Mountains Pt. 1 - Reaching the top
It is finally time to tackle the most visually complex terrain type of the 3e map, mountains. The peaks of Faerun are made up of three image components; the outline, which confines the mountains background color, the main ridge line(s), separating illuminated from shadowed sides of a mountain, and the (somewhat) orthogonal flank lines, which connect ridge and outline. It’s the latter that will be the most difficult to approximate, even for simple mountains.
This terrain has a few added twists that make things even harder. A mountain’s background color is influenced by the surrounding terrain, e.g. mountains in forests and jungles might have a greenish tint, while mountains on glaciers sport a white-gray palette. Tall mountains feature white snow areas around their main ridge lines, while volcanoes interrupt the ridge to indicate active craters. Finally, the main ridges may sometimes branch, creating entire side mountains. All of these are special cases that our svg style needs to handle (or at least roughly approximate).
As described in the previous post, we now have access to a programmable svg parser/generator, that we can use to automatically create intermediate features. I will use it to reduce the amount of vector information needed to create visual mountain representations. The idea is to only define outline and ridgeline (with some extra points), and use this data to automatically create all the finer details of the mountain. Before getting to this automatization stage, let’s go over the general concept with a manual example, specifically the Troll Mountains in the east of Amn. We start with the general outline of the mountain area and the branching ridgelines (slightly smooth-filtered to fit with the rest of the map styles):
This representation looks obviously completely flat, compared to the original image which uses different color and line features to separate illuminated flanks of the mountain from shadowed ones. The “sun” is located in northeast of the map, so we need to shadow any flanks facing in south and west direction. Branching ridges and steep turns can sometimes introduce a change of lighting within a continuous mountain flank, the Troll Mountains would be split into 6 coloring regions: