Mapping Shield Lands – Top-Down Approach

2025-05-06

After having tried to map using a “Bottom Up” approach, with a 5 feet resolution very detailed map covering nearly a hundred square miles at a time, found out that they maps looks great, but the approach scaled badly. Lakes and rivers that covered multiple areas where nearly impossible to get right, and those subtle elevation differences that stretch out over long distances impossible to get right. Add to these problems with tiling data import problems, it forced me to rethink my approach.

After a couple of years of experimenting, testing, and better tools with bug fixes, I have finally worked out a top-down approach to replace my previous bottom up way of doing things. It requires no tiling, well suited to cover huge areas and regions can be seamlessly merged. The resolution I settled with is roughly 50 feet per pixel. Not good enough for battle maps, settlements and the like, but well suited to give great overview maps that scale all the way up to planetary size. With the new workflow each 16K area covers 24,000 square miles.

The data from this set of maps can be scaled up, so it will be fairly straight forward to take an area covering a hundred square miles or so, scale it up to "Porta-Potty Scale" and at the detail as a separate project and since they are based on the large lower res data they will match. This means a first set of overview maps covering whole countries and more and then zoom in and make more detailed maps of areas of special interest.

It has taken me a decade of World Machine and 3D terrain making to get to this point. With several thousands of hours honing my skills, better computers and improved versions of the software, it is my pleasure to present a first sneak peek at my vision of what the world of Greyhawk looks like. This is till a work in progress with nothing final yet, but all the hard bits are solved. I’ve managed to render well over a million square miles of terrain covering the Shield Lands, White Plume Mountain, parts of the Bandit Kingdoms with Rift Canyon, half of Furyondy and the Horned Lands as well.

The work will be divided into several steps:

1. Terrain creation and rendering

2. Area merging and correction

3. Texturing and rendering final data

Terrain Creation

The first half decade doing this I spend figuring out how to try and get it to look the way I wanted, the next half decade I spent simplifying the process enough that it became doable. Thanks to both my increased skills and more computing power, I can now crank out an impressive amount of terrain of a quality that is good enough. To render an 16K area have gone from around 20 hours down to around 3 hours. I upgraded my old desktop with a new 12 core AMD CPU and a Nvidia Quadro GPU so I can render and work at the same time which means I can do at least two iterations of an area per day, and another two overnight. 

In this first step I create two height maps, one with water surfaces, and one without. A special height map depicting water depth and masks for lakes, rivers, ocean, an elevation color texture and a shadow map so I can look at things in Photoshop if needed. The height maps are 32bit EXR files for maximum precision. For masks, shadow and texture files I’m using 8bit PNG’s which are good enough, and here storage needs are considered. When you start to ram up things, the number of files pile up and storage need can skyrocket if you use files with too much precision. Several tens of Terabytes will be needed for this project while working on it, thankfully a lot of the work files can be deleted when final data is rendered for each area. This will hopefully keep the overall amount of data small enough to be possible to share with the world. I will also keep the World Machine files which are like the source code for recreating things again if needed. They are only about 100 KB each so they can be kept.

I’ve used World Machine 3 for this step, but the latest update of WM4 made the new version stable and good enough to be used which pleases me immensely. WM4 has a whole slew of improvements to erosion and rendering which will make the terrain better, so I’m really glad to be able to start using it at all the steps of the workflow. I will also use Gaea for some areas and then import the data into WM, this so I can make use of Gaea’s special erosion and terrain creation tricks. This will mean more variety and higher quality. 

This workflow scales well so I can see this project spanning the entire globe. With QGIS and georeferencing paired with this mapping even polar regions should work seamlessly. In fact mapping other areas of the planet is easier, the less that is known of an area, the easier it becomes. The reason for this is that things like coastlines and river placements don’t need to be so precise if there are no previous sources to match. Algorithms are great for producing fine details, but it can be very hard to order it to place the details exactly whare you need them to be. So, mapping a large area of Western Oerik will be way easier than the Flanaess, and my way to tackling problems is to try and go the most difficult bits first, knowing that if I can get that done right the rest will be easier.

Area Merging and Correction

Merging areas together is the key bit to getting right, and where countless of my attempts have failed before. The fact that lake water surfaces must be at the same height even when they span over more than a single area, and rivers must flow downhill the same way and be of a similar width when they flow across area, has caused me countless headaches.

