Results 1 to 4 of 4

Thread: Wydmoor 1400

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Guild Journeyer msa's Avatar
    Join Date
    May 2009
    Location
    New York, NY
    Posts
    249

    Default Wydmoor 1400

    Hi, it's been about a decade since I last posted here. I've got a city map I've been working on for a number of years off and on. I've got a break between jobs and I have been and expecting to work on it more. This is an important city for me as a player in my childhood DM's long-time homebrew.

    This is a pretty typical walled city in a relative flatland. It's bordered on the west with mountain foothills and on the northwest through southeast with an enormous swamp. There is a large river and a significant vassal river-town to the south. Its a city-state that is broadly autonomous, although it at times has been claimed/conquered by larger neighboring countries. It's difficult to access the city because of swamps/rivers/mountains and it's an area of high cultural significance, so it's remained a relatively powerful city. The city itself has been destroyed a few times, and has rebuilt from a siege in the last 60 years.

    The key is that grey structures are stone, brown structures are wood unpaved. Roads follow the same pattern for paved and unpaved. The purple structures/areas are tents that need to be more defined. The land is dark green for forested, light green for grass/dirt, and gold for farm.

    The city walls and buildings are done (open to feedback), and maybe I'll post some earlier versions that show it in more detail (like areas of town, social classes, etc). The developed area outside of town to the west is done.

    Here are my next steps:
    • building expansion: significantly more in the Southside and southern road (S) of 4-6x what's there (?), development in Sigilkenning the same size as Hubtown (W)
    • fortification expansion: add a new barricade to the south, near the stone building, defensive/wall tower structures on the northern barricade
    • farmland expansion: smaller fields around the city inside the barricades (started in the western part of town), larger fields outside the barricades
    • define the tent areas in purple (started near the main gate)
    • add more complexity/depth to the wooded, grassy, dirt, and paved sections of the city, probably autogen more detailed wooded/scrubby areas


    I'm interested in advice/critical feedback on the layout of the city and whether it makes sense. I'm not sure if there are common sense guidelines I'm missing (like river policing for city design). I've thought through a number of parts of it and discussed with my DM but I don't want to wall of text the first post so I'll share it if its relevant.

    Click image for larger version. 

Name:	wydmoor-wip-v12.png 
Views:	78 
Size:	2.16 MB 
ID:	135360
    Last edited by msa; 02-26-2023 at 06:27 PM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •