Monday, July 27, 2015

Minbari 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 2 of a series about Stephen Everett. Start with Part 1 here.



I first connected with Steve in Part 1 of this guest series, when we collaborated on his map of Babylon and Corinth for Sheridan's World. Later, Steve connected with me for a second map of the same planet. This time, we'd be mapping Minbari, a longer and skinnier continent on the other side of Sheridan's World.

For this map, Steve had some specific coordinates for the limits of the Minbari continent, but fewer towns with exact coordinates. We discussed his basic needs for the map, and I sent Steve an estimate based on the streamlined style of his first map.


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


Shortly after he signed the estimate, however, Steve mentioned including more topography like forests and rivers.

Since the estimate hadn't accounted for the additions, I noted the new features he wanted.

As a repeat customer, Steve understood the difference between the map elements I'd factored into his estimate and the map elements he brought up afterward.

Once I knew Steve was fine with the extra cost of his topography additions, I used a rough sketch he'd sent me to make an initial render of his coastline.


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


Minbari of Sheridan's World, a map commission by D.N.Frost for Stephen Everett www.DNFrost.com/portfolio Part 1 of a series.
I love it. The map has a wonderful strangeness.

We used colour and shadings to convey mood and geography.

I love the colours.

The shading and tones and colors all work together, and I love the way the shading came through and bleeding of colours worked.

The rain forest is spot on! You are incredible. I love the map.

D.N. used her skills to create the eastern portion as a battle between Earth life encroaching and fighting the local alien life.

I think the whole effect is awesome. I love the way the map really does have an otherworldly feel.

Thank you so much for all your efforts.

Hell yes, excellent job on this. Very spacey and cooooool!

– Stephen Everett, science-fiction writer


That's it for this post! Up Next: How the continent took shape... Soon.


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, July 20, 2015

Coastlines of A'tal: a map commission

This post is Part 2 of a series to augment the Fictional Cartography by D.N.Frost available for free download. Start with Part 1 here.

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

Find more guest-inspired content in my Guest Directory.



After Morgyn sketched A'tal in Part 1 of this series, I started working on a render. Morgyn had very specific travel times for her world, so first I transformed her sketch to the right dimensions in Photoshop.

I overlaid a grid on her sketch and shrank the width and height until they matched her travel times. With everything in the right ratio, I enlarged the whole sketch in proportion to fill the page.


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


Certain travel times were due southwest, so I made a slanted grid to space them properly.

I chopped pieces of her sketch and dragged them to match the distances Morgyn needed for her stories.

With an accurate outline in hand, I sculpted her coastline and added the mountains, foothills, and river as she'd drawn them.

These were sketchy for her reference, so she could confirm the basic placement of things. I overlaid her re-proportioned sketch over the render, which Morgyn printed out to draw her changes right onto the render.

Morgyn added an east coastline, moved around some settlements, and added a few more ports and another river.

She also drew a more natural curve for the foothills to follow.

I rendered a cleaner version of the mountains and foothills with a more natural undulation.

Then I spent some time cleaning up little overlaps between mountains, and I colored the mountains gray. Using their dividing line, I colored the red deserts of Daharsha.

The hues were still in quick-color mode, a bit more vibrant and full-force than the finished map would be, but I was looking for tones that would blend well together when antiqued, and for a green and red combination that didn't feel like Christmas.


That's it for this post! Up Next: Adding the towns and tribes... Soon.

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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Wednesday, July 15, 2015

Old Ryerin: a map for Awakening

Old Ryerin: fallen civilization of the tree elves www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 12 of a series.
This post is Part 12 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!



Old Ryerin
Old Ryerin: fallen civilization of the tree elves www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 12 of a series.
Fallen civilization of the tree elves.


Geography and Climate


In Part 3 of Awakening, Old Ryerin is a lost forest that stood in what is now the badlands. A mighty civilization once reigned between the Glades of Despair and the Front Rishi, before dark fire reduced the trees to charcoal. Ample coastlines made for bustling trade with Ryerin's neighbors, and the moisture from sea breezes fostered rainy, temperate seasons.

This region also bordered the Gulf of Lohki, Desperate Sea, and Plains of Rishi.


