Monday, March 30, 2015

World Map Portfolio: a map commission directory

This post is part of a series to augment the Fictional Cartography by D.N.Frost available for free download.

The best and latest map commissions are gathered here at www.DNFrost.com/portfolio.

Find more guest-inspired content in my Guest Directory.



Also check out the maps from the TotKW saga:
Maps of Awakening: fictional cartography from Book 1 www.DNFrost.com/maps #TotKW An atlas directory by D.N.Frost Part of a series. Maps of Broken: fictional cartography from Book 2 www.DNFrost.com/maps #TotKW An atlas directory by D.N.Frost Part of a series. Maps of Conceived: fictional cartography from Book 3 www.DNFrost.com/maps #TotKW An atlas directory by D.N.Frost Part of a series.

For the making of the TotKW maps, see www.DNFrost.com/cartography.

And to map your own world, see www.DNFrost.com/commissions.



World of the Marshlanders: NEW POST!

I first encountered professor-gone-author Annis Pratt when a prior map client recommended my services for Annis's series of published novels. Check out our project mapping the wetlands for her eco-fiction series.

Read more of this post here...




What are Commissions? On this website, the commissions tag refers to information about my map-making collaborations with others.

The map commission series showcases each project, and the commission resource series gives details on commissioning your next map.

Read more about this tag here... Soon.



Fictional Cartography: a free download

Get a sense of my vesatile mapping process with these testimonials and project memoirs.

You'll learn how to use map-making as a tool to improve your own settings and stories.

Read more about this download here...






Map Your World: a paid creative service

Your world is a masterpiece, and your map must reflect it perfectly. I want you to have access to this powerful creative tool, whether you want to enjoy your map on game night or publish a new map in every novel.

Read more about this service here...



Map Commission FAQ: a free download

Find answers to the most frequently asked questions about my map-making services.

You'll learn key specifics like rates, image rights, and the start-to-finish of your project.

Read more about this download here... Soon.


Download the helpful Map Commission FAQ here.




Gold Commissions average over 12 hours of Photoshop time. Map Your World here.

These maps are elaborate, decorative, and usually require me to make technical innovations or major stylistic changes.

Ideal for your professional publications and full-page printing.

Eastern Minas, for Stephen Everett

This earth-like planet was invented by science-fiction writer Stephen Everett. We finished his map in March 2020.

The map depicts the entire eastern hemisphere as a 2D overworld projection.

Begin Steve's map story here... Soon.

Western Minas, for Stephen Everett

This earth-like planet was invented by science-fiction writer Stephen Everett. We finished his map in June 2018.

The map depicts the entire western hemisphere as a 2D overworld projection.

Begin Steve's map story here... Soon.


The Realms of Iorden, for TOAFN

The Once and Future Nerd is a fantasy podcast written by Zach Glass and Christian Madera. We finished their map in May 2016.

The map depicts the shimmering White Forest and surrounding human realms.

Begin TOAFN's map story here...



T'Chak of Sheridan's World

This earth-like planet was invented by science-fiction writer Stephen Everett. We finished his map in July 2016.

The map depicts much of the southern hemisphere as a 2D overworld projection.

Begin Steve's map story here...



Minbari of Sheridan's World

This earth-like map was for science-fiction writer Stephen Everett. We finished his map in June 2015 and updated it in July 2016.

The map depicts much of the northern hemisphere as a 2D overworld projection.

Begin Steve's map story here...



Babylon and Corinth of Sheridan's World

This earth-like map was for science-fiction writer Stephen Everett. We finished his map in January 2015 and updated it in July 2016.

The map depicts much of the northern hemisphere as a 2D overworld projection.

Begin Steve's map story here...


Kleinpharas of Gardul, for Jeffery W Ingram

This poster-sized map shows a large swath of Jeffery W Ingram's earth-like world of Gardul. We finished his maps in April 2016.

The map displays the nuanced topography in the lands of Kleinpharas and beyond.

Begin Jeffery's map story here...


Download the helpful Map Commission FAQ here.




Silver Commissions average from 8-12 hours of Photoshop time. Map Your World here.

These maps are detailed and professional, for both high-quality printing and online sharing. Most of my own maps fall into this level of detail.

