Map Thread XXI

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I quite like the scenario

Don't worry I got your back buddy. Everyone has to start somewhere, don't let bullies stop you from making maps you enjoy.

I like the scenario, you guys are being mean to a guy just starting out. Nice job.

Interesting point of view but nope
I’ve kicked you before for throwing a temper tantrum in this thread and I guess I’ll do it again.
 
Based on your previous interactions in the map thread (particularly your bizarre level of elitism, towards maps with pixels of all things) I don't think this is coming from a place of wanting to call out subjectivity or an unfair mod warning but rather just taking a cheap shot at other posters here
I know you love drama, but there’s absolutely no need to escalate things.
 

Bytor

Monthly Donor
Hello, an acquaintance of mine ran into a map issue with inkscape, I thought I would try to get help from the members of this thread.

"Can anyone tell me how to make two images perfectly overlap on one another? I have two maps which are the same scale and everything, except one is very slightly wider. Other than this they are the exact same. I have tried scaling them in each direction, but there is only one small spot where they match, but the farther out you go from this spot, the more they diverge. I tried cropping the slightly bigger one and then give it the same height and width as the smaller one, but the problem persisted.

Here's what I mean.


These are the two maps used."


https://www.davidrumsey.com/luna/servlet/detail/RUMSEY~8~1~297241~90069070:Nr--7--Europa-?sort=Pub_List_No_InitialSort,Pub_Date,Pub_List_No,Series_No

Inkscape will not be able to help you as he maps are of two differing projections.

The Earth is a 3D sphere and any attempt to display a map on a 2D sheet of paper will introduce distortions and there are many different methods of doing that distorion. You're probably familiar with the Mercator projection, the one that makes Greenland and Northern Canada far larger than they should be, and you've likely seen the Winkel-Tripel projection which is what the National Geographic Society uses for it;s big wall maps of the whole world. On top of the project type to determine *how* the distortion is done, it also matter where on the globe the centre point is placed as that is from where the amount of distortion everywhere else is calculated. That centre point doesn't necessarily need to be in what you can see because the map might be cropped from something larger.

So even if the two maps your friend is using appear to be superficially the same projection, they probably do not have the same centre point, and no amount of 2D stretching of either one in Inkscape is going to make them match up completely.

The only way to make them match up would be to use a programme like QGIS to "georeference" both images. That's a process where you take an image, click on a spot (like a city centre) with the mouse, and enter that real-world latitude and longitude of that location, and repeat that several times. QGIS can then use that info to mathematically warp the image onto a any given map projection type. The more points you do and the more accurately do you them, the better QGIS will be a warping the image to your choisen projection. Load both of the georeferenced images into QGIS as map layers, make the top one semi-transparent so you can confirm they now match closely enough for you as you zoom in and out and move around. Then with only one layer visible at a time, export the map canvas twice to PNG. You could then load those images back into Inkscape and now coastlines, rivers, etc… will match up.
 
