World Map of Isravere
Finally done! This'll be really helpful in better nailing down events and locations of stuff for my headworld. It took some good studying and time to make but it was worth it!
Jump on to my Patreon for a couple other variants and sizes!
Jump on to my Patreon for a couple other variants and sizes!
Category Artwork (Digital) / Scenery
Species Unspecified / Any
Size 1280 x 828px
File Size 262.8 kB
Listed in Folders
Thanks~ Essentially it's quite earth-like including size, but due to the world's extra ambient energy, vaion, a lot of elements in nature can be much more stark: forests and trees in general are often much more giant, deserts can get even drier, cold areas get even colder, humidity sucks even more, and so on! But everything that lives there is also pretty much just as well adjusted.
Well it's mainly all coming out of the sense that I ultimately want my headworld to feel like there's a lot of underlying stuff going on and to avoid the more small-scale approach of a lot of video game style worlds (and some fantasy novels) where everything's quickly accessible and to avoid a more typical grand-tour-seeing-everywhere-in-one-big-story scenario and allow for a lot more variety of different stories to be told.
Or also like avoiding a case of '99% of x intelligent species lives only in this one little zone 'cuz that makes sense'. It helps me visualize also where different races likely blend in together and have various mixes of cultures and all that. For example: before this point, I would've just said the drakhan all live in Akelis, and all the syngarm live in Dynacia. In a game that might fly better but not so much if I want to expand on the ways of the world. So now, still drakhan -mostly- live in Akelis but that's so specific plans and consequences for their lack of range work out better, but they also have very minor populations in SW Zhiffa, the NE tips of Jordoa and the islands thru most of the SE quadrant of the map. And the syngarm largely spread throughout the entire northern hemisphere, dominantly in Dynacia and Zhiffa. Also it better opens the door to demographic/ethnic variations to implement into character designs, etc.
Anyways; just been lots of critical thinking over it and opening to longer-term opportunities.
Or also like avoiding a case of '99% of x intelligent species lives only in this one little zone 'cuz that makes sense'. It helps me visualize also where different races likely blend in together and have various mixes of cultures and all that. For example: before this point, I would've just said the drakhan all live in Akelis, and all the syngarm live in Dynacia. In a game that might fly better but not so much if I want to expand on the ways of the world. So now, still drakhan -mostly- live in Akelis but that's so specific plans and consequences for their lack of range work out better, but they also have very minor populations in SW Zhiffa, the NE tips of Jordoa and the islands thru most of the SE quadrant of the map. And the syngarm largely spread throughout the entire northern hemisphere, dominantly in Dynacia and Zhiffa. Also it better opens the door to demographic/ethnic variations to implement into character designs, etc.
Anyways; just been lots of critical thinking over it and opening to longer-term opportunities.
Thanks; Mostly coincidental. Besides starting with a supercontinental mass I only had like, 3 guidelines I had in mind for the general path of the divisions: There would need to be a heavier forested region bordered by a northern desert somewhere since that's been the one golden geographical rule my headworld's had for the last 10 years, There also needed to be a reasonable amount of mountains and openings to the seas for other character-based reasons, and the shape of the map needed to be horizontally focused to be able to accommodate the most variety of print formats easiest.
So pretty much that meant just making sure there were a lot of plates (~15 or so) so that whatever end result pretty much came out would more likely have more openings and mountains due to plate intersections and that there'd at least be one big vertical split to create the aforementioned vertically-oriented scenario somewhere. Then just applying the logic of how a planet with any real subtle tilt, plenty of water and not being tidally-locked would have an essential climate breakdown abooout every 30 degrees of latitude.
So pretty much that meant just making sure there were a lot of plates (~15 or so) so that whatever end result pretty much came out would more likely have more openings and mountains due to plate intersections and that there'd at least be one big vertical split to create the aforementioned vertically-oriented scenario somewhere. Then just applying the logic of how a planet with any real subtle tilt, plenty of water and not being tidally-locked would have an essential climate breakdown abooout every 30 degrees of latitude.
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