My main feedback is to make bigger "shortcuts". I'll edit this message to include pics of what I mean. The paths on Cape Kraken are really good example of how basically people wander without much restriction in the north due to the scale of the landscape.
Basically the road feels very forced and linear with right angles in places where they wouldn't be. Think about the settlement in layers. What came first, first houses, roads, later houses, outbuildings etc. Kinda like layers in Adobe illustrator or Photoshop.
The newer details form around the older, or deliberately change them.
What we've talked about already of making the village more like a collection of buildings for each household would be good. Each household having more or less a living space, granary and long term food store, any necessary work space and fuel shed (peat is an option not just wood). Also coverings for work spaces is important since the cold rain isa to cross and people. More so than autumn snows.
EDIT:
As I've sent in DMs, the issue is a matter of scale. Northern travellers if they're trying to go SE to the causeway would just walk around the village or E then N to the kingsroad would pass under the castle pretty much. They're taking as direct a route as possible because the scale of the landscape is enormous. Think about these paths less as "roads" and more as hiking trails. They're where the most direct path is, rather than a planned and maintained route. Sometimes that'll be maintained by people who have interest in it (traders, merchants and lords) but v v little of the total network is looked after.
Another big thing is to make sure you bring the path to high points enough of the time. Your southern road keeps on going through these low points which, while its easy to walk it doesn't give bearings easily. Imo what would happen a lot is that travellers would be walking, want to check their heading and walk to the closest high point. So have the road come near the crest of the hill then re-direct from there with the new bearing towards the intended destination.
So it almost looks like the hills are pivots/angles on the route
Basically the road feels very forced and linear with right angles in places where they wouldn't be. Think about the settlement in layers. What came first, first houses, roads, later houses, outbuildings etc. Kinda like layers in Adobe illustrator or Photoshop.
The newer details form around the older, or deliberately change them.
What we've talked about already of making the village more like a collection of buildings for each household would be good. Each household having more or less a living space, granary and long term food store, any necessary work space and fuel shed (peat is an option not just wood). Also coverings for work spaces is important since the cold rain isa to cross and people. More so than autumn snows.
EDIT:
As I've sent in DMs, the issue is a matter of scale. Northern travellers if they're trying to go SE to the causeway would just walk around the village or E then N to the kingsroad would pass under the castle pretty much. They're taking as direct a route as possible because the scale of the landscape is enormous. Think about these paths less as "roads" and more as hiking trails. They're where the most direct path is, rather than a planned and maintained route. Sometimes that'll be maintained by people who have interest in it (traders, merchants and lords) but v v little of the total network is looked after.
Another big thing is to make sure you bring the path to high points enough of the time. Your southern road keeps on going through these low points which, while its easy to walk it doesn't give bearings easily. Imo what would happen a lot is that travellers would be walking, want to check their heading and walk to the closest high point. So have the road come near the crest of the hill then re-direct from there with the new bearing towards the intended destination.
So it almost looks like the hills are pivots/angles on the route
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