Succession Map Pack Guide

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This booklet details what your new map images are all about.

The illustrations here are from the free sample pack. If this isn’t the free sample, your map and images will be different to
the ones pictured.

These maps describe untouched nature with the intention that you use them as a base. You name areas, place settlements,
draw roads and design features yourself.

The driving force behind the project is to stimulate creativity from opportunities in the terrain as an alternative creative
process to drawing your own from scratch. There are a plethora of free or very cheap image manipulation programs and
web apps you can use, we prefer the vector based ones for this sort of work such as Illustrator or Inkscape but there are
many more.

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Each named region is mapped across 10 different variations as though they are fantasy geological epochs.

When you unzip the Map Pack use explorer to sort the resulting directory of images by name, you’ll see something like this:

Each style of map is grouped so each epoch can be compared side by side, like for like.

Using Windows preview or a similar app you can preview next/previous image to see how each region changes through
each epoch. Most viewers also allow you to zoom in for a closer look. These are 4k images so on most screens you’ll need to
zoom in to see the images without them having been shrunk to fit your screen.

We encourage you to change the generated region names we’ve used but would recommend leaving the rest of the file
names intact, especially if you collect multiple packs. We’ve found it very easy to end up with directories with a mixed bag
of images and become a bit lost without the 4 digit region number and epoch names, especially the ones that look quite
similar in isolation such as the 1st Age and High Tide.

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Each epoch is a virgin landscape for you to populate with your own campaign locations so you can make the maps your
own. Though the landscapes are all sort-of-realism based they have been designed for drama with a nod to realistic
geological processes rather than being accurate landscape simulations.

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Here the landscape is new, early life has just begun to populate the land and the gods are naively experimenting with life
forms that will haunt the world forever after.

The elements are yet to wear down all the hard edges so the folds and dents of the pre-formed landscape are still present
creating geological features of great drama and presence. If there are any volcanos, they are erupting and pouring lava
across the land or into the sea to make new land.

The foliage cover is patchy and the seas greenish and thick like, well, primordial soup. Rivers are wide and meandering as
the sea gods push tentacles up towards the mountains. Coastal regions are generally swampy with low lying foliage being
more mould and algae than grass and forest. Inner regions are mostly bare dry rock dotted with run offs and pools of acidic
quicksand.

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Eons before the Primordial landscape the world was dormant or perhaps life tried and failed or perhaps this is just a plane
of existence doomed to be forever barren. Regardless, this is a version of the Primordial landscape that is far more rough
and unfriendly than even the Primordial terrain. Whether this happened first or the Primordial became like this is up to
you.

The sea is an unhealthy colour and probably smells dreadful, even the snow has an unhealthy tinge. If there are volcanos
they are not just smoking mountains, they are burning hellscapes of lava and often appear in gangs. Life giving rivers are
sparse with much of the land given over to dry desert and bare rock.

The folds in the landscape make travel slow with low mountains being more like walls than features you could walk up. Flat
plains can be seen with scars criss-crossing them where earthquakes have cracked the landscape.

On the up-side these tall impenetrable mountain ranges and folds often create secluded coves and natural choke points so
finding a defensible plot of land to build a castle has never been easier.

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For the land to take on the forms we regard as normal it needs to be carved and shaped by ice giants so this land precedes
the 1st Age and is covered in ice and snow. We like to think of this epoch as the tail end of the ice age where the ice is
receding revealing clean and bracingly cold moors. This the epoch Starks get all soppy and nostalgic for.

Depending on the region in this Map Pack your map may be completely covered in ice or may only have a bit at the top, it
all depends on how active your ice giants are, probably.

The ice itself isn’t featureless. Around the coast you’ll see where the land ends and where you’d be walking on ice.
Sometimes this creates a treacherous ice bridge to an island. Even in the broadest ice plains you’ll find stipples of frozen
vegetation and the occasional greenery on the sunny side of hills. All those spewing volcanos have now settled into warm
steaming cones and many more have disappeared.

Off the ice you’ll find clear running rivers winding through moorland and wide frozen forests where the tree make deep
shadows that never quite thaw out.

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This is the land you might see out of your window if you have a breath-taking view of a northern wilderness. In this epoch
half sized people enjoy twelve square meals a day and bountiful kingdoms flourish. For a default fantasy paradise that
appears eternal, this is probably the one you’d use. It’s a benign inviting landscape like in Aliens Covenant.

