[WIP] Community Atlas: Kumarikandam - SE Tiantang Region

This time, Master @Quenten sent me to map an "eastern" region. I chose the Empire of the Sun style to create the overland map and then I will use Mike Schley's new oriental images to create the smaller plans within this first map. The names have Chinese influence.

My little piece of land in its original image at 270x270 miles.

Royal ScribeLoopysueRyan Thomas

Comments

  • edited January 24


    List of citys, monastery and interest points:

    Hai He He Autonomous Region – Autonomous Region of the Sea and River

    Jing Hua Cheng – City of Brilliant Flowers

    Tian Long Du – Capital of the Heavenly Dragon

    Yu Shi Gu – Jade Stone Valley

    Qing Shui Zhen – Clear Water Village

    Hei Shan Si Black – Mountain Monastery

    Zhao Guang Si – Temple of Morning Glow

    Shu Guang Xiang – Dawn Village

    Han Yue Cun – Cold Moon Village

    Chou Ye Xiang – Stinky Leaves Village

    Mu Shui Cun – Wood and Water Village

    Bai He Xiang – White Lily Village

    Chuan Bei Si – Drunken Cup Monastery

    Chen Yue Cun – Hidden Moon Village

    Hei Feng – Dark Wind

    Zhan Yan Cheng – Cliffside Town

    Yuan Lin Zhen – Original Forest Village

    Tian Nong Cheng– City of Farmers

    Shi Ji Dao – Island of Extreme Loss

    Royal ScribeLoopysueCalibreMonsenRyan ThomasJuanpi
  • edited January 25

    This time it was a bit of work.

    I used only two groups of images for the trees: pine trees and scrub trees, multicolored, varying between colors 114 and 120, to try to achieve greater diversity, even with the same icons.




    @Loopysue Thanks for the resize of the farm, it looks much nicer, at least to my taste.


    The Southern Towns


    On the southeastern edge of the capital Tiang Long Du, with cliffs protecting its mist-covered shores and crystal-clear rivers, lies a region known as The Southern Towns. Comprising three towns – Han Yue Cun (Cold Moon Village), Mu Shui Cun (Wood and Water Village) and Chou Ye Xiang (Stinking Leaves Village) – this area is both prosperous and dangerous, home to both natural riches and mysteries.


    Han Yue Cun – The Village of the Cold Moon

    A prosperous farming village located on a vast green plain bathed by the Bai Lin He River, whose crystal-clear waters fertilize its famous fields of Moon Rice – grains that shine with the silvery light of the moon, giving the village a mystical air. However, its tranquility is threatened by spectral creatures that roam the region. On the nearby cliffs, the enigmatic Yinying Temple attracts bold adventurers seeking its legendary blessings.

    Mu Shui Cun – Village of Wood and Water

    Sitting along the great Hei Lin He (Black Cedar River), Mu Shui Cun is the commercial heart of the region. Famous for its rare Yingmu (“Shadow Wood”) timber, which is highly durable and used in elite weapons and construction, the village also thrives on fishing and shipping. However, workers often disappear into the forest, where Yingmu herself is said to create monstrous forms to protect herself.

    Chou Ye Xiang – Village of Stinking Leaves

    Despite its unpleasant name, Chou Ye Xiang is crucial to the region. Situated in a wet, marshy area in the south, it produces rare medicinal herbs and a valuable fertilizer extracted from the leaves of a local shrub, Ye Chou. However, the toxic air of the marsh can sicken travelers, and the region is inhabited by dangerous creatures such as spirits that transform into familiar forms to lure their prey.


    The Yinying Temple – A Test of Faith and Endurance

    Standing high atop the cliffs, the Yinying Temple is a place of mystery and reverence. Those who reach its gate and survive the trials are said to receive blessings from the ancient guardians. The journey, however, is brutal:

    1. The Path of the Dark Mist – A treacherous trail shrouded in magical mist, where illusions confuse travelers, leading them to fatal falls.

    2. The Pass of the Cutting Winds – A gorge where razor-sharp winds constantly sweep through. Only the most agile or resilient can cross it without mortal injury.

    3. The Riddle of Shadows – Spiritual guardians of the temple challenge those who arrive with riddles that test logic, memory, and perception. Wrong answers result in curses or attacks from the guardians themselves.


    Dangers of the Region

    In addition to the challenges of the temple, the region is plagued by terrifying creatures:

    • Black Jiao Longs – Aquatic serpent-dragons that inhabit the sea, attacking fishermen and boats.

    • Forests – Home to Yingmu trees that come to life to protect their roots, crushing intruders.

    • Swamp Wraiths – Spirits that roam Chou Ye Xiang, whispering promises of gold or forgiveness in exchange for a worse fate.

    Royal ScribeMapjunkieMaidhc O CasainLoopysueMonsenCalibreWyvernQuentenJuanpi
  • edited January 26

    I tried several ways to make this hostile island look different from the traditional landmass. And it was getting too complex and I didn't like the result. So I decided to go back to basics and work with the least amount of images and functions possible. The result is here, a piece of land forgotten by the Gods.



    Shi Ji Dao – The Island of Extreme Losses

    This island is a cursed piece of land surrounded by merciless seas. Its skies remain eternally cloudy, as if even the sun refused to illuminate this place. The incessant sound of wind and waves echoes between desolate cliffs, reinforcing the feeling of absolute isolation. A few twisted trees and low vegetation punished by salinity are all that grows there. The inhabitants – or prisoners – live in rotten wooden shacks, supporting themselves with miserable fishing or the precarious cultivation of almost tasteless tubers.

    The Island as the Final Destination

    On Shi Ji Dao, there is no future, only waiting. Infectious patients, political opponents and traitors to the regime of the capital Tiang Long Du are sent to the island in reinforced-hulled vessels, never to return. The journey there is known as the "Journey of the Last Breath", because no one who crosses the treacherous waves that surround the island returns.

    The surrounding waters are a veritable graveyard: razor-sharp reefs pierce vessels, while whirlpools devour even the most skilled swimmers. Even if someone managed to survive the sea, the harsh currents would push them back to the island.

    Life in Shi Ji Dao

    The inhabitants survive on an unstable barter system, with fishing and gathering being the only viable activities. With no hope of escape, some give in to madness, wandering the island as shadows of their former selves. Others organize themselves into small groups, trying to maintain some form of order. Among the leaders of these improvised communities, storytellers emerge, keeping alive the legends of the island where dreams come to die, but also a stage of forgotten secrets and deadly dangers, which can attract fools or those desperate for redemption.

    Legends of Despair

    Though devoid of hope, the island is rich in tales of wonder and mystery:

    . The Whirlpool of the Drowned Dragon

    It is said that deep within a whirlpool north of the island lies the spirit of a dragon who was betrayed and murdered by the ancient emperors. His fury, transformed into ravenous currents, is insatiable. Some nights, the winds whisper promises of power to those willing to descend into the heart of the whirlpool and free the creature.

    . Ships of the Dead

    On the darkest nights, the hazy shapes of ships appear on the horizon, floating above the turbulent waters. Some believe they are the vessels of those who perished trying to escape, their spirits now doomed to wander the sea. Others say these ships carry artifacts of power, but to board them brings eternal damnation.

    . The Cave of the Faceless Guardian

    In the heart of the island lies a hidden cave that no one dares to explore. According to the ancients, the Faceless Guardian lives there, an entity that exchanges favors for memories. The few who have tried to bargain with him have returned without knowing their own names, with empty eyes and consumed hearts.

    Royal ScribeQuentenLoopysueMonsenJuanpiRyan Thomas
  • edited January 26

    The mighty Tiang Long Du and its more than 500,000 inhabitants.