Ideal official images for your publications and online display.


Kleinpharas of Gardul, for Jeffery Ingram

This earth-like world was imagined by fantasy worldbuilder and author Jeffery W Ingram. We finished his maps in April 2016.

The map shows a diverse land of many climates and detailed topography.

Begin Jeffery's map story here...


World of the Marshlanders, for Annis Pratt

This realistic early-modern realm was invented by eco-fiction author Dr. Annis Pratt. We finished her map in October 2016.

The map displays a diverse peninsula of cultivated land and wild marshes.

Begin Annis's map story here...

Gaul, for Linnea Tanner

This large overview of France was for historical fantasy author Linnea Tanner. We finished her map in August 2019.

The map shows the plains, rivers, and settlements of ancient France.

Begin Linnea's map story here... Soon.


Southern Britannia, for Linnea Tanner

The world of the ancient Celts comes to life in the historical fantasy of Linnea Tanner. We finished her maps in July 2015.

The map depicts southern England and the Celtic tribes resisting Roman conquest.

Begin Linnea's map story here...


Smuggler's Routes, for Claudia Oltean

Claudia writes about her grandfather's journalism in the crime-fueled mayhem of Prohibition-era Detroit. We finished her map in August 2015.

This map shows the contours of the frozen Detroit River and the major cities along its banks.

Begin Claudia's map story here...


Download the helpful Map Commission FAQ here.




Copper Commissions average less than 8 hours of Photoshop time. Map Your World here.

These maps are functional and aesthetic, but less elaborate. They rely on time-saving shortcuts and thorough correspondence to reduce revision time.

Ideal reference tools for your games and works in progress.

Britannia, for Linnea Tanner

This large overview of England was for historical fantasy author Linnea Tanner. We finished her maps in July 2015.

The map shows the highlands, rivers, and Celtic tribes of ancient England.

Begin Linnea's map story here...

Sordow, for David Glenn

This fantasy realm was invented by writer David Glenn, who drew inspiration from his British heritage. We finished his map in June 2016.

The map displays the four nations that form the northern isles of Sordow.

Begin David's map story here...


Crystallon, for Monica Spath

This earth-like world was imagined by fantasy storyteller and weaver Monica Spath. We finished her map in July 2015.

The map depicts idyllic countryside and the forest that provides lumber for airships.

Begin Monica's map story here...



A'tal of Affonaè

This earth-like world was imagined by fantasy writer and equestrian Morgyn Star. We finished her map in June 2015.

The map depicts the grassy realm of A'tal, bordered by the red sands of Daharsha.

Begin Morgyn's map story here...



Download the helpful Map Commission FAQ here.




Maps of Broken are further examples from my own fantasy saga. Map Your World here.

Maps of this sort showcase my own personal style, and demonstrate mapping capabilities beyond those commissioned above.

Additional styles and possibilities for your map.


The Katei Ocean, for Broken

This is a section map for my own novel, Broken. I've included it as an example of my antiqued nautical cartography.

The map depicts ocean depths, coral reefs, and ocean currents in a decorative style.

See more maps from this novel here...



The Nine Hells, for Broken

This is a section map for my own novel, Broken. I've included it as an example of mapping an unearthly realm.

The map depicts rugged expanses of barren rock split by chasms filled with magma.

See more maps from this novel here...


That's it for this post! Check out the latest map commissions for more.

Want to bring your own world to life? We can map your world.
You deserve a professional map you can be proud to share.

Download Fictional Cartography by D.N.Frost here, or start your adventure below.






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Monday, March 23, 2015

Foreign Magic: a mystic resource

This post is Part 5 of a series to augment the Magic of the Known World available for free download. Start with Part 1 here.

This and other mystic resources are gathered in my Magic Directory for you to explore.

Find more worldbuilding content in my Codex Directory.



The properties of magic from Part 1 of this series let scholars group all the different magics of the Known World into the Magic Codex, a functioning taxonomy of magic.

This post corresponds with Magic Codex Chapter 5 - Foreign Magic.