Flora and Fauna


The old growth forests of Ryerin were rife with grand oaks and king beech trees that towered over 150 feet high. Stands of elven birch grew in the sandy soil near the coasts, and a thriving ecosystem of birds and woodland creatures dwelt within the trees. The mightiest of all Ryerin's birds was the great phoenix, whose airspeed and glorious plumage earned it the name fire falcon. In addition, its ability to regenerate damaged or lost limbs gave rise to the name resurrection eagle. Now extinct like the rest of Old Ryerin's creatures, the wild phoenix was known to hunt in bands of five or six members, using stealth and strategy to take down deer and wild boar.


People and Dress


The tree elves of Old Ryerin built a mighty civilization within their forest, but they fled northward when Ryerin burned. Now they live as second-class citizens in the Plains of Rishi, scratching out an indentured living beneath the wealthy plains elves whose ancestors offered Ryerin's refugees the chance to earn their keep. The fairest of all the elves, tree elves have light hair and light eyes. Like all elves, they are tall and graceful, and like most of the elf races, they have long backswept ears. The tree elves of Old Ryerin were strongly allied with the flourishing civilization of nymphs to the south, and loosely allied with the rural agrarian culture of plains elves to the north. Both men and women tended to dress in white robes, though colorful trim was often used to symbolize financial status, guild membership, and individual preference.


Native Magic


Like most of the elf races, tree elves make poor elemental mages. They display good sensory magics, with their Sound magic comparable to that of plains elves, though their latent Touch magic is typically less prevalent than in their plains elf cousins. Both their prime Metal magic and their latent Animal magic are quite good, and though there are few stellar Metal mages amongst the tree elves, their special magics as a whole are more balanced than other elf races. This balance gives rise to a greater prevalence of rare Forge mages, who can sharpen and sculpt cold metal as if it were clay.

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


Cultural Values and Traditions


The tree elves of Old Ryerin valued justice and equality over all other virtues. Model citizens were fair and indiscriminate in their affairs, regardless of their financial standing. The meritocracy of Old Ryerin sought out the smartest and most capable for positions of power, and even the king was appointed by an electorate of Ryerin's most virtuous scholars. Magic and education went hand in hand, and Ryerin's universities were renowned throughout the Known World for their accessibility and stellar curricula. Families were large and egalitarian, tracing lineage through both the male and female lines, and important family decisions were usually determined by the vote of parents and children, as well as extended family such as grandparents, aunts and uncles, and even cousins. Every voice was considered equally important, and it was most offensive to dismiss a Ryerik's opinion without giving it due consideration.

Age was measured in years, and Ryerin placed the new year on the winter solstice as per the solunar tables of the ancient merfolk calendar. The line between childhood and adulthood was very blurred for the Ryerik, and overall maturity was usually the deciding factor in how a person was viewed. Articulate and compassionate individuals were often considered adults early in life, while recalcitrant or spiteful personalities were viewed as children well into their thirties. The mark of adulthood was measured in how an individual treated others, particularly those who could offer nothing in return. While no celebration marked a child's ascension into adulthood, weddings were a huge affair in Old Ryerin. Wedding preparations often took years to perfect, and the wedding itself often spanned a week or more of drinking, feasting, and music interspersed with grand speeches and gift presentations from family members and well-wishers.


Warriors and Guardians


Though Old Ryerin had little cause for war, highly-trained phoenix gliders were considered the guardians of the forest. These riders were respected throughout Ryerin, and they were often given special consideration out of appreciation for their guardianship. Aspiring youths would report to one of the land's many aeries, and each selected a phoenix chick from the hatchery there. Life in the aerie consisted of combat training and care for one's phoenix, as well as mandatory schooling to ensure a balanced education for each rider. Adult phoenix gliders also learned aerial maneuvers and battle tactics, as well as the overarching strategies of war. The oldest riders retired from active duty to teach the youths of the aerie, and at a rider's death, the aerie released his longer-lived phoenix back into the forest. Unfortunately, phoenixes are now extinct, and the tradition of phoenix gliding died with them.