    Tian Long Du - Capital of the Heavenly Dragon

    Tiang Long Du, the capital of the River and Sea Autonomous Region, stands as a monument to resilience and ambition. Situated where the vast sea meets a mighty river, its foundation is a legend of blood, betrayal, and dark magic.


    The Creation

    Centuries ago, the region where Tiang Long Du stands was a disputed territory between rival clans and ancient creatures. The place was considered cursed, home to spirits and monsters. Despite this, the land was strategically valuable, offering access to both maritime trade and riverine riches.

    It was the ambitious warrior Ji Wenzhao, leader of a fragmented faction, who decided to defy fate. He used forbidden magic to overcome the powerful dragon that inhabited the place, sealing its spirit in a statue. The ritual drained the soul of the powerful animal and also the vitality of its allies, giving rise to the fortress that would become the King's palace.


    Battles for Supremacy

    The founding of Tiang Long Du did not bring immediate peace. Situated on the fertile plains between the Great Mae—as its residents call it—and the Sea of ​​Storms, the city attracted the greed of rival clans and warlords. Ji Wenzhao, the city’s founder and leader, faced a coalition of enemies determined to seize the region’s riches.


    The Fields of Blood

    For years, the plains surrounding the city became a battlefield. One of the largest and most decisive battles took place in what is now the city of Bai He Xiang, a prosperous agricultural settlement. The armies under Ji Wenzhao's command were constantly outnumbered. Despite his skill as a strategist, his enemies' allies threatened to surround Tiang Long Du and annihilate it before the city could establish itself as a regional power.

    Faced with imminent defeat, Ji Wenzhao resorted to a desperate act: a dark pact with the imprisoned spirit of the Dragon Shenlong, the beast he had defeated and subdued during the founding of the city.


    The Pact with the Imprisoned Dragon

    During the founding of Tiang Long Du, Ji Wenzhao had faced the legendary Dragon Shenlong, guardian of the region's waters and fertile lands. After an epic battle, he destroyed the dragon's body, but could not extinguish its spiritual essence. Instead, he imprisoned the dragon's spirit in a stone statue, forcing it to bestow prosperity upon the city.

    At the height of the conflict, Ji Wenzhao returned to the site of his imprisonment and proposed a dark pact. He offered his soul, the blood of his fallen soldiers, and the promise that each generation of his bloodline would suffer a curse. In exchange, the dragon ceded its destructive power, allowing Ji Wenzhao to call upon his fury to destroy his enemies.


    The Battle of Bloody Twilight

    The following night, during the Battle of Bloody Twilight, Ji Wenzhao led his troops in a final assault on the region that is now Bai He Xiang. Under the cover of a red moon, he summoned the black waters of the river, which rose up like gigantic serpents, swallowing the opposing armies. The waves, filled with the evil power of the dragon, swept men, horses, and weapons to the bottom of the river.


    Annihilation and Bribery

    While half of his enemies were being destroyed by supernatural forces, Ji Wenzhao used another trick: he bribed the leaders of the most influential clans, promising them lands and positions of power in Tiang Long Du. Those who accepted the deal were absorbed into the city's political structure, while those who refused disappeared.


    The Mark of Victory and the Eternal Curse

    With the complete destruction of his enemies and dominion over the surrounding lands, Ji Wenzhao established Tiang Long Du as the capital of the River and Sea Autonomous Region. However, the price of the pact soon became apparent. The spirit of the imprisoned dragon demanded its offering: relentless storms began to ravage the city, and the rising tides brought the wreckage and bodies of those who had perished in the river, now undead and thirsting for human beings.

    The spirit of the Dragon Shenlong still whispers through the waters, his imprisoned fury shaping the treacherous tides and storms that ravage the entire region. Bai He Xiang and other coastal cities have prospered, but their inhabitants fear the stormy nights when the distant roars of the dragon seem to echo across the coast.

    This victory secured Ji Wenzhao's monarchy, but it also sealed a legacy of shadows and curses that still lingers over the lineage of rulers, whose lives are cut short by the dragon's vengeance.


    The Eternal Monarchy

    After Ji Wenzhao’s death, his lineage was maintained through political alliances and ruthless control. The dynasty adopted the title of Sons of the Black Dragon, claiming a divine right granted by the spirit of the powerful entity. It is said that the statue only awakens to the true heirs, devouring the impostors.

    To protect their power, the emperors created the Eyes of the Tide, an order of spies and assassins trained to eliminate dissent and stop revolts before they even begin.

    The monarchy also maintains its position with dark rituals performed in the King’s Palace, the great castle whose towers control the waters of Lake Baibum. These rituals include the sacrifice of political prisoners and even members of the court itself, fueling an energy that keeps the city standing, even in times of crisis.


    The City Today

    Tiang Long Du is a city of stark contrasts, where opulence and poverty coexist in close proximity. Its ornate walls symbolize the power and glory of the ruling elite. Vibrant markets display exotic products, the fruits of a trade often rooted in exploitation and dark magic, in a relentless pursuit of wealth.

    At the same time, the Canals of Lament, on the outskirts, reveal the price of this opulence. Labyrinths of narrow, dark passages shelter a marginalized class, trapped in poverty. There, desperate residents live alongside thieves and soul merchants, willing to do anything to survive another day.

    We could sum it up as a microcosm of inequality. The elite monopolize power and resources, masking their exploitation with the glitter of the market and the grandeur of the walled city. Meanwhile, the masses live on the margins, sacrificing their humanity to sustain a system that oppresses them. Dark magic, both in the suburbs and in the palaces, is the perfect metaphor for a corrupt and predatory economy, where the success of the few is built on the ruin of the many.


    Legends and Stories

    . The Curse of the Guardian of Shenlong: The statue of the river, said to protect the city, sometimes glows with a ghostly light. Some believe it is a warning that the spirit is displeased, while others see an opportunity to reclaim its blessing.

    . The Spirits of Shipwreck: On the great river and along the northern coast, locals and travelers report seeing ghostly sailors sailing on wreckage. These spirits are rumored to guard treasures, but attempting to plunder them can incur their wrath.

    . The Spirit of the Miserable Old Man: In the Canals of Lament, locals tell of an old beggar who offers passage to those who wish to escape poverty. However, the price of passage is the memory of a loved one. Those who accept can never remember the person they have lost, but feel an eternal emptiness.

    . The Breathing Wall: Some swear that the walls of Tiang Long Du breathe. Night watchmen report low, rhythmic sounds, like a sleeping creature. Legend has it that the city is alive, and that when the rulers fall, the walls will close forever, trapping everyone.

    . The Wheel of Dark Fortune: On the gambling street, there is a gambling wheel controlled by a spirit named Huan Jing. Legend has it that by spinning it, gamblers can win immense riches or lose everything, including their identity. Many winners mysteriously disappear shortly after receiving their fortunes.

    . The Wandering Monk: On the outskirts of the city, a faceless monk is seen wandering. He offers cryptic advice and disappears at sunrise. He is said to be a manifestation of karma, come to punish or bless.


    Character Suggestion:

    Gui Yan - Gui Yan cares for the bodies and souls of the dead. She runs the city's morgue and exorcism temple, maintaining a balance between life and death.

    Boian - An alchemist who works in a secluded tower, surrounded by bizarre experiments. He has an eccentric personality and a smile that mixes genius and madness. His goal is to discover the key to immortality... or at least to prolong his own life.

    Tan Mo - A street magician who has lost the memory of his own name and history. He creates fascinating illusions, but his personality is always changing, sometimes being a charlatan, other times a hero in search of a purpose.

    Guo Zhi - A local nobleman who keeps a large harem of women and is constantly seen in questionable places. He thinks he is very charming and is known for telling silly jokes about his own escapism and "human weaknesses".

