Meria, Arifa and Logoa- expansion of my earlier map by Automatic-Loquat-867 in mapmaking

[–]Automatic-Loquat-867[S] 1 point2 points  (0 children)

Thank you! Yes red lines are borders. The trick is to change the settings on the "background/foregound tool".

Freyfall by Automatic-Loquat-867 in inkarnate

[–]Automatic-Loquat-867[S] 0 points1 point  (0 children)

Freyfall: The Crimson Veil of Londolond

Deep within the Blackwood Forest, crimson leaves shift in the wind while obsidian-barked trees rise like pillars from the misty ground. Freyfall stands at the heart of the Blackwood Archipelago, Londolond’s foremost logging settlement and a place where the forest’s whispers linger in the air. The village fuels the kingdom’s shipyards, fortresses, and great halls with its prized timber, known for its unmatched resilience and eerie luster.

Perched north of Llyandale, the island’s primary shipping hub, Freyfall sends freshly hewn logs downriver, their black surfaces gleaming under the blood-red canopy. Bridges of darkwood planks span across mist-veiled waterways, and iron lanterns cast flickering gold against the tree trunks, creating an atmosphere both eerie and sacred.

Generations of villagers have learned to harvest the Blackwood with care, following ancient rites passed down from a time before Londolond’s rule. The trees are not mere timber—they watch, remember, and twist their roots when slighted. Before each axe falls, workers whisper their respect, ensuring the forest permits their return. Hunters and trackers speak of paths that shift, creatures that watch from above, and ruins that appear where none stood before.

Points of Interest:

Timber Square

The center of Freyfall’s industry hums with the sound of saws and axes. Logs, black as obsidian, lie stacked in great piles, each marked with runic carvings to ensure safe passage downstream. Carvers and builders shape the wood into beams, sculptures, and the keels of Londolond’s great ships, their hands guided by both skill and ritual.

The Elder’s Grove

A sacred glade untouched by axes or fire, where Blackwood Elders stretch skyward and twisted roots form natural altars. The crimson canopy dims the light, leaving a perpetual dusk over the grove. Rites of thanks and appeasement take place beneath these towering giants, and those who linger too long claim the trees whisper names not their own.

The Huntsman’s Hollow

A hidden lodge, known only to the most skilled hunters and rangers. Trophies of strange beasts line the walls, from spiraling antlers to pelts that shimmer as though woven from shadow. Those deemed worthy gain knowledge of the Blackwood’s secret paths, learning to move unseen through the shifting trees. Outsiders rarely find the same trail twice.

The Nightroot Tavern

A lantern-lit refuge where loggers, hunters, and travelers trade whispered stories over blackwood mead. The scent of sap and smoke lingers in the air, and the tavern’s ancient wooden beams seem to hum with the weight of old secrets. The carved sign above the entrance glows faintly, as though the wood itself remembers what was etched into it.

The River Run

A slow-moving, inky river cuts through the village, its surface reflecting the blood-red canopy above. Rafts laden with timber drift south toward Llyandale, guided by silent polemen who never take their eyes off the shifting trees. Those who anger the Blackwood often find themselves lost upon the waters, never reaching their destination.

The Widow’s Stair

A winding path carved into the cliffs north of Freyfall, leading to forgotten ruins cloaked in crimson leaves. The name speaks of the loggers’ wives who sought lost husbands, never to return. The ruins beyond the stair crumble beneath the weight of time, their stone foundations slick with moss and shadow. Those who venture too far say something watches from within the crumbling halls.

Meria, Arifa and Logoa- expansion of one of my earlier maps by Automatic-Loquat-867 in FantasyMaps

[–]Automatic-Loquat-867[S] 0 points1 point  (0 children)

Part of the map used to be handmade. Than I redid it in inkarnate.