Languages


The tree elves of Old Ryerin spoke a language known as Ryehren, which was a dialect of the mer language that was was heavily influenced by A'lari, the language of the nymphs to the south. Strangely, the tree elves are the only one of the elf races whose tongue is not based on Ka'e, the ancestral language of the elves. However, the high civilization of Ryerin escalated their language to the lingua franca of its day, and people across the Known World learned Ryehren in order to trade and conduct foreign policy. The language Ryehren was written in a curving script similar to that of the mers, and it was the first "universal" tongue of the Known World, though most outside of Ryerin spoke their ancestral tongue natively and learned Ryehren as a second language.

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, Kingard is a plains elf who lived in Old Ryerin until it was cursed by the invading Colkh'rak.

After helping citizens flee northward, Kingard witnessed the rapid decay of his beloved home into the arid desolation of the badlands.

Now, he leads a company of fugitives around the badlands and into the Glades of Despair, where the mythic city A'lara awaits their arrival.

With little more than luck on his side, Kingard hopes to reach the magic city and unleash the power to oust the Colkh'rak once and for all.


That's it for this post! Up Next: Windswept plains of the gryphon riders...

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






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Wednesday, July 1, 2015

Portent XII 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!



By land and sea and air they ride
The motley force of Mother's pride
For prince estranged they come by air
Their chieftain blessed by danger's wear

The sea erupts its lowest lows
By countless heads the army grows
The long unshackled earthly rise
To fight beneath unshrouded skies

Beholden from the depths they burst
To oust again the reigning cursed
The wretched now cannot defend
With threefold battle at its end

But advent unexpected wrests
The night from long unwelcome guests
Unleashed the gateway's vicious roar
With thunder turns the tides of war.


Can you decode the future Tales of the Known World?

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


This epic portent is quoted before three scenes in Awakening, and it predicts one of the coolest plot twists in Book 4. I love the sturdy rhythm of this prophesy. What do you think the threefold battle might be?



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:
Resyn Jarunwe Rovikya XV
1:3:3:5/5, III:IX
The portent attributed here has not yet been interpreted. It was said recently, and it will be repeated every twenty days until either it is correctly interpreted, or it comes to pass.


That's it for this post! Up Next: To boldly tread the rocky path...

For the Prophesy Appendix, enter your email above.






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Monday, June 29, 2015

A'tal of Affonaè: 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 Morgyn Star.



When I launched my World Map Giveaway in April of 2015, Morgyn Star was one of the first people to enter. Her world of A'tal is an equestrian society, bordered by an outlying desert whose nomadic people try to sneak past the foothills guarding A'tal's grasslands.

The realm piqued my interest from the start, and I was delighted when she won the giveaway. When I first contacted Morgyn, we were both very excited to get to work. I invited her to share any important details about her world with me, and I received a deluge of information.


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


She shared her first chapter, intense descriptions of all her places, and a dazzling Pinterest account full of boards for different characters and regions within her world.

Since Morgyn is an artist, she had sketches of cityscapes and citadels to share with me.

I was floored, and a bit overwhelmed. The only thing she hadn't shared was a sketch of the landscape!

Morgyn wanted to find an old sketch for me, so I held off on starting the map while she looked.

I worked through all her material and made my own rough sketch based on her descriptions.

It turned out to be wrong, but it helped me get into map-mode as I waited on her drawing.

Ultimately, Morgyn gave up on finding her old sketch and decided to draw a fresh one to get the ball rolling.


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


A'tal of Affonaè, a map commission by D.N.Frost for Morgyn Star www.DNFrost.com/portfolio Part 1 of a series.
Honest, I had no idea just how much this would help my envisioning.

I'm staring at A'tal right now, while adding one more chapter to my book.

The questions that arose while we mapped A'tal helped to clarify parts of my story.

Your asking me if I wanted to name the deltas, ahem, became part of the story.

Very, very cool and so helpful!

– Morgyn Star, fantasy writer


That's it for this post! Up Next: Matching the coasts and travel times...

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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Thursday, June 18, 2015

Completion of Babylon: a map commission

This post is Part 4 of a series to augment the Fictional Cartography by D.N.Frost available for free download. Start with Part 1 here.

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

Find more guest-inspired content in my Guest Directory.



After taking the plunge in Part 1 of this series, Steve and I created this spectacular map of Babylon and Corinth, continents from his sci-fi planet of Sheridan's World. I'm so proud of how the map turned out, and Steve is just as delighted:

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. 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

Though the finished map was beautiful, I wasn't thrilled with the unwavering green of the land above the Arctic Circle.