A Balkanized Skyrim
Skyrim.png


General premise is that Skyrim's individual holds splinter during times of crisis and thus re-centralize under different settlements, each with their own unique culture. Minor PoDs include the Great Collapse not happening, Riften not being set on fire, Solstheim not being traded over to Morrowind, and most settlements not being abandoned or overrun by bandits. Details are in the spoiler below:
  • Haafingar - Capital: Solitude
    The northwestern hold of Skyrim is the center of Imperial rule in the kingdom. Sea trade from High Rock has long influenced the capital of Solitude and its nobility, making it the most feudalistic of the holds with an emphasis on castles, chivalry, song, and honor. Solitude and its second port of Dragon Bridge also boast the most cosmopolitan population of the province with far less of the xenophobia and insularity that plague the rest of the holds. As a result, the other holds often stereotype Haafingarians as soft and effete milk-drinkers who rely on the Legion to protect them. This ignores the fact that Haafingar happens to have the highest rate of Legionary recruitment among all the holds with many Nordic generals hailing from the province.
  • Hjaalmarch - Capital: Morthal
    The Drajkmyr Marsh dominates much of the hold, making it poor farmland and prone to floods. The Marshmen of Morthal (rumored to be partly of Reachman stock) have adapted to it by building their villages and homes upon crannogs and occasionally boats, allowing them to stay above the tideline. An ever-present mist drapes over the hold, spawning stories of wisps and bog wights that drag the unwary into the sucking mud below. Superstitious and suspicious by nature, Hjaalmarchers are keen to be left alone by the world and just as well; most other Nords find quiet and stealthy Marshmen mannerisms to be creepy and odd & their penchant for using potions and poisons as unseemly.
  • Karthald - Capital: Karthwatch
    Historically part of the Reach, the predominantly Nordic settlements of Karthald were separated under the High King of Western Skyrim when the Reachmen took Markarth and the left bank of the Karth River. Since then, the two have remained distinct holds even though the Reach was eventually placed back under Nordic rule. The Karthalders are militant and ever-vigilant, always watching across the water for any movements by the Reachmen. They despise magic, preferring to rely on Orcish steel and stonework from their allies in Mor Khazgur to bolster their defenses. Many of their fighting techniques are borrowed from the Orsimer as well such as the practice of training berserkers to wreck havoc with axes and maces.
  • The Reach - Capital: Markarth
    Less of a true Nordic hold and more of a Nordic garrison over a frontier, the rugged Reach is fraught with violence stemming from inter-clan feuds between the various Reachfolk and ethnic conflict between Nordic settlers and the natives. Markarth, sitting atop Dwemer ruins and Cidhna Mine, is a center of mining and industry from which Imperial and Nordic power flows out into the Reach. Elsewhere like in Karthwasten and Hroldan, settled Reachmen struggle to maintain their influence and standing against the Nords; while those of the northern town appeal to Imperial power to protect their cause, the southern town tends to hold people who would rather see a Reach independent of Skyrim or even the Empire itself. The witchy nomadic tribes, each with their own religious practices and magics, are thus often used as proxies between these three landed factions to wage guerilla wars against one another. As a result of the constant conflict, all factions of the Reach are skilled in defensive tactics and feature strong fortifications that can only be thwarted easily by a Thu'um.
  • Redfold - Capital: Rorikstead
    Named for the fields of copper-gold winter wheat that cover most of the hold, Redfold is the breadbasket of Skyrim. Carved off from Whiterun Hold by the Empire to more reliably supply its legions in Solitude (Whiterun's frequent bouts of neutrality have negatively impacted Imperial logistics in the past), the constant flow of Legionary gold into the hold has made its people staunch Imperialists (though most prefer to show their support with their coin rather than enlist). Many Redfolders see Whiterun as rivals and the sentiment is returned; Whiterun horse raiders and Redfold peasant levies skirmish frequently, resulting in Redfold developing a unique martial tradition based on weaponized farm equipment and anti-cavalry tactics. Aside from spawning this feud, the plentiful grain means equally plentiful ale and bread; Redfold feasts are boisterous and comparatively lavish affairs heavy with drink, food, boasting, and morning regrets.
  • Falkreath - Capital: Falkreath
    Cradled in the forested basin of Lake Ilinalta, Falkreath Hold is rich in wildlife and is renowned for being an ideal hunting ground, deriving much of its economy from leather, timber, and furs. Aside from its distinct Cyro-Nordic culture venerating battle and industry, another hallmark of Falkreather culture is the importance of graves and tombs, which often see visitors and offerings. The dead are sacred and respected; necromancy is anathema in the hold, more so than elsewhere in Skyrim, likely due to Redguard influence from Elinhir. Their exposure to death gives Falkreathers a morose manner about them, even cynical, especially when faced with the typical Nordic glory-seeking attitude, as well as a well-developed sense of gallows humor. The locals tend to have Imperial sympathies due to the cultivation of economic ties across the Pale Pass to Bruma; the bowmen of Falkreath often fill Legionary archery and scouting units, their skills on occasion rivaling that of similar Bosmer companies.
  • Whiterun - Capital: Whiterun
    Found in the very center of the province, Whiterun Hold is the modern capital of Skyrim and the crossroads between the traditonal east and the cosmopolitan west. Widely renowned are Whiterun's horses, a sturdy breed that grazes among the wide open steppes and utilized by couriers and cavaliers alike for their swift yet untiring builds. Other exports are grain, of which it is the second-most productive hold, cloth woven from tundra cotton, and Honningbrew mead. While its status as a political and trade center draw in peoples from all across Tamriel, the holy site of the Gildergreen and the famed mead-hall of Jorrvaskr also attracts more conservative Nords of a religious and martial bend. These opposing forces have led to Whiterun usually remaining a neutral faction in any intra-Skyrim conflict; truly, the only bad blood Whiterunners tend to hold is against those of the Redfold, upon whom they unleash their light horse skirmishers to harass the (very well-armed) peasants.
  • Grimdal - Capital: Heljarchen
    The frosted taiga of the Yorgrim valley, on occasion united with the Pale, has a rather different culture and economy than its northern neighbor. While some farming occurs in the warmer plains of Heljarchen, the people of the uplands devote much of their time to cutting lumber to export to the shipyards of Dawnstar and Windhelm. Bonfires and hearths are important to Grimdalers, with many of their festivals revolving around a roaring firepit for cooking food, burning offerings, telling stories, and making torches to ward off the dark. Clannish and temperamental, Grimdalers prize family first and share openly among their kin, but can hold grudges and bloodfeuds with outsiders. Beyond that, the lack of resources have led to the people prizing a spartan way of life to the point of the locals receiving greater or longer benefits from potions, food, and drink.
  • The Pale - Capital: Dawnstar
    Isolated by barren snowdrifts on land, the surly and stoic populace of the Pale is crowded around the Sea of Ghosts like its capital of Dawnstar, the primary port of call between Solitude and Windhelm. Aside from the mines of the capital, the culture and economy of the hold is entirely reliant on the seas, with fishing, shipbuilding, and whaling being key industries. Young children are taught stories about the stars, eventually learning to navigate based on the night sky. Less savory but often just as important to survival is piracy and raiding; Palemen longboats are known to terrorize the coasts of Vvardenfell and Northpoint, with historic attacks reaching as far as Anvil and Tear. While some families have permanently given up such practices to establish shipping companies renowned for speed and reliability in the dangerous Sea of Ghosts, it should come as no surprise that their origins can be usually be traced to wealth derived from pirate plunder.
  • Winterhold - Capital: Winterhold
    The "Crown Jewel of the North", the shimmering city of Winterhold is the center of magic and learning in Skyrim thanks to its famed College. The arcane and old Dwemer technologies found in a portion of the Blackreach beneath the city fuels much of the necessary infrastructure needed to survive in such a bitterly cold location; the iceberg-ridden straits surrounding the port make sea travel dangerous in summer and impossible in winter, leaving Winterholders otherwise stranded. Greenhouses warmed by enchanted fires grow most of the region's food, pipes with magically-heated water insulate against the cold, and scrying mirrors help its jarl keep a close eye on potential misuses of magic. Ancient Saarthal, its second town and far more Nordic in character, notably derives much of its energy from the artifact known as the Eye of Magnus deep within its hallowed halls.
  • Eastmarch - Capital: Windhelm
    The most stereotypically Nordic of all the holds, Eastmarchers pride themselves on their ancient heritage, both good and bad, with monuments to their ancestors all over Windhelm. Once the seat of the High King and, later, the Eastern Kingdom of Skyrim, national pride is embodied in the local's character through their rich oral history, strong martial traditions passed down from parent to child, and a keen sense of personal honor and independence. Lacking in Imperial loyalty bordering on outright disdain & lacking in good farmland and forests, Eastmarchers instead form skilled mercenary companies for hire, often used to protect merchant ships against Palemen pirates and Dunmer slavers & land caravans against bandits and goblins. Once the bulwark against their Elven neighbors, Eastmarch harbors more revanchists who seek to reclaim the lands of the First Nordic Empire; with the Red Year weakening Morrowind, these warhawks have begun clamoring to be heard...
  • The Steps - Capital: Ivarstead
    At the foot of the Throat of the World, the windblown lands of the Steps are the highest in all of Skyrim. Roads wind back and forth across steep inclines, making travel difficult. Despite this, many still make the pilgrimage up the Seven-Thousand Steps to High Hrothgar, always passing through the capital of Ivarstead first before making the ascent. With such close proximity to a holy site, Stepmen tend to be zealots among their fellow Nords, venerating the Nordic pantheon and holding to their old ways of worship relatively untouched by Imperial practices. They also maintain good connections with the Greybeards, who they have to thank for their independence due to Thu'um users historically driving off invaders from Eastmarch and Riften. The Steps have also had a history of neutrality similar to Whiterun, though theirs stems from being a place of sanctuary and their geographic isolation.
  • The Rift - Capital: Riften
    An autumnal forest plateau bordering key passes along the Velothi and Jerall Mountains, the Rift stands as a hub of trade between Morrowind, Cyrodiil, and the rest of Skyrim. Despite their relatively resource-rich surroundings and mercantile successes such as that of the Black-Briar meadery, Rifters are stereotyped as penny-pinching and thrifty, ever seeking gold and treasure to hoard and never use. Intrigue, bribery, and theft plague the city of Riften as its underworld becomes a weapon in its residents' power plays, giving the region a reputation for trickery and deceit. Despite this and the typical Nordic aversion for such underhanded tactics, it is said that the jarls of Riften can rule Skyrim from the shadows if they so wanted... if only they weren't so busy stopping their rivals from doing the same.
  • Solstheim - Capital: Raven Rock
    Once the sole domain of the hospitable and nature-loving Skaal, the founding of the East Empire Company outpost of Raven Rock, its subsequent abandonment and reclamation by the Nords, and the aftermath of the Red Year have ever altered the island's landscape and culture. The Skaal remain entrenched in the northern reaches of the island, utilizing deposits of stahlrim to craft traditional weapons and armor for their shamans and warriors. Their Nord cousins from the mainland are concentrated in Raven Rock, having taken over the ebony mining colony and stubbornly remaining despite the surface deposits having run dry; the colonists have since turned to the classic Atmoran practice of reaving and piracy, particularly against the weakened Dunmer, to support themselves and foiling attempts by the Dark Elves to further colonize the island. It is their presence that thwarted attempts by the Empire and the High King to turn over the island to Morrowind, further embittering sentiments between the Nords and the Dunmer. In spite of this hostility, a smattering of Dunmer outposts from various houses have established themselves in the devastated ashen southeast corner of the island, protected by the naturally hostile environment that they have adapted to.
 
