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Thread: January 2018 Challenge: Pryme

  1. #11

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    Adding legend-related components so that the map has everything it *needs*; further embellishments are going to be time-dependent. Also made the compass rays (what's the proper name of those?) extend through the seas of the map itself. I was a bit unsure how to label the city symbol types; at the scale the map is all of the marked locations are going to be major cities, but the diamond-shaped ones are in a separate tier of size and Pryme-wide significance as compared to the circles (and the four-pointed 'stars' are only marked as such if they are both of major significance and the capital of a sovereign state - some independent, sovereign cities are not so marked due to lower relative import, such as Sethis).

    ### Latest WIP ###
    prymeMapJan2018-wip8.jpg

    Also a lorepost, of course!

    Notes: The Sjovi Desert, the Vast South Rift, and the Escha Beryl

    Among the more hostile and mysterious regions of terrain in Pryme are those lying in its southeast. The Sjovi Desert is a vast expanse of pale sand, most of which is a cool white verging on almost lavender in shade in contrast to the desert’s scorching, dry daytime heat (though it fits the frigid nights much better). The remarkable color is generally theorized to be due to some influence from amethyst and rose beryl crystals, deposits of both of which can be found in the desert (the latter closer to the Vast South Rift). In comparison to Khusep’s deserts, the Sjovi lacks a major water source as a centralizing influence to parallel the River Asa that runs through the former, and furthermore where water can be found in the Sjovi it tends to be tainted, with a higher incidence of this than in similar situations in Khusep. In addition to this environmental risk, its wildlife can be particularly hostile; among many of the inhabitants of the coastal cities north of the desert there are numerous tales of huge lurking beasts that burst out of the sands to swallow travelers whole. Fittingly in light of these hazards, the Sjovi lacks any major human habitation; there are only really two major reasons people enter the Sjovi at all. One is to mine amethyst and rose beryl as mentioned above, although such efforts tend to be small in scope, hampered as they are by the fact that the best deposits are found near the Ravenclaw Mountains or the Rift, either way being very deep into the desert. The other is to descend into the Vast South Rift, which requires crossing at least some of the Sjovi’s pale sands no matter what route is chosen (at least, as far as is known: the full perimeter of the Rift has never been charted).
    The Vast South Rift itself is a highly anomalous geological formation, a cavernous pit of enormous and unknown breadth and depth. Early explorers who reached it thought it the world’s edge, though the learnings of later eras have made such a conclusion seem very unlikely. It is rather dark, though rarely pitch-black, within the Rift, which is somewhat strange as it yawns so wide that the sun really should light it better than it does in practice (in fact, it is rare to clearly see the sun from within the Vast South Rift, and the sky is quite dark at all hours). This is thought to most likely be due to some effect of the rose beryl, though not much evidence has been found either in support or denial of this theory thus far. To Pryme, rose beryl is a poorly-studied gemstone only known to occur naturally in and near the Rift, where it is very plentiful with large, exposed crystal formations. Strangely, crystals of the stone give off light of their own, and are the source of much of the illumination that is present in the depths of the Rift; when looking into its depths at a distance the larger crystal formations look reminiscent of stars in a dark night sky (albeit stars in a magenta shade). The edges of the Rift begin extremely steep, vertical in many locations, but do taper somewhat as one continues downwards. This is relevant, because there are people that live within the Rift.
    The Escha Beryl, as they are called in the rest of Pryme due to an incomplete translation of a name for themselves based in part on the local rose beryl crystals, are perhaps the one people of Pryme that the least is known about. They live in the Rift and its (relative) darkness, deep enough that there is enough flat ground to build their homes and even cities, though even miles below sea level where most of the Escha Beryl reside most of the land has a noticeable natural slope deeper into the rift. Escha Beryl are typically thin and very pale of skin and eyes. The people of the Vast South Rift are generally known to welcome visitors, but haven’t historically made any attempts to reach out to them either. While potentially lucrative, trade with the Escha Beryl is highly limited in practice due to the sheer extent of natural barriers to engaging in it, what with a harsh desert followed by miles of near-vertical descent. What travelers and traders have visited the depths of the Rift have noted impressively vast efforts by its inhabitants to construct terraces of flatter land, across which run rivers fed by deep groundwater (compared to which, of course, the homeland of the Escha Beryl is deeper still). Their architectural works and monuments are reported to be quite impressive in scope, though the acumen in technology and engineering they imply is often overlooked by many of the nations of Pryme on account of the Escha Beryl’s (understandable) complete lack of knowledge of seafaring, which in the rest of the continent is often the first place one looks when gauging scientific and technological development. Of the known Escha Beryl people and polities, all appear to be the subjects of a single (albeit rather decentralized) monarchial government ruling from the city of Eschmavi, though given the extent of the Rift and how much of it is unknown to the rest of Pryme there could be numerous independent states down there yet unmet by the closer-to-sea-level rest of Pryme.