Over time I have figured out how much overlap is needed for different types of terrain, and where to split things into different regions. Main rivers and highlands are most suited features for splits, and with plenty of overlap you hopefully have enough to play with in the merging process.  Key here is hot managing data and masks properly, and it was when I realized you can create a common mask that can then be used for multiple types of data to simplify the work needed as well as improving the result.

Even after doing this for a decade, it is still a great feeling when you see things work the way you want them too. It also never seizes to surprise me how long a simple solution evades me, why the heck couldn’t I figure out how to do it earlier. It is often the easy straight forward solutions that are the hardest for me to see, but I guess I must be happy I managed to figure it out eventually, even if it takes a long time.

This phase is also where I try to make sure what I have done is good enough, and one trick is to place the camera low to see if the landscape looks believable from a ground perspective. Below is a view of the Shield Lands that shows large part of it stretching out a hundred miles or more, and the distant blue is Nyr Dyv and Walworth Isle in it.

Here is a view from the eastern slopes of the White Plume Mountain looking southeast, with the Yellowflow River valley beneath the foothills.

A part of the interior of Shield Lands with the White Plume foothills to the left and Walworth Isle to the right in the far distance.

I’ve merged the Shield Lands area in the north and west, left to do is east, which I will hopefully get done tomorrow, then it is time for the next step.

Texturing and Final Data

I haven’t taken any of the new Shield Land terrain through this phase yet, still tweaking the details as I write this. Texturing is both the most fun, but it can also be the most frustrating part. Fun because it is so cool to get a first glimpse at the near final result.  I’m not worried about this bit, with heightmaps that are detailed enough there are few pitfalls to get a good result, just a lot of trial and error. Another good thing about texturing is that a lot of post processing is possible, and often necessary to do in Photoshop, so with enough work you get good results.

The key bit wit this step is to figure out what makes the terrain convincing at the resolution it has. Here is an example of my Critwall map down sampled to 10% of its original size.

This is close to what I want the quality of the new large area maps to be. Detailed enough to get a basic idea of the landscape, and larger settlements. Not enough to see houses and roads properly but hinting at all the col stuff that is there. I will need to experiment with how to best depict forests in the form of bumps to create the right chawing, and color variations. On this down-sampled image, shading might be a bit too harsh. The good ting is I can adjust that more on the new maps done the whole way at the same resolution. The same goes for building height, I need to test that too to see what gives the best result.

Compared to my now over 20 years old Bryce based maps this will be a fundamental leap forward. The Midgard maps I have done for Kobold Press represent a kind of halfway between the two, not in results, but in technology used and approach. For my Kobold Press commissions, due to time and other constraints I had to cut some corners which meant that true 3D maps with proper rivers and lakes had to be abandoned for what could be done in time that could do the job. My Midgard maps are something I will always be proud of, but now the time has come to leap ahead again, this time for Greyhawk and Oerth. My goal with this project is to set a new benchmark for fantasy cartography, to prove what can be done with dedication, skills and most importantly, the support of you guys. Thank you so much for making this come true!

A technology deep dive with World Machine files will come soon or top tier members.

Hepmonaland South 598 CY

2025-04-02

Here comes the last of the 1:2,000,000 Digital Series maps, Hepmonaland South.

You can get it here (JPG 110.1MB): https://annabmeyer.com/Downloads/GIS/2Million/Hepmonaland%20South/Hepmonaland%20%20South%20-%202%20Million%20-%202025-04-01.jpg

Next up when it comes to my GIS work is to go over my Evernote notebook where I keep my to do list. It has a number of things to correct, add or look into. I want to make sure the GeoPackage is as up to date as possible before splitting into a 576 CY and a 578 CY versions, plus a MeyerHawk version as well. When this it is updated, I will share if here and then my GIS work can continue.

Two major GIS undertakings are the 576 CY changes and a series of maps for printing. I will probably split things into separate GeoPackges, a series with the map data (576, 698 MeyerHawk) and another series for the presentations (Digital, Print, and others). This way styles and purposes can be reused for the different data sets. I have to do some tests to see how well it works.