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I disagree with mod stuff a lot but come on, it’s hardly unreasonable to expect more maturity from board members than a 7 year old.
I mean Ian himself thought Burton was being a bully about it and reversed both the warning and kick along with an apology so...
 
I have no idea why so many people depict the heartland as going communist. You’d get enclaves in Chicago, Indy, Detroit, etc. but any attempts to link them up would be met with every scouting party disappearing into the forests and the cities being starved into submission. Farmers aren’t going to send their produce to communist places, and people in smaller cities and towns aren’t going to just give them right of passage.
 
A Balkanized Skyrim
Skyrim.png


General premise is that Skyrim's individual holds splinter during times of crisis and thus re-centralize under different settlements, each with their own unique culture. Minor PoDs include the Great Collapse not happening, Riften not being set on fire, Solstheim not being traded over to Morrowind, and most settlements not being abandoned or overrun by bandits. Details are in the spoiler below:
  • Haafingar - Capital: Solitude
    The northwestern hold of Skyrim is the center of Imperial rule in the kingdom. Sea trade from High Rock has long influenced the capital of Solitude and its nobility, making it the most feudalistic of the holds with an emphasis on castles, chivalry, song, and honor. Solitude and its second port of Dragon Bridge also boast the most cosmopolitan population of the province with far less of the xenophobia and insularity that plague the rest of the holds. As a result, the other holds often stereotype Haafingarians as soft and effete milk-drinkers who rely on the Legion to protect them. This ignores the fact that Haafingar happens to have the highest rate of Legionary recruitment among all the holds with many Nordic generals hailing from the province.
  • Hjaalmarch - Capital: Morthal
    The Drajkmyr Marsh dominates much of the hold, making it poor farmland and prone to floods. The Marshmen of Morthal (rumored to be partly of Reachman stock) have adapted to it by building their villages and homes upon crannogs and occasionally boats, allowing them to stay above the tideline. An ever-present mist drapes over the hold, spawning stories of wisps and bog wights that drag the unwary into the sucking mud below. Superstitious and suspicious by nature, Hjaalmarchers are keen to be left alone by the world and just as well; most other Nords find quiet and stealthy Marshmen mannerisms to be creepy and odd & their penchant for using potions and poisons as unseemly.
  • Karthald - Capital: Karthwatch
    Historically part of the Reach, the predominantly Nordic settlements of Karthald were separated under the High King of Western Skyrim when the Reachmen took Markarth and the left bank of the Karth River. Since then, the two have remained distinct holds even though the Reach was eventually placed back under Nordic rule. The Karthalders are militant and ever-vigilant, always watching across the water for any movements by the Reachmen. They despise magic, preferring to rely on Orcish steel and stonework from their allies in Mor Khazgur to bolster their defenses. Many of their fighting techniques are borrowed from the Orsimer as well such as the practice of training berserkers to wreck havoc with axes and maces.
  • The Reach - Capital: Markarth
    Less of a true Nordic hold and more of a Nordic garrison over a frontier, the rugged Reach is fraught with violence stemming from inter-clan feuds between the various Reachfolk and ethnic conflict between Nordic settlers and the natives. Markarth, sitting atop Dwemer ruins and Cidhna Mine, is a center of mining and industry from which Imperial and Nordic power flows out into the Reach. Elsewhere like in Karthwasten and Hroldan, settled Reachmen struggle to maintain their influence and standing against the Nords; while those of the northern town appeal to Imperial power to protect their cause, the southern town tends to hold people who would rather see a Reach independent of Skyrim or even the Empire itself. The witchy nomadic tribes, each with their own religious practices and magics, are thus often used as proxies between these three landed factions to wage guerilla wars against one another. As a result of the constant conflict, all factions of the Reach are skilled in defensive tactics and feature strong fortifications that can only be thwarted easily by a Thu'um.
  • Redfold - Capital: Rorikstead
    Named for the fields of copper-gold winter wheat that cover most of the hold, Redfold is the breadbasket of Skyrim. Carved off from Whiterun Hold by the Empire to more reliably supply its legions in Solitude (Whiterun's frequent bouts of neutrality have negatively impacted Imperial logistics in the past), the constant flow of Legionary gold into the hold has made its people staunch Imperialists (though most prefer to show their support with their coin rather than enlist). Many Redfolders see Whiterun as rivals and the sentiment is returned; Whiterun horse raiders and Redfold peasant levies skirmish frequently, resulting in Redfold developing a unique martial tradition based on weaponized farm equipment and anti-cavalry tactics. Aside from spawning this feud, the plentiful grain means equally plentiful ale and bread; Redfold feasts are boisterous and comparatively lavish affairs heavy with drink, food, boasting, and morning regrets.
  • Falkreath - Capital: Falkreath
    Cradled in the forested basin of Lake Ilinalta, Falkreath Hold is rich in wildlife and is renowned for being an ideal hunting ground, deriving much of its economy from leather, timber, and furs. Aside from its distinct Cyro-Nordic culture venerating battle and industry, another hallmark of Falkreather culture is the importance of graves and tombs, which often see visitors and offerings. The dead are sacred and respected; necromancy is anathema in the hold, more so than elsewhere in Skyrim, likely due to Redguard influence from Elinhir. Their exposure to death gives Falkreathers a morose manner about them, even cynical, especially when faced with the typical Nordic glory-seeking attitude, as well as a well-developed sense of gallows humor. The locals tend to have Imperial sympathies due to the cultivation of economic ties across the Pale Pass to Bruma; the bowmen of Falkreath often fill Legionary archery and scouting units, their skills on occasion rivaling that of similar Bosmer companies.
  • Whiterun - Capital: Whiterun
    Found in the very center of the province, Whiterun Hold is the modern capital of Skyrim and the crossroads between the traditonal east and the cosmopolitan west. Widely renowned are Whiterun's horses, a sturdy breed that grazes among the wide open steppes and utilized by couriers and cavaliers alike for their swift yet untiring builds. Other exports are grain, of which it is the second-most productive hold, cloth woven from tundra cotton, and Honningbrew mead. While its status as a political and trade center draw in peoples from all across Tamriel, the holy site of the Gildergreen and the famed mead-hall of Jorrvaskr also attracts more conservative Nords of a religious and martial bend. These opposing forces have led to Whiterun usually remaining a neutral faction in any intra-Skyrim conflict; truly, the only bad blood Whiterunners tend to hold is against those of the Redfold, upon whom they unleash their light horse skirmishers to harass the (very well-armed) peasants.
