Showing posts with label maps. Show all posts
Showing posts with label maps. Show all posts

Thursday, 19 October 2017

Location, Location, Location


The Hanging Tree
Some of these places are real, some are almost real, some are totally made up.

Monday, 6 July 2015

Locations, Locations, Locations: Foxglove Summer

To celebrate this weeks UK release of Foxglove Summer in paperback here is a map to some of thelocations in the book.

I tried to embed it in the blog but that didn't work but I'm told that this link here might work.






Friday, 10 October 2014

Locations, Locations, Locations: The Short Stories

This is actually a test to see how the new Google Map interface works plus the locations of the four short stories so far.


Monday, 6 October 2014

Locations, Locations, Locations: Broken Homes

I haven't quite got the hang of the new Google Maps interface yet so I'm not sure how this one is going to turn out.



View Broken Homes in a larger map

Monday, 30 September 2013

Locations, Locations, Locations; Whispers Under Ground

 Whispers Under Ground


Everytime I do one of these maps I find myself having to revise it as I remember new locations. Still here is the current Whispers Under Ground map. The map for Broken Homes will be posted to coincide with the US publication of same - along with a useful glossery for those that don't speak English proper.




View Whispers Under Ground in a larger map

Monday, 10 June 2013

Wednesday, 22 August 2007

Secret Vices

I've just reloaded Campaign Cartographer 3 onto my newly restored computer. Although my official work was all backed up amongst the many personal things I lost were my maps. I like to create worlds but they have the most tenuous connection to productive work and so, until that glorious day when I become hugely rich, I try and discourage it. Still; bird gotta fly, fish gotta swim, I gotta to create fantasy worlds.











This is the first of my new worlds, I'm calling it Tradeland for now. I established point sources for certain vital trade goods and then trace out the trade routes between them. Secondary cities are placed where the trade routes intersect or pass over terrain boundaries (especially those on a north/south alignment). Then I'll link the secondary cities together and the intersections on those routes will provide me with the tertiary population centers. The idea is to create a convincingly 'organic' looking geography that maintains an internal consistancy that just happens to be my personal hobgoblin.

Now you see why I called this post 'Secret Vices' - still we can't all be as interesting as Simon bleeding Guerrier.