    Ling Shuang - An expert archer with a dark history, known for never missing her target. Her eerie calm belies a life of sadness and regret, but she is amused by others' attempts to challenge her abilities.

    Xue Lan - A mysterious woman with powers of illusion who offers simple wishes for sky-high prices. She laughs at people's hopes and is always amused by her clients' requests, often altering them in unexpected ways.

    QuentenRoyal ScribeMonsenLoopysueCalibreMapjunkieRyan Thomaskilma.ard.venomJuanpi
  • Damn dragon plague, clouds everywhere 🤣



    Yuan Lin Zhen – The Original Forest Village

    Situated on the edge of a cliff eternally shrouded in clouds, Yuan Lin Zhen, the Original Forest Village, is a haven and strategic point in the vast River and Sea Autonomous Region. This modest-looking village serves as the last stop for travelers and pilgrims who follow the perilous trail to the distant Hei Shan Si Monastery, hidden deep in the Black Mountains.

    The village is surrounded by an ancient forest known as Lin Yuan, whose ancient trees reach colossal heights and whose roots penetrate deep into the cliff. The forest is a vital source of income for the villagers, who collect rare herbs and precious woods, such as Hei Mu, a red and hardy wood used in sacred buildings and ritual weapons, as well as having great commercial value. The villagers believe that each tree possesses a spirit, and cutting them down without the proper permission of the local spirits can bring terrible curses.

    Importance to the Region

    Yuan Lin Zhen is a spiritual and commercial center. The locals offer shelter, supplies, and knowledgeable guides to those who make their way to the monastery. The village’s markets are known for selling rare forest products such as Fei Ying oil and Hei Mu resin. Dark Lotus Powder, extracted from flowers that grow in hidden forest pools, is used in rituals and alchemical concoctions to induce prophetic dreams, and is a coveted item throughout the region.

    Dangers and Legends

    The forest surrounding the village is not only rich in resources, but also in dangers. Dark creatures such as the Fei Ying, giant crows with flaming eyes, patrol the skies at dusk, attacking the unwary. There are also the Gui Mu, trees that come to life at night, luring travelers with melodic sounds and devouring them as they approach.

    One of the oldest legends is that of the Guardian of the Cliff, a misty entity that appears as a hooded warrior. It is said to protect the innocent and punish those who dare disregard the sacred rules of Lin Yuan. Some believe that he is the spirit of a monk who attempted to reach Hei Shan Si but succumbed to the trials of the path.

    The Journey to the Monastery

    For pilgrims, Yuan Lin Zhen represents the last chance to rest before tackling the treacherous trail to Hei Shan Si. The path is steep, passing over swaying rope bridges and cliffs that disappear into the mist. Despite the dangers, many consider the journey a spiritual test, believing that only the worthy can reach the monastery and receive its blessings.

    LoopysueRoyal ScribeQuentenMapjunkieMonsenRyan ThomasCalibrekilma.ard.venomJuanpi

  • Tien Nong Chen – The City of Farmers

    Tien Nong Chen and the surroundings towns is the kingdom’s agricultural jewel. With vast fields irrigated by rivers flowing down from the mountains, the city is the kingdom’s hub for grain, medicinal herbs, and rice production. Surrounded by small settlements such as An He (Silence River), Qing Gu (Clear Valley), and Feng Gu (Wind Valley), each of which plays a specialized role in the cultivation and gathering of vital resources.

    To the north of the valley lie the logging settlements of Mu Feng (Wind of Trees) and Lin Shui (Water of Forest). The precious timber of the Ancient Forest is a coveted resource, but overexploitation angers the forest spirits, who occasionally manifest themselves in the form of storms or monsters. It is said that the leaders of these settlements hire mercenaries to sabotage each other, increasing instability in the northern region.

    With its rich agricultural production and strategic position, this is a place of vital importance to the kingdom, but also a powder keg of political and social strife. For adventurers, the valley offers unparalleled riches and glory—at the cost of navigating betrayal, monsters, and ancient curses.


    Local Beliefs

    • The Curse of the River: The villagers of An He believe that the river that irrigates their land is protected by a guardian spirit. A farmer who tried to divert the river's course mysteriously disappeared.

    • The Golden Rats of Qing Gu: A local legend tells of golden rats that appear during harvest nights. Capturing one would bring infinite wealth, but killing one would bring bad luck for seven generations.

    • The Well of Lamentation: Between Tien Nong Cheng and Feng Gu lies an abandoned well. A site of suicides during times of famine, the well echoes with voices on stormy nights.


    Recent Events

    • Crop Sabotage: Recently, rice fields in Qing Gu were burned overnight. Farmers are suspicious of Feng Gu and have hired willing individuals to investigate and, if possible, retaliate.

    • The Fury of the Forest: Angry spirits have begun attacking lumberjacks near Lin Shui. Local leaders are offering a reward to anyone who can appease them—or destroy them.

    • A Secret Alliance: Intelligence suggests that An He is negotiating a pact with the northern timber settlements to secure privileges. Uncovering and exposing this alliance could change the balance of power in the valley.

    • The Ghost Route: Traders report that an ancient, forgotten road deep within the valley has reappeared, shrouded in mist. Anyone who follows it disappears.

    LoopysueMapjunkieMonsenRyan ThomasJuanpi
  • edited January 27


    Yu Shi Gu – The Jade Stone Valley

    Situated east of the Great River, Yu Shi Gu is the main city of the eastern region and a place of contradictory beauty, where fertile fields and lush hills hide the scars of a bloody past. Its fertile soil produces abundant crops, and the city benefits from the famous Lianguang Jade Mine, located in the heart of the forest, a natural resource that sustains both the local economy and the greed of nobles and merchants.

    A Bloodstained Past

    During the conquest of the region, Yu Shi Gu was a symbol of resistance. Its noble family, the Liangs, were revered by the population for their wisdom and generosity. When Ji Wenzhao led his troops to subdue the city, he encountered fierce opposition that delayed his campaign for months. Furious at the delay, Wenzhao ordered the summary execution of the entire Liang family after his victory, turning the family's former palace into ruins as a grim reminder of his power.

    The disciplinary massacres that followed were brutal. Hundreds of peasants and artisans were killed or enslaved, and the survivors bore the burden of a deep-seated hatred for the crown for generations. Even today, the city maintains a tense relationship with Tiang Long Du, marked by mistrust and occasional revolts.

    A Valley of Riches and Intrigue

    Despite its tragic past, Yu Shi Gu has prospered thanks to its productive agriculture and the Lianguang Jade Mine. The stone extracted from the mine is renowned for its purity and shimmering greenish color, considered the best in the region. However, the mine is also a source of tension and suffering: directly controlled by emissaries of the Tiang Long Du crown, the site operates under a regime of brutal oppression.

    Local workers and slaves captured in regional conflicts are forced to work in unsanitary conditions, often without seeing the light of day for weeks. The mine is a maze of narrow, poorly ventilated tunnels, where toxic gases from the depths cause respiratory illnesses, and constant cave-ins claim lives without warning. Armed overseers keep a tight watch, punishing any attempts to slow down with floggings or summary executions.

    The forest surrounding the mine offers no solace. Those who attempt to escape face an equally grim fate: those who are not devoured by mysterious beasts or killed by jade smugglers end up lost forever, enveloped by enigmatic whispers that many attribute to the vengeful spirit of Liang Heshan. The belief that the last Liang patriarch protects the jade reinforces widespread fear, and some workers claim that shadows with glowing eyes watch them from the depths as they extract the stones.

    The entire city lives in the shadow of this oppressive system. Jade from Yu Shi Gu is the basis for the luxuries and ornaments of Tiang Long Du's elite, but the price is paid in blood and suffering. For many, the mine is not a source of wealth, but a dead-end abyss, fueling murmurs of revolt and legends of imminent revenge against their oppressors.