In my To Do list is also more heraldry, which I will dog into as well to sprinkle into things as well.

Hepmonaland North 598 CY

2025-03-30

Here comes the next installment in my 1:2,000,000 Scale Digital Series, Hepmonaland North.

The size is a bit too big for a layered PDF and a PSD files, sorry about that. For digital use JPG format is good enough, and the GeoPackage gives you what you need to make a custom version. You can download it here (JPG 66.2MB): https://annabmeyer.com/Downloads/GIS/2Million/Hepmonaland%20North/Hepmonaland%20%20North%20-%202%20Million%20-%202025-03-29.jpg

The southern part is underway and will be ready shortly!

Seminar Live Stream

2025-03-26

Back home from a week in Wisconsin at Gary Con XVII, with lots of fun, friends and gaming!

During the convention I held a two hour seminar talking about my cartography endeavors. I didn't have a chance to record or stream it, so I will run it again on my Twitch Channel this Friday the 28th @6PM PDT.

I will show the slides comment and answers as many questions as possible. During this stream I have access to all my stuff which means I can show some more things than my old laptop can cope with.

See you on Friday! 🙂

Flanaess Core 598 CY -updated!

2025-03-04

UPDATE: I saw that the 100 mile grid was calculated using a wrong projection so it wasn't accurate. I have now fixed that and updated the map version to 2025-03-04, and changed the links, so please download the new versions to get the correct grid and scale.

This map is both to fill a gap in the Digital 1:2,000,000 scale series and also a test to se how far I could push QGIS.

The goal for this map was to create an overview map in the same scale as the rest in the series. Make it as big as QGIS allowed and center it on the core part of the setting. QGIS allows for 30,000 pixels as a had maximum, and with a fixed scale meant I had to work within these constraints.

I tried hard to get everything east of the the Crystalmists onto the map, and almost succeeded. Test to let it overflow a bit on the Thillonrian to show it is a peninsula, but the Sea Barons are still a stump. I'm not happy with it, but it is a compromise I have to live with when working with a scale and a max size.

This map is using the Robinson World Projection which is a "compromise" projection with less deformation and works reasonably well in non-polar regions like the Flanaess and Hepmonaland. Note that distances varies a bit between this map and the regional maps using a Ortho Projection, and in most cases Ortho are more accurate. This is unavoidable when depicting a spherical planet as a flat image, and a good lesson in cartography.

The map is offered in two versions with and without heraldry:

Flanaess Core 598 CY with heraldry (JPG 232.9MB):

https://annabmeyer.com/Downloads/GIS/2Million/Flanaess%20Core/Flanaess%20Core%20-%202%20Million%20-%20250304.jpg

Flanaess Core 598 CY (JPG 233.8MB):

https://annabmeyer.com/Downloads/GIS/2Million/Flanaess%20Core/Flanaess%20Core%20-%202%20Million%20-%20250304%20-%20heraldry.jpg

This map is too big to effectively turn into PDF or PSD format from QGIS, which is one of the few things I miss from Illustrator. Adobe has to special tricks up their sleeve, PDF is a format created by them after all.

For those of you who want to make your own custom version you can use the latest GeoPackage. When I get back home from Gary Con I'm going to set up a series of seminars for Patreon members on how to use the Geopackages in QGIS.

Thank you again for all your support! 🙂

Sources Project - a first look

2025-02-28

One of the key aspects of my Greyhawk maps have been to try and include as much as possible of the wealth of geographical lore related to the setting, whether that is from published lore, the Living Greyhawk campaign or even fan created content, my goal have been to try and accommodate it.

With a setting now half a century old, its history of going in and out of being published to, and having had an active fan base who continuously have supporting it, the sheer amount of content are immense. This means the task of keep in track of it is a big task in itself and the learning curve for those who want to start using the setting is therefore also increasing.

When I started mapping Greyhawk over 25 years ago it was mainly for my own needs, so creating a comprehensive database of its sources was something I didn't pay too much attention too, I was too busy trying to create the maps themselves. Then the Internet came around, and I decided to share my maps. This have led to me being able to keep working on them and invest more time, money and innovation to improve my mapping.