So I dabbled into my own free time to play around with emulating the sea ice of polar regions.

After toying with a few different techniques, I found something that worked really well for sea ice.

I also provided Steve with a chalk-and-charcoal version of the map.

The white haze over the polar region and subtle gray shading in the shallows around the continents made this inked version really pop.

The shading and highlights formed his black and white map, too. Steve can use this version for print publications like paperbacks.

We squared up the final invoice and I created his package of images, high resolution JPEGs and PDFs for publication, and smaller web-sized JPEGs for sharing online. I had so much fun working on his map that I wanted to write a series of posts about the project. When I asked Steve for permission to share about our project and the work-in-progress images, he agreed enthusiastically.

I learned so much on this project, both about time estimates and technique innovations. I loved expanding my horizons and developing my map-making strategies. I've added some great new techniques to my repertoire, grown in confidence and wisdom, and I had a great time providing a fellow writer with a sharable map that he can be proud of.

My own Maps of the Known World have brought me such joy, not to mention connected me more deeply with the world I've invented. My hope is that Steve will enjoy his beautiful map well into the future, and that it will bring him a bounty of pride, joy, and future inspiration.


That's it for this series! Up Next: Mapping his second continent of Minbari...


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, June 15, 2015

Kanata: a map for Awakening

Kanata: tropical paradise of plantations and aristocrats www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 11 of a series.
This post is Part 11 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!



Kanata
Kanata: tropical paradise of plantations and aristocrats www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 11 of a series.
Tropical paradise of plantations and aristocrats.


Geography and Climate


In Chapter 8 of Awakening, Kanata is a large plantation island at the southern edge of the Katei Ocean. It stretches along the eastern edge of the Gulf of Lohki, where warm ocean currents flow up from the Great South Sea.

Cooler ocean currents circulate north and east of Kanata, marking the western limits of the Dohar archipelago. The heavy moisture in the air rains consistently on Kanata, making for long, wet growing seasons.

This region also borders the Lohki Sea, and the merfolk reefs of Dynde and Juli.


Flora and Fauna


The only uncultivated soil in Kanata lies beneath her cities. A wealth of sugar cane grows for Kanata's many plantations, though rice paddies are not uncommon in low-lying areas. Further inland, some crops of plantains grow interspersed with the more profitable sugar cane. Aside from insects and insect-feeding birds, Kanata supports few wild animals, though some livestock are raised for dairy and labor. Prized racing dragons are also raised, supporting an elite entertainment and gambling industry. The sandy coasts of southeastern Kanata often see pods of sea wyverns come ashore to birth their pups in spring.


People and Dress


The humans native to Kanata are tanned with light hair and eyes. Over time, Kanatans have elevated themselves from simple farmers to enterprising merchants and wealthy plantation owners, mostly through the exploitation of imported slaves. The slave population is far more diverse, encompassing human races from across the Known World, most notably Kholl and Dohar. While slaves dress in whatever clothing made available to them, native Kanatans dress in elaborate garments and bright colors. Radiant hues and rare dyes are prized as status symbols, and aristocratic women often dye their hair lurid shades of teal and violet for special occasions.


Native Magic


Like all the human races, Kanatans rarely display the ability to wield elemental magics. They are considered the best Animal mages in the Known World, however, and Kanatans sometimes have noticeable abilities with the Gift, their latent special magic. While their sensory magics are somewhat weaker than other human races, Kanatans are notably balanced between Flavor magic, considered their prime sensory magic, and Light magic, which is generally latent in humans. This balance gives rise to a somewhat higher prevalence of rare sensory mages wielding Cuisine magic, which influences digestion and nourishment.

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


Cultural Values and Traditions


Kanatans value wealth and commerce, and the Kanatan Parliament does little to regulate either. The 100 members of Parliament are appointed by the land-owning families of Kanata, with each family appointing one member per percent of total Kanatan land owned. Due to the education required, magic is considered an expensive hobby of the elite, and the bright colors of status are closely affiliated with magic power. Kanatan high society is rigorously structured and frangible, with costly social pitfalls lurking behind the most innocent of conversations. Families are patriarchal and land is usually handed down to the oldest son, without dividing land amongst children. Merchant families tend to incorporate all capable children in the family enterprise.

