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The Making of the Imperial Map
by Wesley Quadros & Martin Laurie
Stage 1 - Conception
With our work on the Imperial Lunar Handbook, we realised that the geography
of the Empire at a detailed level was something that would be of enormous
assistance to us, as authors, as well as narrators for their games. A good
map tells many stories. It was decided to make the map at a scale that would
show small cities of between 1-5000 people.
Stage 2 - Synergy
The sources of map information were scattered for the Empire. We had access
to Gregs hand drawn maps, though we waited a month for some to arrive thanks
to Canada Customs holding them at the border (presumably on the assumption of
their being some danger to the state from such esoteric scribblings) as well
as all the published maps. On attempting to link them we ran into the
problem of the details and geography not matching between products. The
basic map, hand drawn, was thus redrawn many times over with much tweaking
and conflating of sections to make them fit. In all instances we took the
information with the most detail as being the most accurate but where one map
showed a city that the other didn't we would add the two products together.
Finally, we had a geographical outline that worked on three legal sized
pieces of paper.
Stage 3 - Urbanisation
With the map at a basic stage we looked at the population stats for the
various regions and began adding cities to reflect the population numbers.
Wherever possible cities were added from sources that already existed, even
if they were mentioned only once. So Molarisor City was added in Jarst
thanks to the single reference to it in KoS. Likewise, GRoY, FS and
Entekosiad were checked for city and regional names to add to the map.
Preivously unkown or undetailed geographical features were added, some based
on descriptions of the areas in other works. Eg Darsen was hilly, so we
added hills.
Stage 4 - Photoshop
The basic map was then scanned in to the computer and was coloured and worked
over with photoshop. The basic colours were changed a number of times, once
due to a crash that erased all the carefully done paintbrushes. The
depiction of the hills and forests was also worked several times to give a
contrast between the areas that was obvious but not extreme.
Stage 5 - Detailing
Once the file was created many layers were then added showing all the
regional names we could find, the cities we drew on were named, the geography
was fiddled with when we spotted mistakes. At this stage our joint effort
had produced some tension between us and all sharp objects were kep away from
our working area in case of an "accident". The subject of forestation is
still a sore point.
At this stage the glowline was added. We again used Gregs maps for the basic
regions it covered, so the abscence of Aggar and Carmania from the glowline
is offical for those that wonder on that. Then the radius of the temples
effect was looked at and applied in a series of conpass drawn circles on the
map until they covered the area required. Then this was converted into
another layer and shown as a transparent red haze around the Empire. Again,
this was tweaked to place the temples in more realistic locations and to fit
other parameters.
Stage 6 - Second opinions
When we had attained a degree of happiness with the finished work we sent the
product off to a number of people whom we felt would give good input. Mark
Galeotti spotted errors for us, Harald Smith provided excellent information
and critiques on Imther and the Saird region which enriched it enormously.
Stage 7 - Greg
We sent it to Greg and awaited a response. He was very happy with it and
suggested a few tweaks that added a HW slant to the product - using the Yara
Aranis Rune rather than the old Lunar rune for the Reaching Moon Temples,
that was a Greg idea. He also suggested using mountain runes for the main
peaks we'd shown. On the whole though these were minor changes.
Stage 8 - Public viewing
This is the final stage and hopefully we will see some feedback on the map
and comments if possible. Enjoy.
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Latest revision: 24 Feb 2001, new
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