Dorgar Maps (test)
Generation 1
This map is the only one that remains of my young years of being a DM and this version of Dorgar was used for more than 6 years. The original map was as big as 2 large poster size maps you find in the sold products nowadays, in full colored details. But it had become so unwieldy to carry around and use that I asked Nick to make a new map out of it, scaled down to fit on a legal size sheet of paper. Unfortunately to keep the proportions as close as he could to the original he had to cut up the large map back into small single size sheets of paper, and the map was pretty much destroyed after that. But this scan is pretty much what the map was, minus all the tiny details the very large map had. The color boxed sets rules of DnD and AD&D were used in that era of Dorgar.
Generation 2
After I stoped being happy with the scaled down version above, I redid the map and changed some geographical details. I kept the scale of the generation 1 scaled down map above but added to it, expanding the known world. These maps marks the start of my DnD 2nd edition campaigns. There is two versions of this : a colored one with geographic features like forests and plains as well as a black and white version with political features like countries and cities. Since they were too big for a single scan, there were separated into multiple sections each. A 3rd version of this map exists, which extends lands further to the east and to the south but it shows only the landmass and mountains on it.
This is the political versions :
This is the geographical version :
A 4th version shows the south west continent of which we can only see the northen tip on the more detailed maps. Only the continents that my campaigns were based on received any amount of details. The south west continent was to be used by my friend Tayki for his own campaign and you can see some of his markings on the map.
And then, here’s also a few location specific maps that were used in that era.
Generation 3
The 3rd generation maps were used for the second part of my DnD 2nd edition DMing days. The continent map was redone, many of it’s main features like mountain ranges and lakes had been redone and modified because I didn’t like how they were in the previous generations. I also didn’t remap the whole world but just the part that I was using most. It didn’t get as much use as the previous two generations got but it was a map which I was proud of.
Generation 3 also marks the destruction of Dorgar at the end of the last campaign played in it. The story is that the dark god of destruction’s imprisoned spirit possessed an epic mage, fusing together with him, becoming what historians would later as the Dark One. The Dark One destroyed the gods one by one, destroying the moons (which broke the world in two when one of them fell on Dorgar) and extinguished the sun, calling legions of demons and devils to the world now soaked into an Eternal Night.
Here’s also two locations that were used in generation 3, even though the town of Berath was used in generation 2, 3 and 4 of Dorgar. Some of the details we see on the map of Berath have been added for generation 4 and it’s Shadow Peninsula re-location.
Generation 4
Generation 4 was a bit of an aberration for Dorgar. The divine theory was that the god of creation, Mu, created a new world after emprisoning the Dark One into the broken remnants of the old world. This is a totally different planet that I happened to call also Dorgar. Most of the games that were played on it were on the Shadow Peninsula and teh immediate areas. For a short time, we had a dual campaign in there. I DMed a group of evil players while my friend DMed a group of good players simulatneously, and both groups sometimes collided. The period marks the end of my DnD 2nd edition days and the start of my use of the 3rd edition of the rules.
Generation 5
Generation 5 will be for my DnD 4th edition rules campaign. It will go back to the original Dorgar after it was broken. New gods have replaced a few of the old ones, even though the Eternal Night still reigns for the lack of a sun god. Law starts to re-emerge from the hidden Cairns in which some pockets of civilizations spent almost a thousand years hidden from the horrors of the world. Much has changed since the Eternal Night Began. Some continents have been changed in a meaningful way and the oceans’ water level have raised while some new lands have emerged. The start of the campaign will be on the High Eriador plateau which is figured on the generation 3 map. What will have changed is that Low Eriador is now submerged and the Kingdom of Thetys will have been re-formed on the shore of the western lake. I havn’t done this map yet but I have a very good idea of what it will be like since it’s based on the High Eriador plateau from generation 3 with some changed features. The plateau will be an isolated area from the rest of the world in which civilization emerges among the darkness, at least at the campaign’s start.
Generation 5 (QAQ DnD 3.5)
Same as above (Eternal Night), but using DnD 3.5 rules and set in the south western continent of Dorgar.