While Kanatans use the standard calendar based off the solunar tables of the ancient merfolk calendar, they do not celebrate their new year on the winter solstice. Instead, the autumnal equinox is considered the start of a new year, and the ceremonies often coincide with post-harvest celebrations. Kanatans measure their age in years, and sons of the aristocracy come of age either on their twentieth birthday or their graduation from school, whichever comes first. Aristocratic daughters become eligible for courtship on their sixteenth birthday, when they are introduced to society in grandiose debut galas advertising their new availability. Marriages are often arranged between the woman's suitor and her father, and they usually involve a significant exchange of wealth or property for the woman's hand. For the merchant class, debut galas are more understated and arranged marriages are less frequent, though engagements are often sealed by business partnerships or internships for new in-laws. As adults, men are expected to maintain their wealth and lifestyle for their families, and women are expected to mind the home and raise well-groomed children.


Warriors and Guardians


An isolated island with a superior fleet of ships, Kanata has little need for more than local enforcement and slave overseers. However, most Kanatan ships are merchant vessels, and there is no official navy. Instead, merchant ships are expected to defend Kanata from the infrequent pirate raids along the northern and southeast shores. Merchant ships are far more likely to come under pirate attack in open waters than near land, and sailors often double as mercenaries, paid both a percentage of cargo profits and a reward per pirate slain. Though sailors form Kanata's main line of defense against pirates, they are disdained by the aristocracy and viewed as menial laborers just one step above slaves. Kanata's merchant class has more appreciation for their sailors, but they still view them as hired employees, often interchangeable and ultimately replaceable.


Languages


Allanic is the language of commerce, and Kanatans have long since forgotten their ancestral language of Thone. While many merchants also speak some degree of Khollic, the lingua franca of Allanic is the native language of all Kanatans. It is written in the angular script of the Allanic Empire, but Kanatans have infused their speech with many more gesticulations than the mainland to the west. To a typical speaker of Allanic, the Kanatan dialect sounds quite rhythmic and lilting, with informal grammar and a predilection for omitting certain parts of speech, especially subjects and objects that are obvious in context. Kanatans often employ alternate spellings from mainland Allanic, and they prefer some terminology borrowed from the language of the mers, despite legitimate Allanic equivalents.

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, Anelle is the daughter of a Kanatan aristocrat, and she escaped an arranged marriage with the help of a ship's captain named Kigal.

Together, they roamed the seas until one day a destructive wave forced them to dock in Port Myre for repairs.

In the mayhem, Anelle and Kigal encounter the runaway slave Larin, who barters for passage to the free land of Allana.

Once under way, Anelle and Kigal discover they are now embroiled in a deadly quest to fulfill an ancient prophesy before time runs out.

That's it for this post! Up Next: The fallen civilization of the tree elves...

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






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Monday, June 1, 2015

Portent XI 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!



By golem's work that has no end
Forgotten fog, remembered friend
The wayward son breaks thus his chains
What master lost, now master gains

What loosed the Nine Hells black and deep
Let Mother's mourn, let freedom weep
From servitude is freed at last
The portal still, the knowledge fast

He casts his bones for freedom's waves
For master's keep, for countless graves
And witness sole to master's grief
His word unveils unwelcome thief.


Can you decode the future Tales of the Known World?

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


Lines from this prophesy open the first scene of Awakening. Said on the same day as that opening scene, this prophesy comes to pass in the later chapters of Book 2.

I'm so proud of the lines broken by commas, and the jerky feel it adds to the meter. What do you think the golem's work is? And who's the one that casts his bones for freedom's waves?



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:
Kodyeh Njarwn Gusya XIII
1:2:4:4/5, III:IX
The portent attributed here has not yet been interpreted. It was said recently, and it will be repeated every twenty days until either it is correctly interpreted, or it comes to pass.


That's it for this post! Up Next: The wretched now cannot defend...

For the Prophesy Appendix, enter your email above.






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Monday, May 25, 2015

Towns of Babylon: a map commission

This post is Part 3 of a series to augment the Fictional Cartography by D.N.Frost available for free download. Start with Part 1 here.

