uploaded. I hope it is what you need.
DeleteThank you, thank you, thank you! My players are gonna LOVE this!
DeleteMay the Muses be ever in your favor!
hey, congrats for your impressive work! I am actually mastering a campaign in Yirth world, and will be enjoying using your marvellous hex map. Just in case you are interested, I created an excel file to easy the work of GM on managing the advanced combat rules as well as on having all the main gaming charts under a mouse click. If you are interested, just let me know. Sadly I made it in Italian, but could create an English version.
ReplyDelete