  • Grimdal - Capital: Heljarchen
    The frosted taiga of the Yorgrim valley, on occasion united with the Pale, has a rather different culture and economy than its northern neighbor. While some farming occurs in the warmer plains of Heljarchen, the people of the uplands devote much of their time to cutting lumber to export to the shipyards of Dawnstar and Windhelm. Bonfires and hearths are important to Grimdalers, with many of their festivals revolving around a roaring firepit for cooking food, burning offerings, telling stories, and making torches to ward off the dark. Clannish and temperamental, Grimdalers prize family first and share openly among their kin, but can hold grudges and bloodfeuds with outsiders. Beyond that, the lack of resources have led to the people prizing a spartan way of life to the point of the locals receiving greater or longer benefits from potions, food, and drink.
  • The Pale - Capital: Dawnstar
    Isolated by barren snowdrifts on land, the surly and stoic populace of the Pale is crowded around the Sea of Ghosts like its capital of Dawnstar, the primary port of call between Solitude and Windhelm. Aside from the mines of the capital, the culture and economy of the hold is entirely reliant on the seas, with fishing, shipbuilding, and whaling being key industries. Young children are taught stories about the stars, eventually learning to navigate based on the night sky. Less savory but often just as important to survival is piracy and raiding; Palemen longboats are known to terrorize the coasts of Vvardenfell and Northpoint, with historic attacks reaching as far as Anvil and Tear. While some families have permanently given up such practices to establish shipping companies renowned for speed and reliability in the dangerous Sea of Ghosts, it should come as no surprise that their origins can be usually be traced to wealth derived from pirate plunder.
  • Winterhold - Capital: Winterhold
    The "Crown Jewel of the North", the shimmering city of Winterhold is the center of magic and learning in Skyrim thanks to its famed College. The arcane and old Dwemer technologies found in a portion of the Blackreach beneath the city fuels much of the necessary infrastructure needed to survive in such a bitterly cold location; the iceberg-ridden straits surrounding the port make sea travel dangerous in summer and impossible in winter, leaving Winterholders otherwise stranded. Greenhouses warmed by enchanted fires grow most of the region's food, pipes with magically-heated water insulate against the cold, and scrying mirrors help its jarl keep a close eye on potential misuses of magic. Ancient Saarthal, its second town and far more Nordic in character, notably derives much of its energy from the artifact known as the Eye of Magnus deep within its hallowed halls.
  • Eastmarch - Capital: Windhelm
    The most stereotypically Nordic of all the holds, Eastmarchers pride themselves on their ancient heritage, both good and bad, with monuments to their ancestors all over Windhelm. Once the seat of the High King and, later, the Eastern Kingdom of Skyrim, national pride is embodied in the local's character through their rich oral history, strong martial traditions passed down from parent to child, and a keen sense of personal honor and independence. Lacking in Imperial loyalty bordering on outright disdain & lacking in good farmland and forests, Eastmarchers instead form skilled mercenary companies for hire, often used to protect merchant ships against Palemen pirates and Dunmer slavers & land caravans against bandits and goblins. Once the bulwark against their Elven neighbors, Eastmarch harbors more revanchists who seek to reclaim the lands of the First Nordic Empire; with the Red Year weakening Morrowind, these warhawks have begun clamoring to be heard...
  • The Steps - Capital: Ivarstead
    At the foot of the Throat of the World, the windblown lands of the Steps are the highest in all of Skyrim. Roads wind back and forth across steep inclines, making travel difficult. Despite this, many still make the pilgrimage up the Seven-Thousand Steps to High Hrothgar, always passing through the capital of Ivarstead first before making the ascent. With such close proximity to a holy site, Stepmen tend to be zealots among their fellow Nords, venerating the Nordic pantheon and holding to their old ways of worship relatively untouched by Imperial practices. They also maintain good connections with the Greybeards, who they have to thank for their independence due to Thu'um users historically driving off invaders from Eastmarch and Riften. The Steps have also had a history of neutrality similar to Whiterun, though theirs stems from being a place of sanctuary and their geographic isolation.
  • The Rift - Capital: Riften
    An autumnal forest plateau bordering key passes along the Velothi and Jerall Mountains, the Rift stands as a hub of trade between Morrowind, Cyrodiil, and the rest of Skyrim. Despite their relatively resource-rich surroundings and mercantile successes such as that of the Black-Briar meadery, Rifters are stereotyped as penny-pinching and thrifty, ever seeking gold and treasure to hoard and never use. Intrigue, bribery, and theft plague the city of Riften as its underworld becomes a weapon in its residents' power plays, giving the region a reputation for trickery and deceit. Despite this and the typical Nordic aversion for such underhanded tactics, it is said that the jarls of Riften can rule Skyrim from the shadows if they so wanted... if only they weren't so busy stopping their rivals from doing the same.
  • Solstheim - Capital: Raven Rock
    Once the sole domain of the hospitable and nature-loving Skaal, the founding of the East Empire Company outpost of Raven Rock, its subsequent abandonment and reclamation by the Nords, and the aftermath of the Red Year have ever altered the island's landscape and culture. The Skaal remain entrenched in the northern reaches of the island, utilizing deposits of stahlrim to craft traditional weapons and armor for their shamans and warriors. Their Nord cousins from the mainland are concentrated in Raven Rock, having taken over the ebony mining colony and stubbornly remaining despite the surface deposits having run dry; the colonists have since turned to the classic Atmoran practice of reaving and piracy, particularly against the weakened Dunmer, to support themselves and foiling attempts by the Dark Elves to further colonize the island. It is their presence that thwarted attempts by the Empire and the High King to turn over the island to Morrowind, further embittering sentiments between the Nords and the Dunmer. In spite of this hostility, a smattering of Dunmer outposts from various houses have established themselves in the devastated ashen southeast corner of the island, protected by the naturally hostile environment that they have adapted to.