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

Find more guest-inspired content in my Guest Directory.



I deviated from the process outlined in Part 1 of this series to plot the towns first, because Steve had exact coordinates for all his towns and islands. This allowed me to verify all his coordinates were on land before I worked on subsequent map elements like the mountains, colors, and text.

Plotting all these coordinates was more time-consuming than I'd expected. Certain coastal cities wound up out to sea or too far inland, and I had to adjust the coastlines to match their locations. I had to re-draw many of the islands from scratch.


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


For the island nation of Corinth, Steve opted to shift all the coordinates east toward the Babylon mainland.

The original coordinates were centered in the 120 E range, but Steve asked me to plot them in the 140 E range.

He had so many coordinates for towns and islands that many of them overlapped. I plotted them all, deciding to ask him which ones to eliminate.

I added some color to make it easier on my eyes, but the sheer number of towns and islands exhausted the hours I'd quoted Steve for the project. I threw in a free hour to finish the plotting and sent him a new render to see how he wanted to proceed from there. Due to my miscalculation of time required to plot all his towns, we agreed to add one more hour to the commission budget so the map could be finished.

Steve sent me a final sketch of mountain ranges and lakes to add to the map.

He selected a font for the map names and a separate font for the map title, both of which I downloaded and installed on my computer.

Steve also told me which towns to eliminate from the map to prevent overlapping, and he gave me new coordinates for a few towns to have a bit more space on the map. We were in the final stages of the mapping process, and I was really excited to create a finished product that both of us could be proud of.

Steve then asked me to shift the islands of Corinth even closer to the dateline, which was fairly easy.

We confirmed the new coordinates for accuracy, and I shifted the islands eastward one last time.

After tracing lakes into the shape of the continents and adding mountain ranges where he needed them, I revamped the map colors and sent Steve a final render.

The map was beautiful and really exceeded my expectations despite all my experience making my Maps of the Known World. There was space in the render for a few more labels if he had names to add, and he supplied me with the names of a few mountain ranges and seas to help even out the empty space.


That's it for this post! Up Next: Wrapping up the finished map...

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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Friday, May 15, 2015

The Katei Ocean: a map for Awakening

The Katei Ocean: lifeblood of trade routes and pirates alike www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 10 of a series.
This post is Part 10 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 Katei Ocean
The Katei Ocean: lifeblood of trade routes and pirates alike www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 10 of a series.
Lifeblood of trade routes and pirates alike.


Geography and Climate


In Chapter 7 of Awakening, the Katei Ocean lies at the heart of the Known World. This body of water connects the eastern lands of Kholl and Dohar with the western lands of Allana and Kanata.

Renowned for its powerful clockwise gyre, the Katei Ocean supports the merchant fleets that circulate the Known World. The currents from the frigid north bring nutrient-rich waters into the warmer southern regions, which in turn carry temperate waters and gentler weather up Allana's east coast.

This region also borders the Gulf of Lohki, the Back Rishi, and the Sutek Desert.


Flora and Fauna


In the southwestern corner of the Katei Ocean, vast kelp beds take advantage of the swift currents converging there. Innumerable crabs, shrimp, and small fish inhabit these kelp forests, as do a few diminutive species of sea wyverns. Along the western edge of the Katei, cultivated coral reefs form the mer settlements of Rovikya, where schools of parrotfish used for coral landscaping and domesticated herds of sea wyverns have replaced the wild creatures that once roamed its temperate waters. The eastern Katei is mostly open ocean dotted with islands, and the merfolk share tales of sharks and eerie fish that dwell in the depths beneath the light of day.


People and Dress


The mers of Rovikya wear no clothing, but are easily distinguished by their fanned tail-fins and semi-circular scales. An earless race, the Rovikye sport the characteristic rib-stribes common to the western reefs, and their arm webbing spans from hip to the first knuckle of each hand. Allied with the other mers of the Known Oceans, most particularly the ones at Dynde, Rovikyan mers are peaceable but prejudiced folk who contribute to the collection and analysis of prophesy across reefs. While the reefs along Allana's eastern coasts are populated almost exclusively by blue mers, the green mers who do not provide cheap labor are sequestered to the south of these reefs, in the swift currents and thick kelp beds known as Sonne Rovikya.