    Challenges and Legends

    . The Ghosts of the Liang Palace: The ruins of the palace are avoided by locals, who believe that the spirits of the Liang still roam there, lamenting the injustice suffered. Residents say they hear ancient chants and see shadows dancing on the warmest nights.

    . The Lianguang Mine Forest: The forest surrounding the jade mine is rich in animal life, but also in danger. It is said that dark creatures – a mix of man and beast – lurk along the paths, luring the unwary with whispers that imitate human voices.

    . The Curse of Liang Heshan: Locals believe that the death of any local noble is the work of the curse cast by the last leader of the Liang. As a result, few nobles from Tiang Long Du dare visit Yu Shi Gu, preferring to send representatives instead.

    . The River Smugglers: The region's jade is so valuable that it attracts smugglers who use the Great River to secretly transport the stone, either for their own profit or to finance local rebel groups.

    Current Events

    • The Mystery of the Missing: Mine workers are disappearing at an alarming rate. Could they be bandits, forest creatures, or something more sinister?

    • The Liang Relic: The Liang family's jade amulet, lost on the night of the massacre, is said to bestow great power upon its possessor. Daring explorers search the ruins for the artifact, facing ghosts and ancient traps.

    • Rebels on the River: An insurgent group plans to steal a shipment of jade destined for the Tiang Long Du court. The mission is to infiltrate the city and decide whether to aid or detain the rebels.

    MonsenLoopysueRyan ThomasJuanpi
  • edited January 27

    Hi, Ricko. I think the farm fields are a bit TOO large, especially given the scale. I would reduce them by reducing the scale dimensions in the Bitmap menu. At least, that is my opinion, and I accept if you don't go for it.

    I absolutely LOVE the write-up. Very oriental mythos.

    Ricko
  • I'd have to agree. Depending on crops and if they are wild cultivated or not. Say if it was asian rice paddies those are typically fairly small. But if it was wild grains, hell those could be huge.

  • You are right, normally when we learn something new we tend to exaggerate the incidence of the effect (I speak from my experience in image processing), over time the strength of this effect diminishes until it becomes acceptable.

    I edited the post, reducing the effect by half.

    Thank you very much.

  • edited January 27


    The Story of Shu Guang Xiong – The Village of Dawn

    Situated on a rough sea coast and buffeted by incessant winds, Shu Guang Xiong (The Village of Dawn) is the largest settlement in the domain’s austere northern coastal region. Despite its relative insignificance, the village is a testament to resilience amidst harsh conditions: semi-arid lands, sparse vegetation, and the weight of the ancient Dragon’s curse, which is said to be the cause of the frequent storms that batter the coast.

    Geography and Context

    The village serves as the main link between the coast and the northern part of the domain. A trade route connects Shu Guang Xiong with lands further north, allowing for the exchange of rare spices, ceramics, and textiles. However, the village relies heavily on manufactured goods brought from the capital and larger cities such as Yun Jiang Cheng and Bai He Xiang. Local livelihoods are sustained by fishing, shellfish gathering, and careful exploration of underground water sources. The neighboring villages of Lanyue and Haiwei share this arid landscape, but none can match Shu Guang Xiong in size or importance.

    The Curse of the Dragon and the Serpent of the Misty Seas

    It is said that centuries ago, a dragon was killed in an epic duel by an ancient general. With its dying breaths, the dragon cursed the entire region, bringing fierce winds and frequent storms.

    However, local fishermen tell another story: from the curse emerged something even more terrifying—a colossal serpent known as Hai Mang (Sea Serpent). As huge as a mountain range, Hai Mang lives hidden in the dark depths of the sea. Its body, covered in bright blue scales, is only seen during the most intense storms, when it emerges from the dense clouds and mist that surround the region.

    The locals believe that Hai Mang is the vengeful spirit of the dead dragon, a form reborn to perpetuate its fury. The serpent is blamed for shipwrecks and mysterious disappearances. Superstitious fishermen avoid going out to sea when the sky is covered in low clouds, fearing the creature’s glowing eyes and deafening roar.

    The Famous Fengyin Dong Cave

    Located in a hilly region between Shu Guang Xiang and Haiwei, this Fengyin Dong, or “Windsong Cave,” is a legendary landmark in the region. The sea winds that pass through the cave create an eerie, melodic sound that many associate with the serpent’s lament. Explorers say that ancient inscriptions on the cave walls tell stories of a sea entity worshipped as a guardian or destroyer.

    In addition to its mystique, the cave attracts traders and curious visitors in search of “Dragon Tears,” small crystals said to have magical properties. Some claim that these stones are formed from the scales that Hai Mang lost during his ascents.

    Life in this Region

    The inhabitants of this area are shaped by the adversity of nature and the dark legends that surround the region; they are long-suffering, strong and deeply superstitious. The wooden houses, reinforced against the incessant winds and storms, shelter families who cling to ancient beliefs to survive.

    Along the coast, small shrines dot the roads and beaches, each one a tribute to the sea deities and the feared serpent Hai Mang. These altars are rustic constructions, made from the bones of sea animals, such as whale ribs, the skulls of large fish and giant shells. Amidst these elements hang faded cloth flags, inscribed with prayers and protective symbols.

    Offerings to the Gods of the Sea and Hai Mang

    Offerings are a common and almost obligatory practice in the villages. Residents place personal items on the altars, such as simple jewelry, precious tools or even food, despite its scarcity. The bones of small animals, set with beads or pieces of metal, are also common, symbolizing sacrifice to the sea beast.

    In darker times, when particularly violent storms hit the coast or when boats disappear at sea, desperation leads to human sacrifice. It is said that the village elders, in the name of protecting the rest of the community, secretly choose a villager, usually someone lonely or already seriously ill, to be taken to the beach under the pretext of seeking Hai Mang’s forgiveness. The chosen ones are tied to a rock by the sea during high tide, in the hope that the serpent will accept their lives as payment for its fury.

    The Rituals

    The rituals, performed before storms or major sea expeditions, are times of unity and awe. The community gathers around the largest altars at dusk, when the sky is tinged with orange and purple colors, reflecting the village’s name, Dawn Village.

    Elders lead the ceremonies, chanting guttural chants in an archaic language believed to have been inherited from the region's earliest inhabitants. They light incense and lanterns made from local herbs.

    LoopysueRoyal ScribeMonsenRyan ThomasCalibreJuanpi
  • edited January 28



    The Story of Hayun Village – The Village on the Bone Mountain

    On the rugged shores of the eastern sea, where the winds salt the air and the waves beat relentlessly, stands Hayun Village, a peculiar and solitary village built on a living foundation: a hill composed of shells, bones of sea animals and the remains of daily life. This pile of materials is not only the foundation of the village; it is the story of generations of survival and adaptation.

    The Origin of Hayun

    It is said that Hayun’s ancestors arrived on these shores centuries ago, guided by a dream of safe land and protection from the beasts of the sea and the marauders of the neighboring lands. Finding solid ground, they began to deposit the remains of their catch – shells of molluscs, fish bones and shells of crustaceans – mixed with bones from hunting and ashes from fires. Over time, these materials, compacted with mortar made of sand and limestone, formed an artificial elevation.

    The Building Process

    The construction of this structure was not just a byproduct of daily life, but a ritual. Each family, at the end of the day, would take their leftovers to the top of the mound and carefully spread the materials. Larger bones were broken into smaller fragments to fill the gaps, and shells were used to reinforce the edges. Each season, a layer of mortar was applied to protect the structure from wind and rain.