This is very fascinating to see an Skyrim that broke down and re-united under different settlements.

Do you have an idea of what the TTL Events of the game and greater world would look like in this case?
 
That's sad, but I understand. I almost never get to write anymore, for the same reason.

Question: Do you have a legend for the map? I'd like to know more about what these states/regions are
Apologies for the late reply. I dont have a legend for the map but I think I remember what was what msotly. The Levant is ruled by a New Canaanite Kingdom, North and South America is divided among Native American Pantheons, the Dark Grey areas consist unrecognized states, human-led or lesser supernatural beings-led, anarchic areas, and some places like the Congo are believed to be the domain of something truly eldritch. The South East Asia is ruled by native gods, South Africa is ruled by an order of wizards, mages and sorcerers. The dark blue empire is that of a lovecraftian entity dominating the Pacific.

Those are just some of the top of my head.
 
A Balkanized Skyrim
Skyrim.png


General premise is that Skyrim's individual holds splinter during times of crisis and thus re-centralize under different settlements, each with their own unique culture. Minor PoDs include the Great Collapse not happening, Riften not being set on fire, Solstheim not being traded over to Morrowind, and most settlements not being abandoned or overrun by bandits. Details are in the spoiler below:
  • Haafingar - Capital: Solitude
    The northwestern hold of Skyrim is the center of Imperial rule in the kingdom. Sea trade from High Rock has long influenced the capital of Solitude and its nobility, making it the most feudalistic of the holds with an emphasis on castles, chivalry, song, and honor. Solitude and its second port of Dragon Bridge also boast the most cosmopolitan population of the province with far less of the xenophobia and insularity that plague the rest of the holds. As a result, the other holds often stereotype Haafingarians as soft and effete milk-drinkers who rely on the Legion to protect them. This ignores the fact that Haafingar happens to have the highest rate of Legionary recruitment among all the holds with many Nordic generals hailing from the province.
  • Hjaalmarch - Capital: Morthal
    The Drajkmyr Marsh dominates much of the hold, making it poor farmland and prone to floods. The Marshmen of Morthal (rumored to be partly of Reachman stock) have adapted to it by building their villages and homes upon crannogs and occasionally boats, allowing them to stay above the tideline. An ever-present mist drapes over the hold, spawning stories of wisps and bog wights that drag the unwary into the sucking mud below. Superstitious and suspicious by nature, Hjaalmarchers are keen to be left alone by the world and just as well; most other Nords find quiet and stealthy Marshmen mannerisms to be creepy and odd & their penchant for using potions and poisons as unseemly.
  • Karthald - Capital: Karthwatch
    Historically part of the Reach, the predominantly Nordic settlements of Karthald were separated under the High King of Western Skyrim when the Reachmen took Markarth and the left bank of the Karth River. Since then, the two have remained distinct holds even though the Reach was eventually placed back under Nordic rule. The Karthalders are militant and ever-vigilant, always watching across the water for any movements by the Reachmen. They despise magic, preferring to rely on Orcish steel and stonework from their allies in Mor Khazgur to bolster their defenses. Many of their fighting techniques are borrowed from the Orsimer as well such as the practice of training berserkers to wreck havoc with axes and maces.
  • The Reach - Capital: Markarth
    Less of a true Nordic hold and more of a Nordic garrison over a frontier, the rugged Reach is fraught with violence stemming from inter-clan feuds between the various Reachfolk and ethnic conflict between Nordic settlers and the natives. Markarth, sitting atop Dwemer ruins and Cidhna Mine, is a center of mining and industry from which Imperial and Nordic power flows out into the Reach. Elsewhere like in Karthwasten and Hroldan, settled Reachmen struggle to maintain their influence and standing against the Nords; while those of the northern town appeal to Imperial power to protect their cause, the southern town tends to hold people who would rather see a Reach independent of Skyrim or even the Empire itself. The witchy nomadic tribes, each with their own religious practices and magics, are thus often used as proxies between these three landed factions to wage guerilla wars against one another. As a result of the constant conflict, all factions of the Reach are skilled in defensive tactics and feature strong fortifications that can only be thwarted easily by a Thu'um.
  • Redfold - Capital: Rorikstead
    Named for the fields of copper-gold winter wheat that cover most of the hold, Redfold is the breadbasket of Skyrim. Carved off from Whiterun Hold by the Empire to more reliably supply its legions in Solitude (Whiterun's frequent bouts of neutrality have negatively impacted Imperial logistics in the past), the constant flow of Legionary gold into the hold has made its people staunch Imperialists (though most prefer to show their support with their coin rather than enlist). Many Redfolders see Whiterun as rivals and the sentiment is returned; Whiterun horse raiders and Redfold peasant levies skirmish frequently, resulting in Redfold developing a unique martial tradition based on weaponized farm equipment and anti-cavalry tactics. Aside from spawning this feud, the plentiful grain means equally plentiful ale and bread; Redfold feasts are boisterous and comparatively lavish affairs heavy with drink, food, boasting, and morning regrets.
  • Falkreath - Capital: Falkreath
    Cradled in the forested basin of Lake Ilinalta, Falkreath Hold is rich in wildlife and is renowned for being an ideal hunting ground, deriving much of its economy from leather, timber, and furs. Aside from its distinct Cyro-Nordic culture venerating battle and industry, another hallmark of Falkreather culture is the importance of graves and tombs, which often see visitors and offerings. The dead are sacred and respected; necromancy is anathema in the hold, more so than elsewhere in Skyrim, likely due to Redguard influence from Elinhir. Their exposure to death gives Falkreathers a morose manner about them, even cynical, especially when faced with the typical Nordic glory-seeking attitude, as well as a well-developed sense of gallows humor. The locals tend to have Imperial sympathies due to the cultivation of economic ties across the Pale Pass to Bruma; the bowmen of Falkreath often fill Legionary archery and scouting units, their skills on occasion rivaling that of similar Bosmer companies.
  • Whiterun - Capital: Whiterun
    Found in the very center of the province, Whiterun Hold is the modern capital of Skyrim and the crossroads between the traditonal east and the cosmopolitan west. Widely renowned are Whiterun's horses, a sturdy breed that grazes among the wide open steppes and utilized by couriers and cavaliers alike for their swift yet untiring builds. Other exports are grain, of which it is the second-most productive hold, cloth woven from tundra cotton, and Honningbrew mead. While its status as a political and trade center draw in peoples from all across Tamriel, the holy site of the Gildergreen and the famed mead-hall of Jorrvaskr also attracts more conservative Nords of a religious and martial bend. These opposing forces have led to Whiterun usually remaining a neutral faction in any intra-Skyrim conflict; truly, the only bad blood Whiterunners tend to hold is against those of the Redfold, upon whom they unleash their light horse skirmishers to harass the (very well-armed) peasants.