The foreign magic class is comprised of magics that must be studied before they can be wielded. These magics arise intentionally in students of magic and are mastered through rigorous focus and technique. All foreign magics have finite potential, and inception and study are halted when a person's limit point is reached. Individual limits vary widely per person, and there are no general standards for a given race.


Check out the Magic of the Known World for more resources!


The four branches of foreign magic are elemental, sensory, life, and ether magic, each of which has a number of purviews. Some purviews are only accessible through study, and other purviews are natural magics, which some individuals are born able to wield. Those born without these natural abilities are able to study these purviews as foreign magics.

In my Tales of the Known World saga, any individual can study any purview as a foreign magic, regardless of his natural magic aptitudes. However, there seems to be a rough correlation between the strength of a person's natural magics for a given branch and his success learning foreign magics from that same branch.



Download the complete Magic Codex:

The Known World is rife with magic. Over time, scholars have compiled all these magics and magical effects into a comprehensive taxonomy. For more about the role and inner workings of magic, check out the complete Magic Codex above.



The elemental magic branch, described in Magic Codex Chapter 3, is comprised of magics that grant powers over a particular element, and that create effects upon or using that element. The two foreign magic purviews are fire and ice magic, accessible only through study. The four natural magic purviews are air, water, earth, and dark magic, which can be studied as foreign magics.

Fire magic involves creating and controlling fire and heat, healing through the self-warming aspects of the thermoregulatory system, and crafting ceramics and other goods made by heating or baking, through factors in the firing process like temperature and convection.

Uniquely, fire magic shares some of its scope with dark magic, a natural purview. However, fire magic tends to burn at the same temperature as non-magical fire, and appears in the normal spectrum of colors. Almost unanimously, mages studying a heat-based purview choose fire magic over the heavily stigmatized dark magic.

Ice magic involves creating and controlling ice and cold, healing through the self-cooling aspects of the thermoregulatory system, and crafting frozen delicacies and other goods made by freezing or cooling, through factors in the chilling process like temperature and convection.

Uniquely, two ice magic spells create coldness by removing heat energy from the environment. The excess heat energy is absorbed by the caster, where it is converted into magic energy that fills the caster's magic reserve, described in Magic Codex Chapter 8. This magic energy can then be used to create yet more magical effects.

For more about these magics, see Chapter 5 of the Magic Codex available above.


Check out the Magic of the Known World for more resources!


The sensory magic branch, described in Magic Codex Chapter 3, is comprised of magics that grant powers over a particular sense, and that create effects upon or using that sense. The two foreign magic purviews are power and peace magic, accessible only through study. The five natural magic purviews are scent, flavor, light, sound, and touch magic, which can be studied as foreign magics.

Power magic involves controlling the presence and availability of magic energy, healing through the sense of magic energy, and crafting magical relics and wards through the manipulation of magic energy.

Peace magic involves controlling the presence and availability of emotional energy, healing through the sense of emotional energy, and crafting meditation totems and religious idols through the manipulation of emotional energy.

For more about these magics, see Chapter 5 of the Magic Codex available below.



Download the complete Magic Codex:

The Known World is rife with magic. Over time, scholars have compiled all these magics and magical effects into a comprehensive taxonomy. For more about the role and inner workings of magic, check out the complete Magic Codex above.



Within the codex, the term life magic is located at (3.2.1) and is defined as:
life magic (N) A magic that grants powers over physical objects and beings, and that creates effects upon or using them.

The term life magic is the branch for magics that manipulate physical matter to create effects (as in, Levitation requires life magic, or, One purview of life magic is artifact magic).

There are four known purviews of life magic, all of which fall into the foreign magic class. The four foreign magic purviews are inert, artifact, living, and sentient magic, accessible only through study. There are no natural purviews of life magic.

Inert magic involves controlling solid non-magical objects and mending them when they are damaged or broken. When combined with ether magic, defined below, this purview also encompasses manipulating an object's location in the ether, as well as the object's existence itself.

Artifact magic involves controlling solid magical objects, known as artifacts, as well as mending them when they are damaged or broken, and restoring their powers if they are weakened or extinguished. It is a specialized purview of inert magic, developed to overcome the substantial sort of energetic mass that magic energy adds to an object.

