Part 1 of 2 in Mapping Out Erfworld

Phase Two 

                Ok, ok… so this isn’t actually a story of some random lookamancer trying to map out Erfworld. Instead I have been working tirelessly to bring together the most comprehensive CANON based Erfworld map, and a much more complete (and truly immense) FANON world map. In the CANON map series I have taken notes of the few map coordinates given and the battle maps (or just imagery) shown throughout the main story (Books 1 through 3). The reasoning behind my placements of “Canon” maps will be described as they come up. Once the CANON maps are done I will show work on the FANON maps. The FANON map series will be much more complete and will hold a LOT of supposition, based not only from the CANON story, but also from the backer stories and many of the Fanon stories floating around out there. What few details that are garnered from these stories will be put into the maps and reasons explained to the best of my abilities. Please note, these maps are made by a Lookamancer NOT in a tri-link, so things may not match up perfectly with actual Erf, but are rather the closest and safest suppositions he can make.

 

My first task was to find the most comprehensive map to date. Didn’t take too long to find one… This map is a re-viewing of the one found here . This map would give me a good basis for my own, though it had a few distinct problems. The first issue being that as shown it’s orientation didn’t match up to our X,Y coordinate system. Fortunately fixing that would be a simple matter of rotation. However this showed a MAJOR problem… namely that this map was HORRIBLY skewed. The known locations of Spacerock (-1156, 398) [SR], Charlescomm (-1181, 550) [CC], and FAQ (-1252, 461) were incapable of fitting within their respective sides’ marked territories, regardless of rotation.

Another big problem is this map is territory only, and does not show any of the terrain types aside from water… and it doesn’t even show all the bodies of water (I’ll get more into that later), and no, I’m not talking about the rivers not being shown. So, with a skewed map of territory only I set to the painstaking work of making a hex map where the known sites above would fit into a fair representation of the territory shapes and sizes shown. Measurements and comparative skewing and dilation would help greatly in this, thankfully I dabble in Mathamancy so this shouldn’t be too difficult.

 My first point of order was getting it so that each capitol marked on a blank hex map would fit correctly onto this map. With skewing and rotation I ended up with the above… A beautiful fit! Now I just had to increase the size of my hex map, take out those annoying letters, and clean up the boundaries. Once all that is done I can finally get to work noting the probable locations of other major sites, and maybe even add in terrain information for some areas! I decided to take the liberty and recolor some of the territories to better match their ruler’s livery.

Above is the hex territory map showing ONLY the area between the three known capitols. Don’t worry, I will present the whole map to you all later, but first let’s try and determine some city site based on this map. From here on the following will be assumed true: 1.) all capitol sites will have a hex control of 1+1 move/ level at minimum. 2.) all city sites will be assumed to have a hex control  of 1 move per 2 levels (rounded up). 3.) If another side’s border is near a city or capitol, its hex control may be reduced (by up to half). 4.) No city may be closer than 7 hexes  to another city (evidenced from the map seen here). Now with all that set I can get to work. So I have already determined that confirmed capitol sites will be represented as an orangeish blob. The assumed locations of other sites will therefore be represented by greenish blobs, with the larger blob representing a capitol site and the smaller blob representing a city site.