  • Grimdal - Capital: Heljarchen
    The frosted taiga of the Yorgrim valley, on occasion united with the Pale, has a rather different culture and economy than its northern neighbor. While some farming occurs in the warmer plains of Heljarchen, the people of the uplands devote much of their time to cutting lumber to export to the shipyards of Dawnstar and Windhelm. Bonfires and hearths are important to Grimdalers, with many of their festivals revolving around a roaring firepit for cooking food, burning offerings, telling stories, and making torches to ward off the dark. Clannish and temperamental, Grimdalers prize family first and share openly among their kin, but can hold grudges and bloodfeuds with outsiders. Beyond that, the lack of resources have led to the people prizing a spartan way of life to the point of the locals receiving greater or longer benefits from potions, food, and drink.
  • The Pale - Capital: Dawnstar
    Isolated by barren snowdrifts on land, the surly and stoic populace of the Pale is crowded around the Sea of Ghosts like its capital of Dawnstar, the primary port of call between Solitude and Windhelm. Aside from the mines of the capital, the culture and economy of the hold is entirely reliant on the seas, with fishing, shipbuilding, and whaling being key industries. Young children are taught stories about the stars, eventually learning to navigate based on the night sky. Less savory but often just as important to survival is piracy and raiding; Palemen longboats are known to terrorize the coasts of Vvardenfell and Northpoint, with historic attacks reaching as far as Anvil and Tear. While some families have permanently given up such practices to establish shipping companies renowned for speed and reliability in the dangerous Sea of Ghosts, it should come as no surprise that their origins can be usually be traced to wealth derived from pirate plunder.
  • Winterhold - Capital: Winterhold
    The "Crown Jewel of the North", the shimmering city of Winterhold is the center of magic and learning in Skyrim thanks to its famed College. The arcane and old Dwemer technologies found in a portion of the Blackreach beneath the city fuels much of the necessary infrastructure needed to survive in such a bitterly cold location; the iceberg-ridden straits surrounding the port make sea travel dangerous in summer and impossible in winter, leaving Winterholders otherwise stranded. Greenhouses warmed by enchanted fires grow most of the region's food, pipes with magically-heated water insulate against the cold, and scrying mirrors help its jarl keep a close eye on potential misuses of magic. Ancient Saarthal, its second town and far more Nordic in character, notably derives much of its energy from the artifact known as the Eye of Magnus deep within its hallowed halls.
  • Eastmarch - Capital: Windhelm
    The most stereotypically Nordic of all the holds, Eastmarchers pride themselves on their ancient heritage, both good and bad, with monuments to their ancestors all over Windhelm. Once the seat of the High King and, later, the Eastern Kingdom of Skyrim, national pride is embodied in the local's character through their rich oral history, strong martial traditions passed down from parent to child, and a keen sense of personal honor and independence. Lacking in Imperial loyalty bordering on outright disdain & lacking in good farmland and forests, Eastmarchers instead form skilled mercenary companies for hire, often used to protect merchant ships against Palemen pirates and Dunmer slavers & land caravans against bandits and goblins. Once the bulwark against their Elven neighbors, Eastmarch harbors more revanchists who seek to reclaim the lands of the First Nordic Empire; with the Red Year weakening Morrowind, these warhawks have begun clamoring to be heard...
  • The Steps - Capital: Ivarstead
    At the foot of the Throat of the World, the windblown lands of the Steps are the highest in all of Skyrim. Roads wind back and forth across steep inclines, making travel difficult. Despite this, many still make the pilgrimage up the Seven-Thousand Steps to High Hrothgar, always passing through the capital of Ivarstead first before making the ascent. With such close proximity to a holy site, Stepmen tend to be zealots among their fellow Nords, venerating the Nordic pantheon and holding to their old ways of worship relatively untouched by Imperial practices. They also maintain good connections with the Greybeards, who they have to thank for their independence due to Thu'um users historically driving off invaders from Eastmarch and Riften. The Steps have also had a history of neutrality similar to Whiterun, though theirs stems from being a place of sanctuary and their geographic isolation.
  • The Rift - Capital: Riften
    An autumnal forest plateau bordering key passes along the Velothi and Jerall Mountains, the Rift stands as a hub of trade between Morrowind, Cyrodiil, and the rest of Skyrim. Despite their relatively resource-rich surroundings and mercantile successes such as that of the Black-Briar meadery, Rifters are stereotyped as penny-pinching and thrifty, ever seeking gold and treasure to hoard and never use. Intrigue, bribery, and theft plague the city of Riften as its underworld becomes a weapon in its residents' power plays, giving the region a reputation for trickery and deceit. Despite this and the typical Nordic aversion for such underhanded tactics, it is said that the jarls of Riften can rule Skyrim from the shadows if they so wanted... if only they weren't so busy stopping their rivals from doing the same.
  • Solstheim - Capital: Raven Rock
    Once the sole domain of the hospitable and nature-loving Skaal, the founding of the East Empire Company outpost of Raven Rock, its subsequent abandonment and reclamation by the Nords, and the aftermath of the Red Year have ever altered the island's landscape and culture. The Skaal remain entrenched in the northern reaches of the island, utilizing deposits of stahlrim to craft traditional weapons and armor for their shamans and warriors. Their Nord cousins from the mainland are concentrated in Raven Rock, having taken over the ebony mining colony and stubbornly remaining despite the surface deposits having run dry; the colonists have since turned to the classic Atmoran practice of reaving and piracy, particularly against the weakened Dunmer, to support themselves and foiling attempts by the Dark Elves to further colonize the island. It is their presence that thwarted attempts by the Empire and the High King to turn over the island to Morrowind, further embittering sentiments between the Nords and the Dunmer. In spite of this hostility, a smattering of Dunmer outposts from various houses have established themselves in the devastated ashen southeast corner of the island, protected by the naturally hostile environment that they have adapted to.
I assume the only reason that Hjallmarch is still alive is because the land is not worth it for other holds to take them? I mean, it IS all just flooded swamps.
 
