Modified Map of Ylaruam
by Fabrizio NuzzaciFirst, I must thank Thorfinn for his generosity, the biggest work of mapping Mystara and ... for giving me this chance to modify it.
I modified Thorfinn Ylaruam's 8 miles map in this way:
1) I added human's population levels:
- (green = settled;
- yellow = borderlands;
- light blue = wilderness;
- other colours = no human population (but … what about monsters?? ).
2) I created n. 3 vassals of Alasiya and n. 1 vassal of Nicostenia (bordered in red and withe): Alasiya and Nicostenia resource's income are really huge, so them have to create vassals or lose a part (more than 15.000 gp/month "resource's" income, with Rules Cyclopedia dominion's economic);
3) even Nithia needs its vassal (Cinsa Men Noo), but due to the significant differences between the coastal part and the internal area;
4) I added Barimoor's Underground Complex (mapped in Gazetter 2);
5) I added 300 people as Dar El Tamyya population (these 300 people are the difference between 229.700 in Gaz. 2 and 230.000 in PWA1 and TM2);
6) I placed Kirkuk in Makistan Emirate, instead in Dithestenia (*).(*) About Kirkuk's placement:
- Dithestenia is a really an under-populated Emirate: I think we cannot place here the Kirkuk village (400 people, with other people in surronding area), simply because this Emirate hasn't enough population (and not enough military strenght to protect its territory);
- there are at least 650 nomads living around Kirkuk, plus a group of 130 bandits: too many people (400+650+130 = 1.180) for the under-populated Dithestenia (total population of 7.600);
- Barimoor's Agents strike Kirkuk (this means Kirkuk must be close the "Barimoor's underground complex"; the hills in the middle of Dithestenia aren't);
- Gaz. 2 describes Kirkuk as a city in an hilly region close to the Altan Tepes (there are rains), but it's also very close to the desert;
- placing Kirkuk in Makistan, we meet all the conditions described in the Gazetter 2 (even the presence of the the ruins of the Thyatian fort could be reasonable) and makes the city a "key-place" to keep away the Barimoor's enemies;
- another good placement could be in Nicostenia (the 2nd hex, south/west Cubis) but, again, Cubis seems far from the " Barimoor's underground Complex".Gazetter 2 indicates the following human population levels (people/sqm):
- coastal plain (settled): 40-70 people/sqm (more in Nithia-Abbashan-Nicostenia biggest cities);
- grassland (settled): 10-20 people/sqm;
- upland (settled): 5-10 people/sqm;
- upland (and every other) "borderlands" hex: 1-5 people/sqm;
- upland/desert (and every other) "wilderness" hex: less than 1 people/sqm;
- desert borderland hex: 30-60/sqm (this is surely wrong: we know borderland hexes cannot have more than 5 people/square mile)
I've added:
- plain (settled): 10-40 people/sqm (or more);
- oasi (settled): 10-20 people/sqm.We know an 8 miles hex has 55,426 square miles (sqm).
Knowing this, for each Emirate, we can calculate how many people lives in each settled/borderland/wilderness hex.
Note 1: vassals must have enough population to substain their expenses.
Note 2: considering all the Emirates, it's difficult for me only to respect a density of 40-70 people/square mile for settled coastal plains in Nithia and Abbashan; seems I have to reduce the number of settled plains (coastal and not) in these Emirates ...
(as soon as possible I will add Emirates population statistics)
I changed something on the coast, reducing the civilization levels.
This was necessary due to the demographic levels indicated for the settled coastal plains (40-70 people/sqm).This is my last map:
I would like tell you that I made some little changes:
1) I realized the Alasiyan Emirate needs 1 more vassal, so I marked Kuznetz borders on the map;
2) I added Kuznetz demographic description, changing something of Deraan and Hedjazi;
3) I changed also the "wilderness" color (light "purple" is better than light "blu").1) Alasiya (50.050):
- plain (settled): 8 hexes, 13.600 pop. (30,67/sqm) + 22.900 in cities/suburban;
- oasi (settled): 6 hexes, 4.200 pop. (12,63/sqm);
- desert (borderland): 33 hexes, 6.600 pop. (3,61/sqm);
- desert (Wilderness): 55 hexes, 2.750 pop. (0,90/sqm).Deraan (10.600):
- plain (settled): 3 hexes, 4.875 pop. (29,32/sqm) + 1.100 in Deraan;
- oasi (settled): 1 hex, 675 pop. (12,18/sqm);