Native Magic


For all mers, magic divisions align less with regional boundaries and more with the color of a mer's scales. Green mers excel at elemental and sensory magics, with their water and light magics far exceeding that of their blue cousins. Greens, however, are poor with special magics, and it is the prophetic Gift of the blue mers that triggered their rise to superiority. While the blue women are able to scry and see visions of the future, the blue men are able to slip into prophetic trances and predict the future verbally, which has led to rajaweh, large male-run libraries of prophesy dating back thousands of years.

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


Cultural Values and Traditions


Due to the prevalence of prophesy in mer life, foreknowledge is valued over all else. A virtuous woman must use her visions of the future to aid the governing seyodi. A virtuous man must provide his prophesies and analytic services to his local rajaweh library. Because only the blue mers have the prophetic Gift, blue is considered the most esteemed color, rich with magic and favored by the deity called Mother. In fact, the mer word for blue, raja, is also the mer word for king, and it's used in the compound word rajaweh. There is nothing more offensive to a blue mer than to be likened to one of their Giftless green cousins, so more common and less flagrant insults tend to impugn a blue's prophetic contributions to the community.

Age is measured in years using the solunar tables of the ancient merfolk calendar, with the new year beginning on the winter solstice at 1:1:1:1 of each year. Coming of age, however, is rarely celebrated. Families are matriarchal, and daughters come to assist their mothers in legislation and administration of law in the civilian seyodi upon reaching adulthood. Sons, on the other hand, come of age and join their absent fathers in the rajaweh to perform their highest calling of contributing and interpreting the foreknowledge accessed through their prophetic Gift.


Warriors and Guardians


Though blue mers do not wage war in order to better pursue knowledge of the future, the green mers of Sonne Rovikya have developed their own brand of violence outside the strictures of seyodi law. Without a police authority to maintain order, numerous gangs jockey for supremacy under the cover of the kelp forest in which they live, and few escape the pervasive reach of gang rivalry. While spilling blood is avoided to prevent attracting sharks, conflicting greens often use bludgeoning weapons to intimidate and extort brothels, casinos, and honest businesses alike.


Languages


The Rovikye speak the language of the merfolk, Vyehedaryn, or Meri, as it's more commonly known on land. A genesis language for the land-tongue Allanic, Meri is not intelligible to the landfolk, but it sounds archaic and somewhat familiar, as many Allanic words were once rooted in the Meri language. The lyrical tongue of the merfolk is written in a curvaceous script stacked in rows from bottom to top, and due to extensive documentation and cross-referencing of prophesies across millennia, Meri has changed very little throughout recorded history.

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, Larin and Jorn escape slavery in Kholl to cross the Katei Ocean on a Kanatan merchant ship.

En route to their destination at Port Myre, their ship encounters a deadly wave sent by a mer.

Through pleading with the lady mer, Larin learns that she's connected her visions of death to their ship's impending arrival.

Larin saves the ship by reminding the lady mer that her dreadful vision will come to pass no matter what, but she and Jorn are left with no way to avoid the foreseen devastation.


That's it for this post! Up Next: Tropical paradise of plantations and aristocrats...

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






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Monday, May 11, 2015

Linnea Tanner: an inspired collaboration

This post is Part 1 of a series to augment the Guest Resources available for free download.

This and other guest-inspired content is gathered in my Guest Directory for you to explore.

Find more tarot-related content in my Tarot Gallery.



Recently, I created a guest post for Linnea Tanner. I discovered Linnea on Twitter, where she shares pictures and posts about the ancient Celts. Linnea writes historical fantasy set in ancient Britain, and she blogs about Celtic history, mythology, and the culture of spirit warriors.

I've always loved delving into the traditions of other cultures, and the ancient Celts are no exception. The realm of my Tales of the Known World saga was inspired by a multitude of cultures and societal notions, as well as a pantheon of mythologies. I thought it would be good to connect with Linnea, and I wanted to offer her something of value for her blog. The only problem? I was intimidated.


Check out these Guest Resources for more inspirational content!