  2. #12

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    New update, and likely the last; giving the legend and lower map border space some of that ornamentation I considered previously. This has been pretty interesting to do as a learning experience, though I think the next map I do I'll probably be going back to a hand-drawn style for the map itself.

    ### Latest WIP ###
    prymeMapJan2018-final.png

    And of course, a final lore post, this time covering the mentioned Stone Forests in Grimpati.

    Notes: The Grimpati Stone Forests

    In northern Pryme, bordering the coastline of the Great Silt Sea, is a region called Grimpati, filled with great forests of large stone trees. More remarkable than their mere existence is the fact that they seem to grow, and new stone trees sprout, despite showing no sign of being actual plants or being comprised of anything but gray stone. Fragments broken off of existing trees seem to be the source of the new sprouts, but whatever mechanism allows this is unknown to any scholars in Pryme at the present. Ordinary plants and trees coexist with the stone flora, but struggle in the region somewhat. Grimpati receives frequent and often heavy rainfall, but coming off the Great Silt Sea this rain is laden with said body of water’s silt, leaving gritty gray-black trails behind wherever drops land. The silt present in the rainfall is significant enough to hamper but not prevent the growth of normal plants and agriculture (having proven quite unable to eat stone, the locals persist in the latter anyways); the stone trees don’t seem to mind it at all and thus tend to comprise a majority of large ‘plant’ growth in Grimpati, should an onlooker include them in the category.
    Although the difficulties in agriculture have resulted in the region becoming rather peripheral to much of Pryme’s politics and trade, it is nonetheless of relevance due to its local gemstones. Grimpati is a plentiful source of both diamonds and topaz, and though not the sole major source of the former is of the latter. Western Grimpati, bordering the coastline of the Great Silt Sea, is part of a kingdom known as Glamis, a monarchy with its capital at the inland city of Glamerand, on the banks of the River Korse. Glamis culturally inherits much from the Sethuli of generations past, having originally been a smaller dependent tributary of the Sethuli civilization before said state was destroyed by the Black Fleet. Being comprised of much more inland infrastructure than Sethuli proper, Glamis had more left with which to rise from the ashes, enjoying greater prominence than they had ever had before. Despite this, however, the kingdom is often looked at as backwards by wealthier and more developed polities such as the Emerald Islands or the Korod Kingdoms - the stony rainfall hampers Glamisian attempts towards greater prosperity. Nonetheless, as a prime source of diamonds they are integrated tightly into numerous major trade networks, sufficiently so that they are still very much considered part of modern society. This is distinction is particularly relevant considering the Krontian dominions to their immediate east, the other major state of the stone forests.
    The Krontian dominions are a loose federation of states and clans nominally sworn to a single ruler in the Stone King, though in practice most Stone Kings must struggle for every inch of real political control. Unlike Glamis, they are not cultural descendants of the Sethuli, and their ways and norms are native to the stone forests. However, they are also comparatively primitive in terms of their technology and society, and attempts by some Krontians to modernize or develop new ways of their own are often stymied by the decentralized political structure and opposition from a myriad of competing traditionalists (who also of course squabble with one another over said traditions). Until the invention of the Dual-Stone Compass, the Krontian dominions were of relatively little relevance to the rest of Pryme, but the discovery in the Compass of a massively more useful working of topaz than any known before has changed that in recent times with an enormous surge in demand for the stones, as Krontian land holds almost all of the continent’s topaz supply. It remains to be seen for certain whether the sudden foreign interest will be the catalyst for real, lasting long-term changes in the Krontian dominions, but it seems more likely by the day.

  3. #13

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    With a night to sleep on it, on second thought the fancy borders on the legend boxes seemed a little too heavy for the rest of that part of the map... I worry it doesn't stylistically gel very well as a result. Thoughts? Does the version without have a better feel like I suspect?

    ### Latest WIP ###
    prymeMapJan2018-final2.png

  4. #14
    Guild Journeyer elboe's Avatar
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    I think you are better off with the simple borders. The fancy borders don't really seem to fit with the style of the map or other borders. This has really turned out well for you, its very nicely done.
    Last edited by elboe; 01-26-2018 at 01:15 PM. Reason: Spelling

  5. #15
    Guild Member whisper_my_name's Avatar
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    I actually prefer the fancy borders, without them it looks a little plain. It does however seem cleaner so there is that.
    ~ whisper

  6. #16

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    Thanks for the feedback! I think I'm still leaning away from the fancy borders, yeah. Originally (and before I added the illustrations) I did think the boxes were too plain and had been planning to add ornamented borders like that for a while - I did think some fanciful curlicues were fitting to the style I was going for with the map - but as I kept working on the border/legend region I was more and more enjoying the canvas-overlay-fill illustration/coloring style. By the end of it when I saw it all together the borders just started to seem like they were looming over the rest of the cutout/stained-glass-like coloration the legend boxes and illustrations had.

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