Living magic involves controlling the physical bodies of life forms and healing them of injury and illness. It is a specialized purview of artifact magic, developed to overcome the substantial sort of energetic mass that the life force adds to an organism's body.

Sentient magic involves controlling the physical bodies of sentient life forms and healing them of injury and illness. It is a specialized purview of living magic, developed to overcome the substantial sort of energetic mass that the intelligence of a sentient life form adds to the organism's life force.

For more about these magics, see Chapter 5 of the Magic Codex available above.


Check out the Magic of the Known World for more resources!


Within the codex, the term ether magic is located at (3.2.2) and is defined as:
ether magic (N) A magic that grants powers over the ether, and that creates effects upon or using the ether. Also: space magic

The term ether refers to the cosmic fabric of time and space through which life energy manifests itself as physical matter and magic effects (as in, The ether is the foundation of the observable universe, or, All matter exists within the ether). The ether has two facets, space and time, which are inextricably linked to each other.

The term ether magic is the branch for magics that manipulate the ether to create effects (as in, Teleportation uses ether magic, or, Ether magic contains only one common purview). Once classified as a form of life magic, ether magic was reclassified into its own branch nearly two centuries ago.

Ether magic involves sensing the ether and its textures, contorting the density of the ether, and piercing the ether to create portals.

There are technically two purviews of ether magic, both of which fall into the foreign magic class. The two foreign magic purviews are time magic, described in Magic Codex Chapter 8, and space magic, but only space magic is considered a viable form of study.

In fact, the term space magic is uncommon even in academic circles, and the term ether magic should be used to refer to the purview of ether magic dealing with space.


That's it for this series! Up Next: Exploring the rarest forms of natural magic...

For the complete Magic Codex, enter your email above.






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Wednesday, March 18, 2015

Babylon of Sheridan's World: a map commission

This post is Part 1 of a series to augment the Fictional Cartography by D.N.Frost available for free download.

This and other map commissions are gathered in my Portfolio Directory for you to explore.

This post is also Part 1 of a series about Stephen Everett.



I first met Stephen Everett in a Facebook group for world-builders. Though the group was for science-fiction, I shared a few maps of the Known World. Steve liked my maps so much, he contacted me to ask about commissioned work.

I was fairly familiar with commissions for my craft hobbies like knitting and rug-making, so I drew up a map commission process and shared it with Steve. The basic outline was simple - a free preliminary render by me, a 60% deposit by Steve, and a bunch of collaboration guiding an estimate of Photoshop hours.

A detailed log of my Photoshop time would keep us on track, and a final invoice would cover the time beyond his initial deposit. I'd create and deliver a digital package of images for Steve's use in publishing and on the web. Easy.


Check out this Fictional Cartography by D.N.Frost for more maps!


However, Steve had some rather unique challenges for his map.

He needed latitude and longitude lines, with his towns and islands plotted at exact coordinates.

As a science-fiction writer, he also needed some stylistic adjustments for his map to suit his world.

Before I started the actual imaging, we collaborated on the necessary innovations to my mapping style.

After making all my Maps of the Known World, I felt confident in all the pieces of Steve's puzzle and gave him a detailed estimate of the commission's time and cost. He decided his map would be totally worth it, and we agreed to move forward with the project.


Here's what he had to say about the finished map:


Babylon of Sheridan's World, a map commission by D.N.Frost for Stephen Everett www.DNFrost.com/portfolio Part 1 of a series.
It looks better than good, it looks excellent!

Once we started on the geography, it started to develop a life of its own.

Picturing the mountains, the lakes, thier placements made it come alive.

I highly doubt that most projects are done in such a reverse order, where the co-ordinates are provided first and then having to reverse engineer the continent to conform.

It's much easier to picture and write the journeys with a map I can use.

I love the look of Babylon, very impressive. An excellent job.

– Stephen Everett, science-fiction writer


That's it for this post! Up Next: The continents and important latitudes...


Want to bring your own world to life? We can map your world.
You deserve a professional map you can be proud to share.

Download Fictional Cartography by D.N.Frost here, or start your adventure below.






Liked this? Share, please!