    The inhabitants began to build their homes on this raised ground, using timber and sloping roofs to withstand storms. Thus, generation after generation, Hayun grew upward, creating a “mountain” made of past and present life.

    Defense and Isolation

    Over the years, the elevation gave the village a strategic advantage. Access to the top was restricted to two ladders, easily removable in case of danger. Stories tell of pirates who tried to invade the village, only to find an impassable path and be driven back with spears and nets filled with sharp stones.

    Life in Hayun

    Today, Hayun is home to just over 160 people, all deeply connected to the structure that sustains them. Small shrines dedicated to sea deities dot the village, many of them made from ancient fragments found on the mountain, such as dolphin skulls and giant seashells.

    The inhabitants are proud of their heritage and believe that this sacred elevation that is slowly growing is more than stone and bone; it is a spiritual guardian. On stormy nights, the elders say that they can hear the murmurs of their ancestors mixed with the howling of the wind, protecting them from unseen dangers.

    The Rituals of the Living Mountain

    Every year, a festival is held to honor the mountain made of shells and bones. During the event, each family offers their best shells and bones to the mountain, in gratitude and in renewal of the protection it offers. A bonfire is lit at the highest point, and chants echo, asking for the seas to be generous and the storms to be merciful.

    An Ever-Growing Mountain

    Hayun never stops growing. For the villagers, it is both a testament to their past and a reminder of their unbreakable connection to the sea. Each layer added is a new page in the village’s generations-old story, a story that will continue to be written as long as the winds blow and the sea brings sustenance.

    Hayun Village Highlights

    The Netmaker – Lao Ning: Lao Ning, with calloused fingers and keen eyes, creates the nets that are the basis of the village’s survival. Sitting in his wooden hut, he weaves plant fibers by hand, reinforcing each knot with almost ritualistic precision. His nets are renowned for their durability, and fishermen say that without them, no sea can bear fruit.

    The Healer – Mei Yu: Mei Yu, a serene and respected figure, lives in a hut decorated with dried sea plants and jars of ointments. Using local herbs, crushed shells, and fish oil, she heals wounds and treats the village’s illnesses. His knowledge has been passed down through generations, and many believe his hands carry the blessing of sea deities.

    The Storyteller – Uncle Shen: Uncle Shen is the heart of the village on stormy nights. Sitting by the communal fire, he tells tales of sea monsters and ancient seafarers, blending fact with mythology. His stories not only entertain, but also teach lessons about courage and respect for the sea.

    The Carpenter – Jian Rong: Jian Rong, the village builder, transforms driftwood and driftwood into houses and boats. His skill is vital to the community, and each piece he creates bears his signature: a small wave-shaped carving, symbolizing harmony with the sea.

    LoopysueMonsenRyan ThomasJuanpi
  • edited January 28

    With this last map I finished the region and wait for @Royal Scribe work (without rushing) to close the zone and submit it to Remmy for upload to the Atlas.

    Getting ready to go to Santiago Chile for a few days. 😎

  • LoopysueLoopysue ProFantasy 🖼️ 41 images Cartographer

    These are some lovely maps, Ricko.

    I hope you have a lovely break in Santiago.

    Ricko
  • Ricko invited me to design some monasteries in this area. The concept and write-up are entirely from him. The mapping is from me, with extensive feedback and advice from Ricko. Would it be possible to publish it as joint authors? Here is the description, followed by the FCW and a JPG.


    Chuan Bei Si – The Monastery of the Drunken Cup

    In the shadow of the walls of Tiang Long Du, the capital of the Kingdom, stands the peculiar Chuan Bei Si – Monastery of the Drunken Cup, a place whose fame derives less from its spirituality and more from its supply of spirits. Founded by a renegade monk called the Eternal Drunken Master, the place attracted a coterie of individuals seeking less divine enlightenment and more the bottom of a good cup.

    Legend has it that Shui Zui Chang had a divine vision while staring at the bottom of a baijiu barrel: he believed that true wisdom came from fluidity of movement and the ability to remain upright while the world turned – a concept he dubbed the “Drunken Way”. Thus, the monastery became a training ground where drunken monks practice their staggering martial arts, transforming awkward falls into lethal blows and hiccups into battle cries.

    The proximity to the capital is convenient: the liquor arrives fresh, and the monks can replenish their supplies quickly. They often make “spiritual pilgrimages” to local taverns, always returning with full barrels and wild stories about how they had “purified the spirit” of some unsuspecting merchant in a game of dice.

    Rumors about Chuan Bei Si are as numerous as the legends of Tiang Long Du. Some claim that in battle, the monks can defeat armies simply by staggering through rows of soldiers. Others say that the monastery houses the mythical Infinite Barrel, a relic that never runs dry.

    Hedonistic and unpredictable, Chuan Bei Si is an anomaly within the kingdom – a reminder that even in the dark, there is room for a sip (or two) of levity.


    LoopysueQuentenMonsenRickoRyan ThomasJuanpi
  • 13 days later
  • Here is the second of three monasteries I am mapping with Ricko. The description, written by Ricko, follows below.

    The Sacred Path of Hei Shan Si

    Toggle: CLOUDS layer to reveal/hide clouds

    Toggle: VEGETATION - TREE CANOPY layer to reveal/hide the treetops

    The Sacred Path of Hei Shan Si

    In the heart of the Black Mountains and surrounded by the Ancient Forest, amidst peaks that touch the sky, stands the Hei Shan Si Monastery (Temple of the Black Mountain), a sanctuary of spiritual peace in contrast to the chaos of the surrounding region. Founded by an anonymous sage, the temple is said to have been built with the help of divine forces, its black walls harmonizing with the eternal shadows of the mountains.

    The Challenging Path

    The road to Hei Shan Si is a test in itself. It begins in the fertile valleys, and ends at the final stop in the village of Yuan Lin Zhen, passing through the living heart of the forest, steep cliffs and narrow trails that wind dangerously through the mountains. Incessant rain, dense fog and biting winds are constant companions of travelers. Worn rope bridges span unfathomable chasms, and legends tell of guardian spirits who punish those who disrespect them.

    Beauty in the Wild

    The temple sits on a plateau surrounded by stunning, untamed nature. Crystal-clear waterfalls feed rivers below, and flower gardens spring up naturally among the rocks. Rare birds soar overhead, their bright colors contrasting with the granite gray of the mountains. At dawn, the monastery seems to float amidst golden clouds, a sight that inspires reverence and humility.

    Life at the Monastery

    The monks and nuns who inhabit Hei Shan Si are few but dedicated. They live austere lives, cultivating the land and eating simple meals. They spend their days studying ancient spiritual texts, meditating on the edge of cliffs, and practicing rituals that are believed to purify the spirit and bring them closer to enlightenment.

    Spiritual Ascension

    Hei Shan Si is known for its unique teachings that combine philosophy, meditation, and the pursuit of balance with nature. The monks believe that the body and mind must be challenged in order to achieve enlightenment. In addition to their spiritual practices, they undertake rigorous physical exercises, such as climbing cliffs or meditating beneath icy waterfalls.

    This place is not only a spiritual refuge, but a symbol of resilience and harmony in a land of turmoil. For the few who can overcome the hardships of the path and the shadows of their own hearts, the temple offers the promise of unparalleled peace and a glimpse of what it means to truly transcend the material world.

    LoopysueRickoMonsenDon Anderson Jr.CalibreRyan ThomasJuanpi
  • Oh, apologies! Can you use this FCW instead? There's one more toggle:

    TOGGLE: "SHADOWS" layer to reveal/hide cliff shadows.