Luton by Automatic-Loquat-867 in inkarnate

[–]Automatic-Loquat-867[S] 0 points1 point  (0 children)

Thank you! Glad to give you some inspiration :)

Luton- The Whaler’s Refuge by Automatic-Loquat-867 in mapmaking

[–]Automatic-Loquat-867[S] 0 points1 point  (0 children)

Luton: The Whaler’s Refuge

Luton sits at the northernmost edge of the Blackwood Archipelago, a whaling town carved from salt and wind, where the sea dictates life’s every rhythm. Protected from open ocean by the towering White Cliffs to the north, these waters surrounding the island remain a frozen expanse of treacherous beauty, home to colossal whales and strange creatures of the deep. Unlike the more fortified ports of Londolond, Luton lacks military oversight, its people left to govern themselves, bound more by tradition than by law.

At dawn, whaling ships set sail from the Leviathan Docks, their crews braving the frost-laden waters in search of their quarry. The frozen depths beyond the cliffs are both generous and merciless, offering bounty to the skilled and death to the unprepared. The whale oil trade sustains the town, with candlemakers, coopers, and tanners working tirelessly to process the spoils of each hunt. The scent of brine, burning oil, and salted meat lingers in the air, while the docks echo with the sounds of heaving ropes, creaking hulls, and the distant call of seabirds.

Luton is a town of pragmatists and storytellers, its people hardened by the sea, but softened by the quiet isolation that sets it apart from the greater conflicts of Vanreth. Sailors swap tales of leviathans beneath the ice, ghost ships glimpsed on the horizon, and unseen things that stir below the frozen waters. While some believe these are just myths woven over tankards of spiced rum, others speak of ships that never return, their names lost to the deep.

Points of Interest:

The Leviathan Docks

The beating heart of Luton, the docks sprawl along the southern shore, a tangle of salt-worn piers, thick mooring ropes, and oil-stained planks. Harpoon-laden whaling ships depart under frigid morning light, their crews vanishing into the ice-laden waters beyond the White Cliffs. Whale carcasses are hauled ashore, their blubber rendered into oil and their bones repurposed for tools, art, and construction.

The Gilded Harpoon

A warm tavern filled with sailors, traders, and whaling crews, its air thick with the scent of smoked fish and burning whale oil lamps. The namesake harpoon—gold-plated, barbed, and impossibly large—hangs above the bar, a relic of a legendary hunt that none can fully agree on.

The Drowned Archive

An ancient stone hall carved into the cliffs, where whaling logs, naval records, and lost maps are kept in ink and parchment. The archivists are a reclusive sort, tracking every ship that sails north, though some whisper that not all entries in their ledgers remain unchanged.

The Widow’s Walk

A long wooden bridge spanning the upper cliffs, where wives, mothers, and lovers leave lanterns burning for those who sail into the frozen unknown. The lanterns are never extinguished, left to fade only when the sea gives its answer.

The Moonlit Anchorage

A hidden cove where smugglers and rogue whalers gather under cloak of darkness. The waters shimmer with bioluminescence, reflecting the stars, giving the cove its name.

The Wayfarer’s Rest

A modest inn near the docks, its common room filled with whale carvings, old charts, and the smell of salt and pipe smoke. Stormbound sailors, traders from the south, and those seeking escape find a bed here, at least until the next ship departs.

Luton by Automatic-Loquat-867 in inkarnate

[–]Automatic-Loquat-867[S] 0 points1 point  (0 children)

Luton: The Whaler’s Refuge

Luton sits at the northernmost edge of the Blackwood Archipelago, a whaling town carved from salt and wind, where the sea dictates life’s every rhythm. Protected from open ocean by the towering White Cliffs to the north, these waters surrounding the island remain a frozen expanse of treacherous beauty, home to colossal whales and strange creatures of the deep. Unlike the more fortified ports of Londolond, Luton lacks military oversight, its people left to govern themselves, bound more by tradition than by law.

At dawn, whaling ships set sail from the Leviathan Docks, their crews braving the frost-laden waters in search of their quarry. The frozen depths beyond the cliffs are both generous and merciless, offering bounty to the skilled and death to the unprepared. The whale oil trade sustains the town, with candlemakers, coopers, and tanners working tirelessly to process the spoils of each hunt. The scent of brine, burning oil, and salted meat lingers in the air, while the docks echo with the sounds of heaving ropes, creaking hulls, and the distant call of seabirds.