There are dry deserts; endless forests; exciting white water rivers and sleepy volcanos. All the trappings of a good fantasy
map are here almost as if the gods had specifically designed somewhere for their new races to flourish.

Coastlines are a patchwork of wide yellow beaches and exciting headlands. Inland regions are as likely to be deep forests as
they are sweeping tundra. Snowy mountaintops hide deep valleys that give travellers routes that in pervious epochs would
be closed.

After this epoch the water gods and earth gods do battle and shatter this pleasant land.

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If your grandparents are actual dinosaurs ask them about that time it rained for two million years, this is that time.

There were plenty of rivers in the 1st Age but this map is comparatively drowned. Extreme rainfall has flooded anything
that isn’t vertical and all the rivers have grown new tentacles across the land. If you want a lake where scantily clad ladies
hand out swords this is the epoch for you.

If there were deserts they have all but disappeared destroying ancient nomadic cultures and grand inland cities have
become islands of towers in the middle of lakes.

It’s not all waterlogged destruction though, waterskins have become a far more compact fashion accessory, so that’s a good
thing.

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In this epoch the rains have eased and all the water has made its way to the oceans raising the sea level (we know, just run
with it).

More reasonably, perhaps a tidal event has happened. Perhaps the land is sinking or your world has extreme seasonal seas.
Maybe you simply want a world with more sea born trade routes for pirates to pillage. This is a landscape with a +2 ocean.

All those coastal towns that were laughing at the grand cities sunk in lakes in the previous epoch are now inhabited by
merfolk or exist precariously on stilts. Inland seas are often now joined to the vaster oceans and any desert that previously
existed is now smaller.

Anyone travelling here from far, far away might think this is as green and pleasant as the 1st Age but now it’s time for the
earth gods to take a swing.

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Over eons of time your lands may have risen away from the sea or maybe you watched Mad Max recently. Perhaps the gods
had a wager on who could drink the most and forgot about worshiper hydration. For whatever reason, water is leaving and
the land is drying out.

Great rents have appeared in the landscape tracing the routes dwindling rivers once ran and what water is left has become
salty and unclean. What was once seabed is now forest and what was once forest is barely tundra. What greenery still exists
desperately clings to the coast and the once proud snow-capped mountains have begun to erode into sand.

This landscape can be served hot with scorching desert or cold with bleak dry uplands but up next it’s probably going to be
hot.

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As the unrelenting sun beats down the land has become bone dry, only a few isolated salty oases remain. Camels are the
future of personal transportation and the mountains lay bare their rocky interior. Ancient dwarven mountain halls stand
revealed in the harsh sunlight.

Those rents in the landscape are now just a memory of rivers but they dominate the land like inverted mountains that
sometimes fill with lava. Some of these canyons are so deep sunlight never penetrates to the dank water that coats their
bedrock in slime and fungus. In these deep places desert and cavern meet with ancient rock formed underground now
exposed to be eroded by sand.

Though the land looks barren there are plenty of oases dotted across the land with their fringes of sparse vegetation
clinging on desperately. If it weren’t for these meagre puddles there would have been no one left to see the water return in
the next epoch.

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Life is a cycle of death and rebirth and so it is with this land as water and weather have returned to the once barren Dry
Mesa. The landscape revitalises and new growth covers the once barren landscape. The deep rents have filled with sand and
dirt and this is now slowly becoming grassland again.

Somewhat like when the water receded, life giving greenery clings to the lowlands as if afraid to stray too far from water.
Unlike when the water left though, this water is fresh and new and the vegetation lush.

Though the land is healing, the scars of the previous epoch are still very much apparent in the high places, even the ones
with new snow on them.

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This 2nd Age is older and wiser than the 1st and the scars of its past are fading into myth. The land has formed from
primordial rock through epochs of ice, temperance and searing heat to become a green and pleasant land once more. At
first look this is the same as the 1st Age but there are subtle differences which make the familiar somewhat unfamiliar in
this new age.

Again pint sized people can enjoy pastoral bliss and multiple square meals daily. What the future holds for this landscape is
up to you now as this is the 10th epoch and the end of the Succession landscape journey for now.

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Although these maps have a geological timeline to describe thousands or millions of years we’ve used them in a few
different ways.

 Ignore all the time stuff. Different maps turned 90 degrees become unrecognisably different ‘on the ground`. They
are simply a bunch of useful maps of different places.