 To try and help all the users of my maps (including myself!), creating a geographical data base has been on my mind a long time.  With the GIS conversion well under way, now is the time to get a Greyhawk Geographical Database set up. I've chosen to use Notion for this, it is easy to work with, powerful, it has sharing built in, and it can be combined with my other Greyhawk content also on Notion. It is also a reasonably priced service (for now), and has reasonable export options, for the time when they try to export their customers. My intention is to offer both an online and an downloadable version to make sure the data is safe and usable by all.

 Data

This is the setup I hope will do the job, feel free to comment and suggest improvements!

Name:  the name as is it entered on the map

Alias: other names that it is being recognized by, or associated with. This can be nicknames, WotC's new names or names used by Fan projects that have "filed of the serial numbers".

Symbol: heraldry or other forms of symbols can be added here for to make a entry easier to find and relate to.

Type: what kind of entity it is. To not be too granular I suggest grouping them into three: Settlements, Political and Geographical. Settlements for everything from Keeps and Dragon Lairs to Metropolises. Political for names of countries provinces and the like. Geographical for names of oceans, lakes, highlands, plains and the like.

Position: Latitude Longitude in decimal degrees, for example N38.95, E0.16 for the Free City of Greyhawk. Position will only be added for things that are reasonably small in size, like settlements and dragon lairs.

Category: This covers the origin, in what circumstance was the place or name created. Categories I suggest are Published (created by TSR, WotC or in Dragon or Dungeon magazines), Living Greyhawk (from a module or triad sourcebook), 3rd Party (for content by other publishers), Fan Created (usually available in a fanzine, blog or other online source) and MeyerHawk (for things created by me). Hopefully these categories can be useful and help you filter out the stuff you are interested in.

References: Information, links to wikis, websites to guide to further information.

Maps: if I have a map, or other content detailing the place or area, links can be here.

Search 
Notion has a number of search, filter and view options. You can search in all material at once.

   You can organize things per category or type and see it in card form.

and filter using any of the data types.

 This is a VERY early alpha version, and I will work on it a bit every day. Over time my goal is to make this a useful tool for the Greyhawk community.

Take a peak here: https://annabmeyer.notion.site/Sources-19e0da32cbe6807ba091dc4eb4129b4a

Remember this is a project under development, things can, and probably will, change so please keep that in mind. The start might be a bit slow, but give me a couple of months, and some advice, and I think it will be really useful.

Thank you all for making this possible!

LAB1 Lanthorn of Velzarkis

2025-02-26

Dungeon Module LAB1
The Lanthorn of Velzarkis
Designed by D.H. Boggs From Material by Lenard Lakofka
An adventure for 1st level characters.

Get it here (PDF 59MB) LAB1 Lanthorn of Velzarkis

598 CY GeoPackage

2025-02-26
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Legend

2025-02-18

Here comes the final piece of the 1:2,000,000 scale Digital maps Flanaess 598 CY series.

Legends are difficult to create and as usual it took me a bit to try and make something I'm reasonably happy with. It comes in a full version JPG (3.1MB):

https://annabmeyer.com/Downloads/GIS/2Million/Digital%202%20Million%20Legend%20-%201.jpg

and a compact version JPG (1.6MB): https://annabmeyer.com/Downloads/GIS/2Million/Digital%202%20Million%20Legend%20COMPACT%20-%201.jpg

I will now package all this and make a proper download page to make the whole series accessible in a single place.

Baklunish Northern 598 CY

2025-01-28

Here comes the last of the Digital 1:2,000,000 Flanaess series, the Baklunish Northern.

JPG (47.4MB): https://annabmeyer.com/Downloads/GIS/2Million/BaklunishNorth/Baklunish%20Northern%20-%202%20Million%20-%202025-01-25.jpg

Layered PDF (501.4MB): https://annabmeyer.com/Downloads/GIS/2Million/BaklunishNorth/Baklunish%20Northern%20-%202%20Million%20-%202025-01-25.pdf

Layered PSD (1.6GB): https://annabmeyer.com/Downloads/GIS/2Million/BaklunishNorth/Baklunish%20Northern%20-%202%20Million%20-%202025-01-25%20-%20PUBLIC.psd

To conclude this series there will be a legend and overview map, which I just started to work on. Might take a bit since I'm not sure on what will work the best, so a bit of experimentation is in order.

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