    LoopysueRickoQuentenCalibreRyan ThomasJuanpi
  • 14 days later
  • Here is the third of the three monasteries that I collaborated with @Ricko on for the Atlas. This is Zhao Guong Si, and it is located here (circled in the upper right corner):

    There are a bunch of FCW files to submit because in addition to the monastery's grounds, we also go inside (and below) the temple, as well as in two "dungeons." I will post each discrete location separately in this thread.

    First, the city map for the Zhao Guong Si monastery.

    Toggle: CLOUDS layer to hide/reveal the clouds.

    Description

    Zhao Guang Si 

    The Temple of the Morning Glow

    Situated in a hidden valley where the morning mist never quite dissipates, Zhao Guang Si (Temple of the Morning Glow) is a place where deceptive beauty hides a dark core. Despite its poetic name, the temple is synonymous with silent death and lethal precision. Here, under the first rays of dawn, apprentices learn the art of killing. The morning glow symbolizes the last moment many see before their silent and ordered death.

    The Dark Environment

    The temple, with its angular and austere architecture, is surrounded by twisted trees and a river of dark waters that flows silently like clotted blood. The black stone walls are decorated with murals depicting stories of betrayal, revenge and glory gained by force. The only constant sound is the echo of calculated footsteps in the cold corridors. Lanterns covered with red veils create a blood-red glow, making the environment even more somber and oppressive. Life and Training

    Those who come to Zhao Guang Si are desperate, rejected, or ambitious, seeking a new identity. Under the watchful eye of their masters, known as the Shadows of Dawn, the apprentices undergo intense and cruel training.

    • Physical Training: They climb cliffs without ropes, traverse fields filled with deadly traps, and duel to exhaustion, all to strengthen their bodies and reflexes.

    • Mental Training: They are taught to hide emotions, manipulate the minds of their targets, and plan assassinations with surgical precision.

    • Practice of Forbidden Magic: The temple houses ancient grimoires containing magics that grant temporary invisibility, silencing voices, and even cursing the senses. These spells demand sacrifices, often blood, making the price of power high.

    The Bond with the Emperor

    Although few would admit it, rumors persist that the temple has deep ties to the imperial throne. Men of the Emperor’s Personal Guard, known for their lethality and unquestioning loyalty, are said to have received secret training at Zhao Guang Si. Some claim that the emperor himself is the temple’s greatest patron, using its resources to eliminate rivals and consolidate power.

    Legends and Intrigues

    The temple is shrouded in dark tales:

    • The Ritual of the Scarlet Mist: It is said that an assassin can sacrifice his soul to merge with the shadows, becoming invincible for a night. But few return from this ritual unharmed.

    • The Echo of the Morning Glow: Legend has it that those who hear a whisper at dawn are marked for death by a blade that will emerge from the temple.

    • The Faceless Master: A mysterious leader who never reveals his identity rules the temple. Some say he is an ancient spirit who has ruled the place for centuries.

    A Haven of Questionable Morality

    Zhao Guang Si is not just a temple; it is a training ground, a storehouse of forbidden knowledge, and a center for the trade of death. Those who enter rarely leave, but for those who survive the rigorous training, life outside the shadows becomes irrelevant.

    In the dim light of dawn, under the treacherous glow of morning, Zhao Guang Si molds assassins, manipulates destinies, and remains a dark pillar in the region's balance of power.


    LoopysueRicko
  • edited February 28

    Here are the five above-ground levels of the Zhao Guang Si Temple (the basement will be separate).


    Toggle: LIGHTING layer to show/hide the red glow throughout most of the temple.

    Description

    At the Zhao Guang Si monastery, a five-story pagoda temple rises through the mists and clouds. The wooden walls are painted with a dark lacquer, and the lanterns are covered with a red gauze that gives the interior an ominous red glow. A center oaken beam rises through every floor, providing structural support for the temple. 

    First Floor

    The first floor is dominated by a 40-foot statue of a man sitting cross-legged. Although there are four windows, two on each wall flanking the statue, they generally remain closed and shuttered so that the only light comes from the red lanterns.

    Second Floor

    This floor consists primarily of a balcony overlooking the temple floor below. The statue is large enough to still be higher than the monks standing on the balcony. As with the other windows throughout the temple, the windows here are generally shuttered.

    Third Floor

    Except for a few closets for storing equipment, this floor primarily consists of a training room where trainees can spar with each other until they drop from exhaustion.

    Fourth Floor

    The library on this floor is the only room where the lanterns are not shrouded in red gauze, and the windows may remain open to allow for reading by daylight. 

    Fifth Floor

    The grandmaster has an office on this floor, but much of the floor is dedicated to the Chamber of Rituals, where it is said that senior monks may perform dark magic to enhance their abilities.


    LoopysueRickoJuanpi
  • Here is the basement of the temple:

    Toggle: SECRET layer to show/hide the secret passage escape route.

    Description

    Although trainees and junior monks live in barracks on the monastery’s grounds, the more senior monks have quarters in the temple’s basement, where trainees may join them for the final meal of the day. The basement also includes a kitchen and a crematorium, which share a chimney that rises outside the temple on its northwest side. Senior monks are interred in sarcophagi in the temple’s crypts when they pass away, but trainees and junior monks are cremated, with their cremains interred in urns in a columbarium.

    A circular room that connects to the crypts is used for funeral services and other rituals. There is a teleportation portal here that the senior monks can use to access the Zhao Guang Si’s Trials of the Elements. Trainees who survive those trials will be teleported where upon completion of all four trials.


    LoopysueRicko
  • This is the Huo Yu Bing Caverns, which is accessed though a cave entrance on the cliffs of the main map:

    No toggles. The teleportation portal in the center of the labyrinth can be linked to the Trial of the Elements (coming next):

    Description

    Huo Yu Bing Caverns

    The Trial of Fire and Ice

    Whether drawn by desperation or greed or malice, prospective monks risk everything, even their very lives, to study the mysterious Path of the Morning Glow at the Zhao Guang Si monastery. There, apprentices learn the art of killing. 

    They climb cliffs without ropes, traverse fields filled with deadly traps, and duel to exhaustion, all to strengthen their bodies and reflexes. They are taught to hide emotions, manipulate the minds of their targets, and plan assassinations with surgical precision. And they study ancient grimoires containing magics that grant temporary invisibility, silencing voices, and even cursing the senses. These spells demand sacrifices, often blood, making the price of power high

    Those who survive the training – and most do not – must pass two deadly trials to graduate and join the ranks of the the Zhao Guang Si monks.

    The first of these trials is the Trial of Fire and Ice, which they must complete before embarking on the Trial of the Elements.

    A Perilous Climb

    To reach the entrance of the Huo Yu Bing Caverns, apprentices must scale the side of a cliff without benefit of rope or other tools. Those who fall may make the attempt another day…if they survive. Many do not.

    Haunted and Infested Caverns

    The caverns are infested with giant spiders and venomous snakes, but they are not the only peril in the caverns. When trainees perish in the caverns, their remains are not retrieved. Instead, a baleful magic infuses their bones while worms feast on their softer tissues. In about a month, those bones will reanimate, and these skeletons will attack the next trainee to brave the caverns. In addition, the spirits of those who die in the caverns are bound to them, haunting as a Spector and attacking the living who dare to enter.

    The Cave of Fire

    In one room within the caverns, a red crystal is embedded on the opposite wall of the room. A pool of lava blocks access to the crystal, but that is not the room’s only perils. A pair of lesser demons guard the room and will attack anyone who enters.

    Anyone who reaches the crystal can easily take a shard from it. This shard will grant the possessor immunity to damage from fire and heat. Although apprentices can complete the trials without the shard, possessing one will make their efforts considerably easier.

    The Cave of Ice

    In the Cave of Ice, a semi-frozen lake blocks access to a blue crystal embedded in the far wall. A pair of ice devils also guard the room. Visitors who reach the blue crystal can take a shard from it, which will provide immunity to cold damage. A trainee can survive the trials without the shard but possessing it will make their task easier. 