 As above but different planets. Science fiction wouldn’t be the same without those globe spanning mono-culture
eco systems. Herein are regions spanning many different worlds.

 Each map is a different but spookily familiar dimension; secret portals allow travel between worlds as incompatible
canon clash in battles of retroactive continuity.

 Who doesn’t love time travel with a trusted companion and a metal dog. A story arc is always more fun when you
have a plot that centres on one local area (but you’re bored of London and Welsh quarries).

 Using a subset of the maps for extreme seasons. Perhaps as part of an underground campaign, players come out
now and again to follow overland routes to confusingly different climates that they are never dressed for.

 An evil came to exist that was so despicable even the land itself was distorted. During either the 1st or 2nd Age
great slabs of land crack and fold onto themselves to become the Deadlands, gangs of orcs rove across the land in
monster trucks and hotrods.

Mostly though we used the map of the 2nd Age as the campaign map and the historical maps of past epochs served as fertile
ground to design histories and myths of past ages. Cities built in the valleys of Dry Mesa became buried dungeons and
ancient races became displaced in every epoch.

We’re pretty sure you’ve already thought of a few ways to use these maps we’ve never dreamed of and we’d love to see what
you make of them. Reach out to @Leapin_Guy on Twitter to let us know what you create.

Next we’ll turn to the various formats the maps have been illustrated in and see how they can be used as a basis for your
own campaign. But first, here is a good point to talk about copyright.

Succession Map Pack © 2022 by Guy Jeffries is licensed under Attribution-NonCommercial-ShareAlike 4.0 International

Normally copyright disallows you to reproduce something and makes publishing remixes and rehashes somewhat
treacherous which we think makes for a poorer world.

The copyright licence above allows you to remix these images in any way you wish, print them out, publish them on your
blog and enjoy using them for your campaigns however you like except you can’t use them commercially. Also the license
applies to your work so other people can take your remixes and remix them again, so long as they are not doing so
commercially.

That’s it, let’s move on.

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Each Epoch of each region is illustrated in 10 different ways to suit different genres and to serve as accurate game master
maps and as fluffier player maps.

Though the images are intended to be mutually helpful, there is no intent for every illustration style to be useful for
everyone, just use what’s best for you. All the map illustrations describe the same place and time just in a different way and
in more or less detail. The 1st Age is being used here but every epoch gets the same set of illustrations.

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This is a full colour terrain view as seen from Mount Olympus on a clear day.

This version is intended for drawing over in a paint application such as Photoshop and for use with virtual tables. Different
terrain types are strongly coloured for easy mask making and this is the most accurate view taking in all the little landscape
details and features.

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Although the Top Down Terrain is accurate it can sometimes be tricky to work out 3d detail so this view is to help you
visualise the terrain.

Being 3d this view becomes less accurate as it gets further from the camera so it may not be the best choice for a really
accurate campaign designing map. It is probably the most attractive view though, so if your players are quite well informed
about the geography of your world it makes a nice player map.

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This is what a Tolkein style map looks like when produced in full colour. Notice the mountains point directly northwards
and it has a sort of 3d about it but is also flat. It is more like an architectural blueprint of the landscape than a 3d image.

This view is also the same as on the Parchment below and if you have a paint app like Photoshop you can lay one on the
other and they match 1:1. This view can be used as a bridge between the accurate Top Down Terrain and the fluffy vague
parchment to help Game Masters duplicate placement of features on Players Maps from a more accurate master map (if you
want to get into that much detail).

It’s also a comfortable map for drawing or pasting features that are side-on or in an isometric style.

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This is intended as a player map for fantasy games. All the geographical features are present but it’s all a little fuzzy with
heavy lines that fade into the parchment.

As a Game Master looking at the other maps it’s easy to distinguish the features from the detail such as snow lines on
mountains and the extent of forests. However coming to it cold, players may take a while to work through why the snow or
swamp they are traipsing through isn’t obvious on the map.

A Blank version of this image (parchment without map) is available on our website so you can more easily edit out things
you don’t want player so to see in your favourite paint app.

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This is a printer friendly version of the Parchment view. The parchment outline also doesn’t intrude on the map so you can
easily scrub it out in a paint app and print it borderless if you have plans for making the parchment aesthetic yourself.