Sunday, March 15, 2015

The Plains of Rishi: a map for Awakening

The Plains of Rishi: farmland of elves and gryphon riders www.DNFrost.com/maps A map for Awakening by D.N.Frost @DNFrost13 Part 8 of a series.
This post is Part 8 of a series to augment the Atlas of the Known World available for free download. Start with Part 1 here.

This and other TotKW maps are gathered in my Map Directory for you to explore.

Enjoy!



The Plains of Rishi
The Plains of Rishi: farmland of elves and gryphon riders www.DNFrost.com/maps A map for Awakening by D.N.Frost @DNFrost13 Part 8 of a series.
Farmland of elves and gryphon riders.


Geography and Climate


In Part 2 of Awakening, the Plains of Rishi stretch from the western Great Sea to the eastern Katei Ocean. These flat windswept lands are sunny and temperate, with mild winters that make for long growing seasons. Two large river deltas split the Rishi, providing fertile silt to its great tracts of farmland.

The Front Rishi lies in the west, south of the black pine Forests of Kalrein and north of the cursed badlands of Old Ryerin. The Back Rishi lies in the east, forming the escarpments that border the arid Sutek Desert.

This region also borders the D'jed Mountains, the Gulf of Lohki, and the Great Sea.


Flora and Fauna


Many wild grasses grow across the Rishi Plains, but most of the land is devoted to agriculture. Wheat, oats, and barley are farmed in the drier soils, and the soggy land nearer the deltas is home to many successful rice paddies. A healthy ecosystem of insects thrives across the Rishi, supporting an array of larger animals, including both wild and domestic wvyern herds that roam vast acres of untilled ranchland. The top predator of the Rishi Plains is the gryphon, nearly extinct in the wild but domesticated by a dwindling population of gryphon riders.


People and Dress


While the bustling cities of the Rishi are home to many races, the predominant people are the plains elves. The darkest of the elf races, the plains elves are well-tanned by the constant sun and sport dark hair and eyes. Like most elves, their ears are long and backswept, and though they are strongly allied with the mountain elves to the north, they do not perpetuate the mountain feud with the faeries of Kalrein. However, plains elves do typically harbor disdain for the blond tree elves who dwell in townships along the borders of the badlands. A fairly destitute race, tree elves find little opportunity for advancement and usually live humble lives of meager subsistence in the unclaimed borderlands, unless they've signed into indentured servitude upon a wealthy Rishin farm.


Native Magic


The plains elves access a potent cocktail of sensory and special magics, but are very weak elemental mages. They usually display decent abilities with Animal magic, and are renowned for their Metal magic and smithing prowess. Their Sound and Touch magics are usually quite good, and plains elves manifest a relatively high percentage of rare Music mages, whose skill with melody and rhythm can literally enchant listeners into an obedient thrall. Though still rare, the prevalence of Music mages has led to a strong madrigal tradition across the Rishi, and within the wandering minstrel groups that roam from town to town, it is not uncommon for one or more bard to display the rare ability.

Check out the Magic Codex of the Known World to learn more.


Cultural Values and Traditions


Rishins tend to take a rather practical outlook on life, and value traits such as hard work, rationality, and thriftiness. While education is readily available at no cost, the expectation is for students to increase their earning potential and ability to manage wealth in a practical manner. Magic is also seen as a practical means to an end, and is usually viewed as an ordinary part of everyday life, with very little symbolism or meaning attached to it. As one of the regions of the Allanic Empire, the Plains of Rishi fall under imperial law, but each town or farm issues additional local ordinances that are usually enforced by those in the employ of the area's wealthiest family. Families are aristocratic and tightly knit, and land is usually passed down to the first-born son or daughter while family wealth is divided amongst siblings. Despite their elevated social status, plains elves have a fairly laid-back etiquette and are unlikely to take offense at crudeness or breach of social norms. The most effective insult is likening someone to a lowly tree elf, but even this is usually brushed off with a scoff and a roll of the eyes.

Plains elves use a version of the ancient merfolk calendar, which begins the new year on the winter solstice. They measure age in years, and birthdays are typically celebrated in grand fashion. The grandest galas are held when young ladies reach the age of sixteen, and their families throw extravagant parties to debut their daughters to the eligible suitors of the Rishi. While guests of all ages are invited to these debuts, men are not considered eligible suitors unless they've reached the age of twenty and have established some means of long-term wealth acquisition. For the firstborn, their promised inheritance of family land is enough. For others, a successful forge, trade route, or lofty employment under a firstborn sibling is required for a man to reach adulthood. Marriage is a common benchmark of adulthood for women, but owning a successful ranch or business is a well-respected and not-uncommon alternative.