    The Labyrinth of Fire and Ice

    At the end of the caverns, a spacious room holds a labyrinth traced on the floor. While monks at other monasteries use these labyrinths as a meditation tool, slowly walking the path in reflective contemplation, this labyrinth is a device of torture, pain, and possible death. The path of the labyrinth is made of ice, while its edges are magically lined with hot lava.

    At the far end of the room, a statue of a horned skull will speak in an archaic but understandable tongue to anyone who enters, saying: 

    “Welcome, visitor. Art thou ready to brave the Labyrinth of Fire and Ice?”

    If answered in the affirmative, the statue will continue:

    “Step then at the beginning of the labyrinth and follow every step of the path to the center. Lest thee attempt to bypass the path, remember that the portal will only open for those who have followed my instructions and traversed the path.”

    If the apprentice attempts to bypass the path by stepping over its edges or flying over the labyrinth, the statue will again say:

    “The portal will only open for those who have followed my instructions and traversed the path.”

    If someone reaches the center by flying, leaping, or otherwise avoiding walking along the path, the tele

    Every turn, those walking along the path must make a Constitution saving throw. Those who fail with take 1d6 cold damage from unless they have immunity to cold damage, such as by possessing a shard of the blue crystal. In addition, each round they must also make a Dexterity saving throw. Those who fail slip on the ice enough to touch the hot lava, taking 1d6 fire damage unless immune to fire damage, such as from possessing a shard from the red crystal.

    Those who perish while traversing the labyrinth will ignite from the heat of the lava. Over the course of an hour, even their bones will have been reduced to ash. For those who survive and make it to the center, a teleportation portal will activate and magically transport them to the Trial of the Elements.


    LoopysueRickoJuanpi
  • The final map, the Trial of the Elements. This can be linked to from two places: the center of the labyrinth in the Huo Yu Bing Caverns, and the dais in the Ritual Room of the basement of the Zhao Guang Si Temple.

    No toggles. The dais in the middle of the central room can link back to the basement of the Zhao Guang Si Temple.

    Description

    The Trial of the Elements

    Final Initiation for the Monks of Zhao Guang Si

    Apprentices studying the Path of the Morning Glow at the Zhao Guang Si monastery have two final initiation tests required to graduate and take their place among the ranks of the other monks.

    Students must first pass the Trial of Fire and Ice within the Huo Yu Bing Caverns to access the teleportation portal that will take them here, to the Trial of the Elements. That first trial might result in the student recovering a blue shard that protects them from cold damage, and a red shard that protects them from fire damage. While neither is required to pass the trials, both will make it easier to pass both the Trial of Fire and Ice as well as the Trial of the Elements.

    The Central Room

    After completing the Labyrinth of Fire and Ice in the Huo Yu Bing Caverns, initiates will be teleported into this octagonal room, where they will appear on a dais of white marble in the center of the room. 

    At the compass points of this room are four daises made of gray marble. Each has a brass circle with runes inscribed on it, with a different sigil for each. On the eastern dais, the sigil is of a cloud with a lightning bold. On the southern dais, the sigil is of a ball of flames. On the western dais, the sigil shows a drop of water. On the northern dais, the sigil is of a cut gemstone.

    There are four statues along the remaining four walls of the octagonal room. The statue on the northeastern wall is of a crouching cat. On the southeastern wall, the statue is of a winged person. The statue on the southwestern wall is of a serpent, and in the northwestern wall, it is of a horned skull.

    When anyone first appears on the central dais, the horned skull statue in the northwestern corner will speak and say:

    “Welcome! Before the Trial of the Elements, present thyself before each of us for a battle of wills.”

    The initiate may approach the statues in any order. For the willpower battle, the Game Master will roll a d20+5. The initiate then rolls a d20 and adds their Wisdom bonus. If the initiate has the highest score, they win the willpower battle and achieve a magical effect for the next 24 hours. If they fail, there is no harmful effect, but they do not achieve the magical bonus and may not try again.

    The following gifts are available:

    • Cat Statue (NE corner): The initiate benefits from a Spider Climb spell for the next 24 hours.

    • Winged Person (SE corner): The initiate benefits from a Feather Fall spell for the next 24 hours.

    • Serpent (SW corner): The initiate is immune to poison and diseases for the next 24 hours.

    • Horned Skull (NW corner): The initiate is immune to electrical damage for the next 24 hours.

    Once they have completed a battle of wills with each statue, the horned skull statue will speak again:

    “Present thyself on any dais to begin that trial of the elements.”

    Initiates may embark on the trials in any order.

    The Trial of Air

    When the student reaches the top of the dais on the eastern wall, a teleportation portal on the wall will glow with a purplish light, and the horned skull statue will speak:

    “If thou art ready to begin the Trial of Air, step now through the portal.”

    Stepping through the portal deposits the traveler on a dais on the eastern wall of a long room that is 160 feet by 100 feet. The room is filled with clouds that cover the floor, making it impossible to see how far down the floor is. Ornate columns carved to look like clouds sprinkle the room. 

    Those wishing to cross the room must make a standing long jump from one column to the next. As gravity is magically lighter here, the initiate can move a full foot for each point of Strength they have. When they land on the next pillar, they must make a Dexterity check against moderate difficulty to avoid slipping off and falling.

    The floor is 30 feet below, and anyone who slips will suffer falling damage unless they can fly or are protected by the Feather Fall spell. Climbing back up a pillar requires a Strength check of moderate difficulty. Success is automatic if they are under the effect of Spider Climb or a similar ability.

    Each pillar has a one in six chance of delivering a bolt of lightning that deals 1d10 electrical damage unless they are immune to electricity. In addition, the room is protected by a pair of creatures that magically manifest as a flying creature, which may be hawks, harpies, small air elementals, or similar creatures. 

    There are a few outcrops in the room. Landing on one does not require a Dexterity check to avoid slipping off, and they do not deliver electrical damage.

    Visitors are permitted to use any magical, trained, or innate abilities to travel across the room, including flying if they can do so.

    If they reach the dais on the eastern wall, two milky white crystals are on either side of a teleportation portal. Retrieving a shard from either crystal will activate the teleportation portal, allowing them to return to the central room and embark on the next trial. 

    The Trial of Fire

    When the student reaches the top of the dais on the southern wall, a teleportation portal on the wall will glow with a purplish light, and the horned skull statue will speak:

    “If thou art ready to begin the Trial of Fire, step now through the portal.”

    Stepping through the portal deposits the traveler on a dais on the northern wall of a long room that is 160 feet by 100 feet. The floor is covered with molten lava, with ornate pillars rising ten feet above the lava. 

    Those wishing to cross the room must make a standing long jump from one column to the next. As gravity is magically lighter here, the initiate can move a full foot for each point of Strength they have. When they land on the next pillar, they must make a Dexterity check against moderate difficulty to avoid slipping off and falling.

    If they slip, they fall ten feet into the lava, taking 2d6 damage from the lava each turn that they remain in it, unless they are immune to fire damage, such as possessing a red shard from the Trial of Fire and Ice. Climbing back up a pillar requires a Dexterity check of moderate difficulty unless they benefit from the Spider Climb spell or have a similar ability. 

    There are a few outcrops in the room. Landing on one does not require a Dexterity check to avoid slipping off.

    The room is protected by three small fire elementals who will attack at random and without coordination. 

    Visitors are permitted to use any magical, trained, or innate abilities to travel across the room, including flying if they can do so.

    If they reach the dais on the southern wall, two bright red crystals are on either side of a teleportation portal. Retrieving a shard from either crystal will activate the teleportation portal, allowing them to return to the central room and embark on the next trial. 

