Exploring the First Batch

This post is the first of a series that looks across the first batch of Succession Maps checking out some of the cool features that have appeared. It was going to be single post but I got carried away so this is all about Ghangola (and here).

A core objective of this project is that regardless of which map you’re looking at, it will have a variety of cool features.

There is an interplay between the land outline, vertical shape, erosion and the many features. On the one hand this creates maps that look largely the same at first glance. However, when you get in close and start populating the land the variety and interplay of the geography really comes into play making each map exciting and unique.

Looking at the cool features that I’ve come across is really just a shallow overview of whats there when you start using these maps to build campaigns. I’ll skip looking at Archerland, the free sample, as its already had a lot of attention.

Batches

Each of the 500 regions from this project exist as a 3d model but they are not all rendered yet, even I don’t know what they all look like.

Each batch consists of 10 regions assigned to that batch number randomly to maximise variety. This is why the first map that became the free sample was #0248. It was literally the first region from the first batch to render so was published first.

 

A Corner of Ghangola

Ghangola has a southern coast that keeps making exciting features in all the epochs. In the south eastern corner it has a diamond hatchwork where mountain ranges criss cross in the sea. This has led to some exciting shapes.

In the Primordial you can trace the diamond shapes made of dozens of islands. Often features in the early epochs become hidden later but in Ghangola they just get better.

The clue is in how spikey the island mountains are. If you look at the snowy mountains on the left they are tall but lack the points the islands have. This refusal to erode makes them likely to last even though they don’t have the mass of the bigger mountain chains.

During the Deadlands this diamond shape creates a lagoon surrounded by impenetrable mountains. Then in front of this lagoon is a natural harbour. It’s a fortress. But out the back is a second way in with a handy finger of land sticking out.

Zooming in on the overhead map reveals those mountains attached at the south contain a range of natural keeps and baileys.

During the Ice Age this feature disappears into a few chunky islands. But the coastline in this corner keeps its shape and creates huge natural bays peppered with islands.

During the Low Tide epoch the diamond shapes return creating waves of deep valleys.

Between each lake multiple weaving mountain passes allow access between valleys often beside one of the deep cracks which must act as routes. “Keep the devils crack on yer left for three days” explained the innkeeper with a menacing growl.

Towards the west the coastline becomes a line of small deep bays. In all likelyhood the cliffs contain caves and holes created by deepsea tides and sea creatures. These caves are now exposed and full of seabirds.

Higher up any ancient dungeon that spans one of those cracks will be opened to daylight, for a few hours at least.

During the Dry Mesa epoch the valleys still exist. Any races living in the valleys of the previous age could be hanging on around these deep waterholes.

The mountains that surrounded that diamond shape seem to have broken down but the overall diamond shape can still be seen as a line of regular waterholes.

Now the routes between diamonds has eroded into wide valleys between bare peaks.

Just south of the big waterhole to the east, where the tallest peak of this diamond shape was, there is a hollow in the top of the mountain. There are couple of winding routes up to this hollow begging for a settlement of some type.

The Reborn Mesa remakes the valleys, though they are now less steep. The valley lakes now look more like lagoons with fringes of foliage.

To the west the bay has reopened to the ocean with a dramatic inbound route. Whatever races hung on during the Dry Mesa in the deep valley is probably going to recover quickly with sea routes opened up. A new power may arise due to a lucky sea channel.

By the 2nd Age the diamond feature has become a collection of islands and the two large bays are back.

Even thought the land is superficially the same in the 1st and 2nd Ages the details are very different.

Just at the top of the eastern bay in the 2nd age is this evocative double mini bay. This was a blander feature in the 1st Age but now this is just crying out for an adventure. It has bleak moors, windswept cliffs, hidden beaches and everything. To me this evokes Wuthering Heights and classic Strahd.

If you’d like to ask any questions about Ghangola or have something you’d like to say reach out to @Leapin_guy on Twitter or Leap Interactive on Facebook.