- upland (settled): 3 hexes, 1.200 pop. (7,22/sqm);
- upland (borderland): 4 hexes, 800 pop. (3,61/sqm);
- upland (Wilderness): 7 hexes, 350 pop. (0,90/sqm);
- desert (borderland): 6 hexes, 1.200 pop. (3,61/sqm);
- desert (wilderness): 8 hexes, 400 pop. (0,90/sqm).Kuznetz (8.850):
- plain (settled): 2 hexes, 3.450 pop. (31,12/sqm) + 1.050 in Kuznetz;
- oasi (settled): 1 hexes, 700 pop. (12,63/sqm);
- upland (borderland): 1 hex, 200 pop. (3,61/sqm) + 300 in Dar-El-Tammyya;
- upland (Wilderness): 5 hexes, 250 pop. (0,90sqm);
- desert (borderland): 11 hexes, 2.200 pop. (3,61/sqm);
- desert (wilderness): 14 hexes, 700 pop. (0,90/sqm).Hedjazi (8.800):
- plain (settled): 2 hexes, 3.450 pop. (31,12/sqm) + 1.200 in Hedjazi;
- oasi (settled): 2 hexes, 1.400 pop. (12,63/sqm);
- desert (borderland): 10 hexes, 2.000 pop. (3,61/sqm);
- desert (wilderness): 15 hexes, 750 pop. (0,90/sqm).2) Nicostenia (44.000):
- plain (settled): 4 hexes, 7.700 pop. (34,73/sqm);
- coastal plain (settled): 7 hexes, 24.325 pop. (62,70/sqm) + 4.000 in Tameronikas;
- upland (settled): 15 hexes, 6.375 pop. (7,67/sqm);
- upland (borderland): 6 hexes, 1.350 pop. (4,06/sqm);
- upland (wilderness): 5 hexes, 250 pop. (0,90/sqm).Cubis (21.000):
- plain (settled): 2 hexes, 3.000 pop. (27,06/sqm);
- coastal plain (settled): 6 hexes, 15.450 pop. (46,46/sqm) + 1.000 in Cubis;
- desert (borderland): 6 hexes, 1.200 pop. (3,61/sqm);
- desert (wilderness): 7 hexes, 350 pop. (0,90/sqm).3) Makistan (31.500):
- grassland (settled): 23 hexes, 18.400 pop. (14,43/sqm) + 6.500 in 4 cities;
- grassland (borderland): 9 hexes, 2.250 pop. (4,51/sqm);
- upland (borderland): 2 hexes, 450 pop. (4,06/sqm);
- upland (wilderness): 8 hexes, 400 pop. (0,90/sqm);
- desert (borderland): 12 hexes, 2.400 pop. (3,61/sqm);
- desert (wilderness): 14 hexes, 700 pop. (0,90/sqm).4) Abbashan (30.000):
- plain (settled): 6 hexes, 6.150 pop. (18,49/sqm) + 4.300 in Abbashan;
- plain (borderland): 3 hexes, 600 pop. (3,61/sqm);
- coastal plain (settled): 3 hexes, 6.750 pop. (40,59/sqm) + 4.500 in Jaboor and Fabia;
- coastal plain (borderland): 5 hexes, 1.000 pop. (3,61/sqm);
- oasi (settled): 4 hexes, 2.500 pop. (11,28/sqm);
- desert (borderland): 17 hexes, 3.400 pop. (3,61/sqm);
- desert (wilderness): 16 hexes, 800 pop. (0,90/sqm).5) Nithia (12.600):
- upland (settled): 2 hexes, 900 pop. (8,12/sqm);
- upland (borderland): 4 hexes, 800 pop. (3,61/sqm);
- upland (wilderness): 9 hexes, 450 pop. (0,90/sqm);
- plain (settled): 1 hex, 700 pop. (12,63/sqm);
- plain (borderland): 4 hexes, 800 pop. (3,61/sqm);
- plain (wilderness): 2 hexes, 100 pop. (0,90/sqm);
- coastal plain (settled): 3 hexes, 6.750 pop. (40,59/sqm) + 2.000 in Surra-Man-Raa;
- coastal plain (wilderness): 2 hexes, 100 pop. (0.90/sqm).Cinsa-Men-Noo (5.000):
- upland (borderland): 3 hexes, 600 pop. (3,61/sqm);
- upland (wilderness): 4 hexes, 200 pop. (0,90/sqm);
- desert (borderland): 4 hexes, 800 pop. (3,61/sqm);
- desert (wildernaess): 5 hexes, 250 pop. (0,90/sqm);
- plain (settled): 1 hex, 1.450 pop. (26,16/sqm) + 1.100 in Cinsa-Men-Noo;
- oasi (settled): 1 hex. 600 pop. (10,83/sqm).6) Dithestenia (7.600):
- upland (settled): 7 hexes, 3.360 pop. (8,66/sqm) + 1.000 in Ctesiphon;
- upland (borderland): 9 hexes, 1.800 pop. (3,61/sqm);
- upland (wilderness): 11 hexes, 550 pop. ( 0,90/sqm);
- desert (borderland): 4 hexes, 800 pop. (3,61/sqm);
- desert (wilderness): 2 hexes, 90 pop. (0,81/sqm).Total population 230.000 (*)
(*) PWA1 and TM2 indicate the Emirates population in 230.000 people; Gaz. 2 indicates in 229.700 people.
I considered the 300 more as Dar El Tamiyya inhabitants.GMs that want a larger civilization area, could reduce the density of wild hexes to 0.45/sqm (you will have twice the wilderness hexes); as ex. you may want to assign 0.45 to the wilderness hexes of Dithestenia, in order to distribute some of the population on the trade route hexes (which are now without population).
However, in this way there would be areas with a stable presence (nomads) even 24 miles away in the desert (too much?), as well as involving "very hot points" such as the Barimoor's underground complex. Anyway, it's a GMs choice.PS 1: I apologize for the many changes in my first post.
PS 2: I would like share calculations on the support of the population when ready (I'm still working on it) and in antoher topic.