Warriors and Guardians


Gryphon riders are the guardians of the Rishi Plains. They live in rookeries, secluded towns devoted to the rearing and training of gryphons for mounted flight. While anyone is welcome to join the rookery, individuals are not considered gryphon riders until they receive their own gryphon hatchling to raise. Within the rookery, riders learn to care for their gryphons as well as ride in a number of strategic formations. Some riders practice in-flight archery, but most riders use magic as their mode of offense. Because gryphons live up to two centuries, gryphon riders never officially retire, though elderly riders abstain from participating in mounted formations and typically take up a position of mentorship within their rookery. Gryphon riders of all ages are revered by the rest of the Rishi, and plains elves are especially eager to offer deference and aid to any rider they encounter.


Languages


Though the plains elves of the Rishi have spoken the lingua franca of Allanic for centuries, their local dialects and traditional names harken back to the elvish tongue of Ka'e, which originated in the mountains to the north. The plains dialect is easygoing and lilting, rife with casual grammar and phonetic elisions that sound almost lazy to a northern speaker. They still write using their ancestral alphabet of angular runes, which has become the most common written form of Allanic, and the plains elves tend to gesture during speech more than their mountain cousins do. Gryphon riders also use a language of hand signals to communicate across winds during flight, and some of the most common signs have worked their way into the gesticulations of the layfolk.

Check out the Language Codex of the Known World to learn more.


Characters from The Known World


Awakening is a potent tale of self-discovery. Experience this gripping fantasy adventure and discover yourself within. www.DNFrost.com/Awakening #TotKW
In the book Awakening, Sharis and Fal'on are gryphon riders hailing from the plague-stricken rookery of Vedosr'f'n.

As nomadic barterers with no home to return to, this sister-brother duo traveled the plains until they encounter an ethereal pair of wraiths hailing from the distant land of Kholl.

Overhearing their plot to mindwarp the empress and overtake the imperial capital for their own, Sharis and Fal'on embark on a reckless journey to find help for the empire.

Instead, they pitch headlong into a perilous quest three centuries in the making.

That's it for this post! Up Next: Fertile river deltas in the elf heartland...

Download the Atlas of the Known World here, or start your adventure below.






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Sunday, March 1, 2015

Portent VIII of Awakening: a riddle in rhyme

In the novel Awakening, there are 23 portents fortelling the events of the unfolding saga.

Start with Portent I here.

These and other riddles in rhyme are gathered in the Portents Directory for you to explore.

Enjoy!



When lost through sight of death untold
Works not to see the seen unfold
She riles the sea for sacrifice
Of homebound student stolen thrice

Who by the grace of lessons taught
Reminds the lost of truth forgot
And braves the wake of ocean churned
Her death delayed and future earned.


Can you decode the future Tales of the Known World?

Share your interpretation!
Comment below with your take on this portent.


This short portent is key to a great scene in Chapter 7 of Awakening. It is especially foreboding to Larin, who was told this prophesy foretells her own destiny. You can read the scene in this free ebook.



Download the Prophesy Appendix:

The merfolk culture is built on the prophetic Gift. Nearly all men produce a portent every twenty days, and they devote their lives to interpretation. For more about the role and inner workings of prophesy, check out the Prophesy Appendix above.



Alongside every prophesy is an attribution block. This block contains a byline giving the name of the person who said the prophesy, and a dateline giving the day the prophesy was first said. Here is the attribution for this portent:
Jyakugi Ndendyn Regyoni XIX
3:2:4:2/7, 8:2:2 IX
V 2:1:1:2/5, III:IX
The portent attributed here has been interpreted, and it references a single event that occurs on an exact date. An additional verified dateline has been added to the attribution, noting the date when the portent comes to pass.


That's it for this post! Up Next: At last unfettered servants fledge...

For the Prophesy Appendix, enter your email above.






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