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This is mainly a utility map to help Game Masters orientate on the Heat Map Scanner image below. What this shows is
broadly (and simply) the colder and hotter regions as a 3d view so it can easily be compared to the 3d Terrain.

As a player map it may be useful `as is` for sci-fi planetary scans or perhaps for a fantasy race that see only in the infrared.

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This image comprises 4 views taken from each of the compass points of the map primarily made to support science fiction
games where the players are looking for something on an unfamiliar world. This sits firmly in the ‚Our Graphics Will Suck
in the Future‛ trope as you can see.

The Letter in the box (top centre) of each scan is the direction the scan is looking. On some of the scans the opposite
compass letter can sometimes be seen at the bottom as well.

Some of the epochs have higher contrast than others so may be easier for identifying landmarks.

It’s not unusual for historical scans made thousands of years ago during the age of heros to not quite reflect the land as it is
now.

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This is a print friendlier version of the above scanner image with all the dark bits now being white. There are also trim lines
between each scan image for easy cropping.

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This is a classical geographic map of the region. Where the Parchment map is out of style this is probably the go-to map for
non-fantasy settings.

Game Masters who find the Terrain maps a bit to detailed to work on may find this is a better option as well.

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Lastly here is a simple print friendly version of the Map.

This is a personal favourite image for campaign designing on the map. We like to print it out over a few sheets of A4 paper
for freehand pencil doodling with a hot cocoa and Clannad playing in the background.

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Although the maps are obviously large scale, they do not have a specific scale. In this way you choose the breadth of the area
you want described.

We think the different illustrations are suggestive of different scales so that may decide it for you. We also found the same
when focusing on the mountains verses focusing on coastline. In addition some of the land shapes just look like they are of
larger or smaller places. Overall we came to the conclusion that the terrain describes regions the size of Spain or France at
one extreme or the size of Scotland or Belgium at the other but you may get different mileage.

Scale is in the eye of the beholder, probably the one that shoots a confusion ray.

Each of the 500 regions in this project is unique and each Map Pack contains unique content, there is no repeated content
in any Succession Map Packs except this document.

As you’ve probably guessed, these maps are generated from mathematical patterns and random seeds. In the corner of each
map, before the copyright statement, is the unique number of each image which contains amongst other identifiers the
unique seed numbers used to produce the map. If you ever have any need to uniquely identify an image beyond just looking
at it, this number is the unique identifier.

Not all 500 of the mapped regions are planned to be distributed in Map Packs, more details forthcoming at
www.GuyJeffries.com/Succession.

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As there are a lot of files they have been zipped up into groups for easy downloading. Each group is of 100 individual images
that describe a single named region across its 10 epochs and in the 10 illustration styles. If you have purchased a pack of
multiple regions each is in its own zip file.

Each region is numbered from 0001 to 0500 and also has a unique generated name to identify it (we list all 500 names on our
website in case anyone is interested).

Each of the files in each zip is then named using this format:

<region name>_<region number>_<illustration style>_<epoch number >_<epoch name>.png

For example ‘Archerland_0248_map_colour_4_1st_age.png’ is the filename of the image shown on page 28.

All images are sRGB and so are best suited to screen displays. All images are the .PNG file type with lossless compression
so they are as sharp and fresh as the day they were rendered.

All the top down images feature a map image that is 4096x4096 pixels. The 2.5d views are a little shorter and the
Parchments do have faded edges. The 3d style maps are 4096 wide at the widest point.

If you want to print an image as a campaign poster you’ll need to convert it to CMYK, usually anywhere you go for printing
of this type will have tools or instructions on how to do this simple colour conversion, though it is a lossy conversion from
sRGB. A high quality 300 DPI printed poster comes out at just under 14‛ wide. However we did find that though this looked
super sharp and cool it wasn’t especially useful for gaming at that size.

For drawing on the maps by hand and producing player maps we found that 150 DPI home printing produced good results
as these are rendered images that are pretty sharp. We just used the built-in Windows 10 dialog to print a single image
across a block of 4x4 A4 sheets which is about 150 DPI.

We’re always happy to hear what you think of our products so feedback is welcome. We have plans for follow up packs
taking on different subjects such as modular natural cave systems and islands. If these are things you’d like or you have an
idea on what you’d like to see, let us know. If you want to know more about ways to use these maps; the map author; how
the images were made or how to support future development visit our website www.GuyJeffries.com/Succession or look up
@Leapin_Guy on Twitter.

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