 On this hex map you will notice that in the area of GK’s territory that bulges out a bit I put our first greenish mark. This is my best guess as to the location of the Unaroyal [UR] capitol site. This information comes from the fact that shortly after UR was defeated GK paused expansion to go straight for SR (so would likely be at/near GK’s territorial border), it is also known that UR shared a border with Jetstone [JS] near the JS cities of Bridgestone and Firestone so this location is logical. As a level 4 capitol it would have a hex control of 5, and this point fits all the above requirements. If true, this would make UR’s capitol city site have a hex coordinate of: Unaroyal (-1168, 466). ... in fact Maybe I should talk to Spenser … he’s from that side and as a fellow Eyemancer he might be willing to confirm this information. It is interesting to note here that while Ansom said at one point that Unaroyal was over 200 hexes from GK, this is right around 70 from GK's FARTHEST border edge (and only 88 from FAQ... GK is noted as being East of FAQ), in fact not even Spacerock reaches a 200 hex distance (135 hexes from GK's farthest border) and it is quite simply the farthest thing from where GK could possibly be...  Was Ansom overstating the distance, if so why? if not... something is definitely weird here... perhaps Ansom had meant to say "more than 200 move..."? Anyways, also of note is an additional assumed city in the slightly separated Hyatt territory. This city is assumed due to the size of the area (allowing for a 3 hex central location, my assumed maximum) allowing for a non-capitol city to be present. This city COULD be Powerstone (a once UR city, which possession is currently unknown) *if* it had been captured by Hyatt prior to TBFGK. More than likely though it is simply an unnamed (as of yet) Hyatt outpost city. This assumed city’s cords are: (-1154, 490). The gap in territory between this city and the rest of Hyatt implies that UR had that city surrounded, other previously UR cities are likely to be to the north and to the east of this unknown city, which UR likely passed troops between, thus creating this gap.

Also notable here are the capitols of Hyatt and FoxMud. This is extremely close for two capitol sites, as such I wanted to place them as far apart from one another as possible, this gives them a hex distance of 33 hexes from one another with the coordinates represented being: Hyatt (-1135, 518) and FoxMud (-1161, 531). Of special note: FoxMud’s coordinates place it precisely 30 hexes from CC’s capitol, which is the closest on record and will therefore be assumed to be the minimum hex distance between capitol sites. All other cities shown are unnamed cities, and are placed centrally to their respective borders. If these sites are true it implies that FoxMud has 1 capitol +3 cities + a possible 2 more cities. Hyatt would have 1 capitol +2 cities + a possible 3-4 more cities. The Jetstone city shown is placed so far from the border because a.) That is the central point of those borders, and b.) hex influence into uncontrolled territory *may* be greater.

Other city sites being assumed are these Haggar and Jetstone cities shown above almost making a yin-yang like symbol, both are probably cities which are often fought over, and thus likely to be level 1s. The city of Aqua Velva (with a possible 1-3 hex deviation), the coast bordering city shown below. This city is declared as being 'west' of "the only pass in high mountains"  (part of the Faq territory show)and 'down a river' , the assumed coordinates: Aqua Velva (-1258, 436). The Jitteratti city shown is another instance of being based off of hex influence. The final assumed city site is another GK city, this one in the SW corner of their territory, and like many others is assumed from hex influence. (note: each island is assumed to have 1 city site, but due to their size the city site could be anywhere on the shown islands)

 

Now we put them all together and we get the hex map below with assumed cities based on Canon information. Next I will be adding in terrain from known hex maps shown in canon, so stay tuned!

 

Phase Two

 

(Note: user was awarded 25 Shmuckers for this post. -Rob)

Part 1 of 2 in Mapping Out Erfworld

Comments

    • Pete

      You're doing fantastic work.

      I think the transformation from http://archives.erfworld.com/Book%203/41 to https://wiki.erfworld.com/images/1/10/Erf-map-book3-page41.png had some arbitrariness in the precise aspect ratio, so adjusting the aspect of the transformed map doesn't change Jack's projection. (But assuming the table drawers are the same size should fix that... I'll check it out when I'm not on mobile.)

      I note that your first transformation was a skew + rotation, not just a skew.

      I agree that the fit or otherwise of other Canon maps has to be taken into account.

      Keep up the great effort, I really appreciate the time you've invested.

      • kilantolshi

        hehe, that I did... wonder how I could forget about rotating it though, the rotation was harder to do than the skew...

        Anyways, looks like I may be doing both versions (just to show people the difference). Using your coordinate system Bohica ends up basically being at the equivalent point of where I put the UR capitol (seems a bit out of the way for Jillian to hit), whereas in my coordinate system(with the wider x-axis) Bohica would be right about central to the start of the 'arm' that leads down to SR. It can fit on both maps though... gotta check the rotations of the map and see how they fit in as well...