    The Trial of Water

    When the student reaches the top of the dais on the western wall, a teleportation portal on the wall will glow with a purplish light, and the horned skull statue will speak:

    “If thou art ready to begin the Trial of Water, step now through the portal.”

    Stepping through the portal deposits the traveler on a dais on the eastern wall of a long room that is 160 feet by 100 feet. The floor is covered with icy water, with ornate pillars rising ten feet above the water. 

    Those wishing to cross the room must make a standing long jump from one column to the next. As gravity is magically lighter here, the initiate can move a full foot for each point of Strength they have. When they land on the next pillar, they must make a Dexterity check against moderate difficulty to avoid slipping off and falling.

    If they slip, they fall ten feet into the cold water. For each turn they remain in the water, they must make a Constitution check of moderate difficulty. If they fail, they take 1d6 damage unless they are immune to fire damage, such as possessing a blue shard from the Trial of Fire and Ice. Climbing back up a pillar requires a Dexterity check of moderate difficulty unless they benefit from the Spider Climb spell or have a similar ability.

    A pair of sharks patrol the waters and may attack anyone who falls in. In addition, six tentacles rise above the waves throughout the room and may attack anyone on a pillar.

    There are a few outcrops in the room. Landing on one does not require a Dexterity check to avoid slipping off, and the tentacles mysteriously will not attack anyone on an outcrop.

    Visitors are permitted to use any magical, trained, or innate abilities to travel across the room, including flying if they can do so.

    If they reach the dais on the western wall, two bright turquoise crystals are on either side of a teleportation portal. Retrieving a shard from either crystal will activate the teleportation portal, allowing them to return to the central room and embark on the next trial. 

    The Trial of Earth

    When the student reaches the top of the dais on the northern wall, a teleportation portal on the wall will glow with a purplish light, and the horned skull statue will speak:

    “If thou art ready to begin the Trial of Earth, step now through the portal.”

    Stepping through the portal deposits the traveler on a dais on the southern wall of a long room that is 160 feet by 100 feet. The floor is covered with grass, but anyone can easily see serpents, rats, and giant spiders throughout the room.

    If they slip, they fall ten feet onto the ground, taking falling damage unless they can fly or are protected by a spell or ability like Feather Fall. Climbing back up a pillar requires a Dexterity check of moderate difficulty unless they benefit from the Spider Climb spell or have a similar ability.

    While on the ground, they will be attacked each turn by a snake, rat, or spider. The snakes and spiders are venomous, and the rats are diseased. An attack that causes damage requires the victim to making a Saving Throw against poison unless immune to poison through a magical effect or ability. These creatures will not attack anyone on a pillar. 

    There are a few outcrops in the room. Landing on one does not require a Dexterity check to avoid slipping off. Each outcrop has one snake on it, but new snakes will not climb up if the snake on them is slain.

    Visitors are permitted to use any magical, trained, or innate abilities to travel across the room, including flying if they can do so.

    If they reach the dais on the northern wall, two bright green crystals are on either side of a teleportation portal. Retrieving a shard from either crystal will activate the teleportation portal, allowing them to return to the central room and embark on the next trial. 

    Graduation

    If an initiate has retrieved a shard from each of the four Trial of the Elements rooms, the horned skull statue will speak, saying:

    “Congratulations, graduate. You have passed the Trial of the Elements. Stand on the dais in the center of the room with all four shards, and you will be transported home.”

    Doing so will result in being teleported to dais in the Ritual Room in the basement of the Temple of Zhao Guang Si.


    LoopysueRickoQuentenGlitchCalibreJuanpiDak
  • 1 month later
  • MonsenMonsen Administrator 🖼️ 81 images Cartographer

    @Ricko - I am working through this set now, but there is a missing fill in the Tiang Long Du map that causes red X's, I need you to fix that:


    The problematic entities are found on the LAND FEATURES sheets, and it uses a fill called "Floor Stone" which refers to the path "C:\Program Files (x86)\ProFantasy\Symbol Set 4 - Dungeons of Schley\Textures\Inks\Stone Paving.PNG" on disk.

    I assume this is a fill you have added yourself, because there shouldn't ever be any fill files under the "C:\Program Files (x86)\ProFantasy\....." path, and I also notice from the file name that it is not set up with the proper 4-resolution system used by CC3+. Nor is there there a fill by that name in SS4 at all. So I need you to replace this by something legal for atlas use.

  • I imported these stones from Mike Schley Dungeons, I don't know why your program doesn't recognize these stones and mine does.

    To solve the problem, I upload the file without this Sheet. That way there shouldn't be any other complications.


  • MonsenMonsen Administrator 🖼️ 81 images Cartographer
    edited April 18

    Thanks, that should work fine.


    I don't know why your program doesn't recognize these stones and mine does.

    The reason is that the file you imported isn't a proper CC3+ prepared resource. If you look at the path of the file, "C:\Program Files (x86)\ProFantasy\Symbol Set 4 - Dungeons of Schley\Textures\Inks\Stone Paving.PNG", there are two major indicators here.

    First, the file is stored under the "c:\Program Files (x86)\..." folder on your computer. CC3+ only store the files needed for running the program here, art files and more are stored in the data directory which is located in "C:\ProgramData\ProFantasy\CC3Plus", notice the difference there? Nobody else is ever going to have an art file under "c:\Program Files (x86)\...", so any file you might find there would be something unique to your computer, and basically guaranteed not to work on anyone else.

    The second part is the file name itself. All art files supplied with CC3+ and it's addons (with the exception of some more special files) are always distributed in four resolutions, meaning that if the base file is "stone", the four art files for it would be stone_VH.png, stone_HI.png, stone_LO.png and stone_VL.png. As you can see from the file name of your fill, "stone Paving.PNG" it does not have any one of these four suffixes, indicating it wasn't prepared for mapping with CC3+.


    Now, the question is of course why you ended up with those erroneous files in there in the first place. My theory here is that you have enabled the "Install a separate Artwork folder" option during the installation of SS4, and told the installer to put that into the CC3+ installation directory. Most of our installers contain such an option, to allow users to install a standalone copy of the artwork for use with other software, be it mapping programs or image editors. This allows the use of the artwork even if they don't have CC3+ at all. But, the artwork in this folder is structured quite differently, because the CC3+ organization doesn't make sense for using the art with other programs, and nor does it contain the image files in four resolutions, because that is an optimization only available in CC3+ itself, image editors wouldn't understand that, so it only contain one file per fill and symbol. So this folder is intended ONLY for other programs, and not CC3+ itself (And normally should be installed somewhere else, like in your documents directory or something,, not inside the CC3+ installation directory)

    Now, you can of course use files from this artwork folder inside CC3+, but it isn't recommended. Since it doesn't have the four resolution system it will make the map less performant, and as you also discovered here, you will end up with a .fcw that can't be shared, you would run into the same issues if you just tried to copy it over to another computer in your own home as well (Unless you painstakingly manually set up that artwork folder in the same location on each computer). Instead, when manually importing artwork from other add-ons you have installed, you should always make sure to source them from the CC3+ data directory ("c:\ProgramData\ProFantasy\CC3Plus+" by default) since this is where the stuff intended for use within CC3+ lives.


    Hope this explanation made sense :)

    RickoRoyal ScribeQuentenMapjunkieLoopysue
  • Yay, thank you for updating them! Apologies for omitting the caves FCW. Is it this one?


  • MonsenMonsen Administrator 🖼️ 81 images Cartographer

    Thanks, that completes this set.


    According to the count, there are now 1099 maps in the atlas. No need to go out and hurry to make the 1100th one though, I still have maps in queue for processing.

    Royal ScribeLoopysueRickoWyvern
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