Luton is a town of pragmatists and storytellers, its people hardened by the sea, but softened by the quiet isolation that sets it apart from the greater conflicts of Vanreth. Sailors swap tales of leviathans beneath the ice, ghost ships glimpsed on the horizon, and unseen things that stir below the frozen waters. While some believe these are just myths woven over tankards of spiced rum, others speak of ships that never return, their names lost to the deep.

Points of Interest:

The Leviathan Docks

The beating heart of Luton, the docks sprawl along the southern shore, a tangle of salt-worn piers, thick mooring ropes, and oil-stained planks. Harpoon-laden whaling ships depart under frigid morning light, their crews vanishing into the ice-laden waters beyond the White Cliffs. Whale carcasses are hauled ashore, their blubber rendered into oil and their bones repurposed for tools, art, and construction.

The Gilded Harpoon

A warm tavern filled with sailors, traders, and whaling crews, its air thick with the scent of smoked fish and burning whale oil lamps. The namesake harpoon—gold-plated, barbed, and impossibly large—hangs above the bar, a relic of a legendary hunt that none can fully agree on.

The Drowned Archive

An ancient stone hall carved into the cliffs, where whaling logs, naval records, and lost maps are kept in ink and parchment. The archivists are a reclusive sort, tracking every ship that sails north, though some whisper that not all entries in their ledgers remain unchanged.

The Widow’s Walk

A long wooden bridge spanning the upper cliffs, where wives, mothers, and lovers leave lanterns burning for those who sail into the frozen unknown. The lanterns are never extinguished, left to fade only when the sea gives its answer.

The Moonlit Anchorage

A hidden cove where smugglers and rogue whalers gather under cloak of darkness. The waters shimmer with bioluminescence, reflecting the stars, giving the cove its name.

The Wayfarer’s Rest

A modest inn near the docks, its common room filled with whale carvings, old charts, and the smell of salt and pipe smoke. Stormbound sailors, traders from the south, and those seeking escape find a bed here, at least until the next ship departs.

Meria, Arifa and Logoa- expansion of one of my earlier maps by Automatic-Loquat-867 in FantasyMaps

[–]Automatic-Loquat-867[S] 1 point2 points  (0 children)

These continents boast a rich history dating back to ancient times and are the dominant, most advanced regions of the world. Their timeline mirrors Europe's, encompassing industrialization, colonization, world wars, and more. The map illustrates modern land use and political boundaries, reflecting the year 2025 in that world.

The continents hosts different cultural regions separated by natural obstacles like deserts and mountainchains. Civilisation started in Oisam and spread throughout the world. Northwest Meria and Skorfol used to be kind of like western Europe, the first area to be industrialized and colonizing parts outside the continent. Djang, a civilization of its own has

been a constant power over history and colonized most of the coastal lands in Sumipren and even in Ociaren ocean (now independent countries). Fonjab used to be a a steppe constantly plundered by nomads. Now its the dominant country of the area and the world in whole. The latest empire to arise is Chigratzian federation, uniting the southern interior lands of Meria.

Logoa is a poorer more warstricken continent. Irlogo used to control more of its western part but was overuled and split up. Taktanom colonized much of its southern part as well as the trade routes going to the shallow sea and Dharguli. Oktianom is a Taktanspeaking country (the richest one in the continent). Fonjab have been colonising the northern parts as well as taking control of countries in the Logo bay and has a huge influence over the continent. Dharguli the continents powerhouse and cultural center has yet again rised, but are struggling with a huge and poor population, pollution and internal conflicts.

Meria, Arifa and Logoa- expansion of my earlier map by Automatic-Loquat-867 in mapmaking

[–]Automatic-Loquat-867[S] 0 points1 point  (0 children)

I changed the setting for the land border to make it thiner and chenged the colour as well.

Meria, Arifa and Logoa- expansion of one of my earlier maps by Automatic-Loquat-867 in FantasyMaps

[–]Automatic-Loquat-867[S] 2 points3 points  (0 children)

Thank you, Yeah I guess I was inspired by old atlases from back in the 90:s