This is very fascinating to see an Skyrim that broke down and re-united under different settlements.

Do you have an idea of what the TTL Events of the game and greater world would look like in this case?
A bit. TESV lies in the aftermath of the Great War, so this would have to address that. It still ends as in canon: Imperial victory, the signing of the White-Gold Concordat, Hammerfell rebelling, and the banning of Talos worship. The Markarth Incident still occurs, leading to Ulfric's capture, his "duel" against Torygg, and the eventual start of the Stormcloak Rebellion. However, the political field for both loyalists and rebels is less cut and dry than those we see in the game:
  • Solitude and Windhelm are the core of each faction, but outlying nobles disagree and only go along with things begrudgingly; some Haafingarians see the Imperial allowance of Thalmor presence on their land as dishonorable; the dissenters of Eastmarch say the same about Ulfric's actions toward Torygg and see him as weakening Skyrim first with his hasty actions.
  • Their staunch allied holds, Imperial Redfold and Stormcloak Grimdal respectively, see the most fighting as the warfronts on each side. Neutral Whiterun sees both sides take to the roads crisscrossing the hold to battle in the opposing hold's land. However, violence is just a step away from outright happening on Whiterun's domain, and the raiders of Redfold and Grimdal have made it known that Whiterun's allegiance will be forced, else the Whiterunners suffer.
  • The Reach is a mess: Ulfric has wrecked Hroldan, prompting the southern Reachmen to incite their tribal allies into waging guerilla war, marking themselves as the Forsworn; the Silver-Bloods are using the violence as an excuse to try and bring the hammer down on the Reachmen businesses of Karthwasten, who are appealing to Solitude as the bastion of Reachman peace and order; and Jarl Igmund, estranged from his Reachmen and Nord allies alike, must contend with the legacy of his father's actions and gain back his power and peace in the hold.
  • Winterhold proper is a cosmopolitan city and proclaimed neutral, but Saarthal as an ancient Nordic capital harbors the more Stormcloak-sympathizing denizens. Thus there is a feud ongoing about Winterhold's continued dominance of the hold, prompting some to look to Saarthal's Eye of Magnus to see if they can change that balance...
  • While more traditionalist, the people of the Steps hold to old Nordic religious beliefs... which exclude the worship of Talos as divine. Venerated as a hero-king, yes, but a god? Blasphemy. And Ulfric's use of the Thu'um to kill the High King? Heretical. But there is also little to gain from the weak Empire; who is to say that they won't extend their ban to the Nordic gods themselves, or to the Thu'um? Thus, Ivarstead remains neutral.
 
