GURPS Kirinioth - Campaign Map v2

December 30, 2019

Kirinioth Campaign Map with political borders drawn in.

I decided to revamp the campaign map by first dividing the map into nations, and then hammering out details about those nations before picking sites for cities. I used S. John Ross's Medieval Demographics Made Easy article that he had published on his website many years ago, and now hosted on the donjon website under the Medieval Demographics Calculator.

After splitting out the national borders, I just counted the hexes and calculated each nation's square mileage, plugged in those values, and voila...instant population and city data. I used "desolate" population density in most cases. I will likely use similar city locations (and names), but this will give me a better idea for where to place my most-important cities, and how frequently those cities should show up. I will probably not show towns and villages at this scale.

I have three human nations, and one each of Elf, Dwarf and Halfling. The Dwarf nation will actually be mixed with Elves, though will be predominantly Dwarf. The Halfling nation will be threatened by human civ #1, as well as some threat from the north (goblins, or some type of monsters, most likely). Human civ #1 is a very young nation; this will be due to a recent coup or conquest. The desert region will still be an evil place, but I did not bother with city or population details. I also added in a pirate island. This won't be a true nation, and will be right in the path of the worst storms.

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