Linnea posts lots of long articles with numerous pictures of Celtic artifacts. Each has a references section with a bibliography, and each contains detailed and historically accurate information about the life, history, and mysticism of the ancient Celts. How could I possibly conjure the Celtic information to make a blog post for Linnea, when I go to her blog for Celtic information?

Then it struck me. I have a Celtic-themed tarot card deck full of Celtic symbolism. Linnea wrote a lot about Celtic spirit warriors and their connection with ravens. One of my tarot cards, The Warrior, showed a Celtic warrior woman, and another card, The Page of Swords, depicted a raven. Reading through the symbolism of these two cards, I discovered a host of interrelated knowledge about warriors, ravens, and other Celtic symbols. It would make the perfect contribution to Linnea's blog, her books, and her readers.

With enthusiasm, I sent my offer to Linnea, and she replied the very same day. My idea was right up her alley, but I was still nervous about creating a legitimate post with a bibliography for her blog. Once the post was revised and formatted, however, I realized I'd gone from panicked intimidation to resonant pride in what I had done. I sent Linnea the finished post and images, and she responded with delight. Linnea uploaded the post on her website, and the rest is history.


You can connect with Linnea
at LinneaTanner.com here.

And be sure to subscribe to Linnea's awesome blog, if you haven't already!


That's it for this post! Up Next: The actual guest post content...

Download the Guest Resources here, or start your adventure below.






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Friday, May 1, 2015

Portent X 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 scattered band in grief amassed
By binder's legacy aghast
In dead of night he creeps within
To reunite with kinless kin

When lost is found with silent ears
The found is lost to darker years
And stems the tide of sorrow's bite
Reviving shattered master's might.


Can you decode the future Tales of the Known World?

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


Though a bit on the shorter side, this portent is super cool! It is quoted before two scenes in Chapter 2 of Awakening, which you can read in the free ebook here.

This prophesy comes to pass about halfway through Book 3. Who do you think the kinless kin are?



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:
Sohli Nlyndwnvi Rovikya XVIII
1:2:2:3/5, III:IX
The portent attributed here has not yet been interpreted. It was said recently, and it will be repeated every twenty days until either it is correctly interpreted, or it comes to pass.


That's it for this post! Up Next: What loosed the Nine Hells black and deep...

For the Prophesy Appendix, enter your email above.






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Monday, April 27, 2015

Worldbuilder's Anvil: an inspired collaboration

This post is Part 1 of a series to augment the Guest Resources available for free download.

This and other guest-inspired content is gathered in my Guest Directory for you to explore.

Find more world workshops in my Worldbuilding Directory.



Recently, I was interviewed for Worldbuilder's Anvil, a cool podcast by Jeffery W. Ingram. I first met Jeffery on Twitter, well before he launched his podcast, and we chatted as friends and fellow world-builders. He mentioned his idea to interview different world-builders on his podcast. We also discussed a joint production on how to create fictional languages, to utilize my linguistics degree and Language Codex of the Known World.

Jeffery launched his fantastic podcast with each episode focused on a different topic or world-builder. After we set a date to record my interview, Jeffery sent me the show questions, and I went through the notes in a few different pen colors.


Check out these Guest Resources for more inspirational content!


While jotting down cool answers and mentionable details, I came up with my World Map Giveaway to announce on the podcast. I'd been wanting to do another map commission to flesh out my world map portfolio, and Jeffery's listeners seemed like the perfect audience for it.

The day of the recording happened to be the exact day I started recovering from a cold. With my head a little duller than usual, I ran the giveaway by Jeffery before the interview, and he agreed to have me announce it. We dove into the interview, and I'm so glad I made notes beforehand! I found myself relying on those notes much more than I'd anticipated, though my nerves and waning cold were likely culprits.

After following my notes through two pages of questions, I saw my idea for the map giveaway scrawled in the bottom margin. I'd totally forgotten to mention it throughout the whole interview! Hilariously, I announced my well-planned giveaway at the last minute, and learned a valuable lesson about prioritizing notes ahead of time.


You can start listening to
Worldbuilder's Anvil: Interview with D.N.Frost here.

(interview starts at 1:50)

And be sure to subscribe to Jeffery's awesome podcast, if you haven't already.


That's it for this post! Up Next: All these freaking maps...

Download the Guest Resources here, or start your adventure below.






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