A bit. TESV lies in the aftermath of the Great War, so this would have to address that. It still ends as in canon: Imperial victory, the signing of the White-Gold Concordat, Hammerfell rebelling, and the banning of Talos worship. The Markarth Incident still occurs, leading to Ulfric's capture, his "duel" against Torygg, and the eventual start of the Stormcloak Rebellion. However, the political field for both loyalists and rebels is less cut and dry than those we see in the game:
  • Solitude and Windhelm are the core of each faction, but outlying nobles disagree and only go along with things begrudgingly; some Haafingarians see the Imperial allowance of Thalmor presence on their land as dishonorable; the dissenters of Eastmarch say the same about Ulfric's actions toward Torygg and see him as weakening Skyrim first with his hasty actions.
  • Their staunch allied holds, Imperial Redfold and Stormcloak Grimdal respectively, see the most fighting as the warfronts on each side. Neutral Whiterun sees both sides take to the roads crisscrossing the hold to battle in the opposing hold's land. However, violence is just a step away from outright happening on Whiterun's domain, and the raiders of Redfold and Grimdal have made it known that Whiterun's allegiance will be forced, else the Whiterunners suffer.
  • The Reach is a mess: Ulfric has wrecked Hroldan, prompting the southern Reachmen to incite their tribal allies into waging guerilla war, marking themselves as the Forsworn; the Silver-Bloods are using the violence as an excuse to try and bring the hammer down on the Reachmen businesses of Karthwasten, who are appealing to Solitude as the bastion of Reachman peace and order; and Jarl Igmund, estranged from his Reachmen and Nord allies alike, must contend with the legacy of his father's actions and gain back his power and peace in the hold.
  • Winterhold proper is a cosmopolitan city and proclaimed neutral, but Saarthal as an ancient Nordic capital harbors the more Stormcloak-sympathizing denizens. Thus there is a feud ongoing about Winterhold's continued dominance of the hold, prompting some to look to Saarthal's Eye of Magnus to see if they can change that balance...
  • While more traditionalist, the people of the Steps hold to old Nordic religious beliefs... which exclude the worship of Talos as divine. Venerated as a hero-king, yes, but a god? Blasphemy. And Ulfric's use of the Thu'um to kill the High King? Heretical. But there is also little to gain from the weak Empire; who is to say that they won't extend their ban to the Nordic gods themselves, or to the Thu'um? Thus, Ivarstead remains neutral.

And this why it would be much more fun to play the Stormcloak Rebellion. Not just to explore this alternative Skyrim, but the war with the lines and allegiances are far more blur and unclear.

Solstheim in particular given I can see it becoming an mini-civil war of the greater conflict, and the Steps are an big slap in the face to Ulfric and to the greater Stormcloak cause.

The same for Winterhold and it far Nordic counterpart in Saarthal as you mention. Or the Reach and conflict between Nord Reachmen.

I love to see an sorta sequel to this if you could do so in the future, to explore both an Imperial Victory and Stormcloak Vuctory, or even an middleground ending with Season Unending,
 
A fun quick map showing a world dominated by the never materialized superpower of 1990s Japan. It's a somewhat implausible map with an improbable premise but I'm thinking of leaning into for a post-apocalyptic setting I am been to create.

The gist of it is the US spirals into worse chaos out of the Vietnam War era civil unrest that ultimately results in a constitutional convention that results in a general dissolution of the federal republic, set in the backdrop of rising Japanese economic superpower. Japan inevitably influences the results of the dissolution of the Old USA. The Soviets meanwhile, as this is going on, enter into a simultaneous period of decline similar to OTL that however ends up in a nationalist Russia rising up that fight a series of small wars with its former Soviet Republics. China collapses into a horrible civil war in the 80s while India manages to fill in the gap left by China, leading to a Hindu focused Indian great power rising.

The year is 2020 and the world is utterly addicted to oil, most nations are directly tied to Japan via military-economic alliances, puppeted as quasi-colonial states (ala much of Africa) or occupied by the Japan controlled United Nations. Only nationalist Russia and India stand stalwart against the power of the Japanocracy coming to dominate the world, continuously building a greater nuclear arsenal in response to Japan "facilitating" the American arsenal in the Great Plains.

Arise O Sun.png
 
I have no idea why so many people depict the heartland as going communist. You’d get enclaves in Chicago, Indy, Detroit, etc. but any attempts to link them up would be met with every scouting party disappearing into the forests and the cities being starved into submission. Farmers aren’t going to send their produce to communist places, and people in smaller cities and towns aren’t going to just give them right of passage.
It depends on the year. In, say, the early 20th Century, when there was a lot of support for Socialism in the cities, it had not yet become a bugbear for the common man, and many farmers might like the idea of solidarity among the working class against the robber baron elites. The Minnesota Farm Labor Party was not exclusively a city phenomenon - nor were any of the others. That's not quite Communist, but I think they would sign on if the transition was done properly.
 
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