
Royal Scribe
Royal Scribe
About
- Username
- Royal Scribe
- Joined
- Visits
- 8,374
- Last Active
- Roles
- Member
- Points
- 3,073
- Birthday
- February 5, 1968
- Location
- San Francisco, California
- Real Name
- Kevin
- Rank
- Mapmaker
- Badges
- 16
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[WIP] Greco-Roman Temple revisited: Dungeons of Schley style
I have a habit of showing my work-in-progress and then forgetting to post the final. So here it is with two different roof styles. (For comparison, you can see the version done in the Marine Dungeons style in my gallery.)
Oh, and here's the FCW if anyone is interested in using it.
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[WIP] Viking Adventures
I was looking for a peaceful, zen mapping project and was inspired by the expansion of Viking symbols released today. It also gave me an excuse to using some of the glacier and icy Overland symbols that I've never used.
I didn't want to lift from Norse mythology and decided to go with Icelandic names, which I stole freely from lists on Wikipedia.
I will also post this in my galleries if anyone wants to zoom in closer.
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[WIP] Adnati - Birdseye Continental
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[WIP] Villa Citri (Roman-style villa)
I am diving into the interiors now, starting with the first floor (or ground floor).
At this level, the perimeter wall is mostly solid stonework. The defensive passageway with arrow slits will be one story higher. But the gatehouses do have chambers on this level with mechanisms for raising the two portcullises (I was tempted to write portculli) and open the iron gate. Internal spiral staircases allow guards to reach a chamber with access the parapet over the gate, where they can address visitors when the gates are closed.
Mostly I've been working so far on the first floor of the balneae, the bathhouse. This is what it looks like covered:
And here's the (not yet labeled) interior of the first floor:
The balneae, or bathhouse, is connected to the main villa by a colonnade, an unwalled covered walkway lined with pillars.
As you enter, there are stairs going up and down to your left, and the chimney for the hypocaust in the basement on your right. Then you see two lavatories, and then the frigidarium, the very cold pool. Next to the frigidarium is the apodyterium, the changing room where bathers could clean up before entering the communal pools. Across the courtyard is the caldarium, the hot room, where both the water and the tile floor are heated by the hypocaust furnaces in the basement. The main pool in the center, partially open to the sky, is the tepidarium, the warm room, where water is heated to a comfortable temperature but not as hot as a bath like the caldarium. On the northern wall are two saunas, the laconicum (dry sauna) on the northwest side, and the sudatorium (steam sauna) on the northeast.
Downstairs will have the hypocaust as well as the pipes for bringing water to the various pools. Upstairs will have more communal exercise areas, a library, and a balcony overlooking the tepidarium.
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[WIP] Haunted Mansion
Working on the inside of the church first before tackling the mansion, though I've been taking notes on the types of rooms one might expect in a medieval mansion. (Suggestions welcome.) I've just done the first floor so far.
Here's the outside.
The end portions of the right and left wings are actually covered porches, so the floorplan for Floor 1 will show the porches, and Floor 2 will show the roofs covering the porches.
Here's the inside. I used the parchment approach that Sue used with the Beaumaris Castle annual to cause the outside to fade out a bit. The four stairwells all go up and down.
Downstairs, the basement is mostly below ground, but a small portion is above ground, just enough for some high windows to let in daylight. The priests' offices are down there along other rooms. There might be some common rooms for church events (what's the medieval equivalent of Bingo?), but most of that sort of thing probably occurs at the Church Hall on the west side of the plaza. This level will include a room used to prepare bodies for funeral services. Another basement below that will contain catacomb crypts for VIP decedents buried beneath the church rather than in the graveyard beside it. The crypts will have a secret access to the sewers, which also connects to the sewers from the haunted mansion, allowing for secret travel between the church and the mansion (a plot point I'll share when all of the mapping is done.) The second floor will contain balconies. One will in the back between the belltowers, with more pews. The two sets of stairs on the north side of the church will lead to balconies on the east and west sides used primarily by the choir, although they can also accommodate more private seating for visiting nobles.
Here's a blow up of the altar area. The north side is raised a few steps up.
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[WIP] Haunted Mansion
It's "spooky season," so I had to map something in honor of the season. I have a few other ideas, including a swamp witch's home (we'll see if I can pull off designing a swamp). But first, a haunted mansion on a hill overlooking a church and its appurtenant graveyard.
This is done mostly in Creepy Crypts, with buildings from Darklands City and CD3, and a few things brought in from Forest Trail (mostly the trees and the tower ruins for wells). The stained glass window reflections are from the Mike Schley monthlies. (Why, you may ask, are the reflections outside? The last thing I will do will be to play with the lighting to show that this is at night -- the lights are inside the church, shining out, rather than the other way around.)
Working on the environs first and then with tackle inside. Still have to finish populating the graveyard and
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EUREKA MOMENT: CA15 Heraldic Symbols as CA180 Marine Dungeons 2 Brass Inlays
Another revelation that will be obvious to more experienced cartographers here: the TEXTURIZE effect!
I have been wanting to use heraldic symbols stitched onto fabric to make carpets, table runners, banners...and I kept looking in vain for fabric fills. The Modern set includes different colors of carpeting, but it was a little too photorealistic to work with things like Dungeons of Schley.
Through trial and lots of error, I stumbled across the Texture effect and was able to apply it to both a color polygon and the heraldic symbol on top of it to create the effect of fabric with the symbol stitched on. I experimented with a lot of textures, but the one that seemed most "fabric-like" to me was the DD3 Hay_Dry fill. (If anyone knows of a fill that looks more like linen or other woven fabric, please let me know. Maybe there's a good one in an Annual that I have not yet purchased.) And of course, different fills can create the effect of looking like your sigil was painted on wood, or the cobblestone floor (though with more trial and error, I learned that some fills don't really translate well when used with the Texturize effect).
Anyway, here are some heraldic banners or carpets or table runners or whatever:
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[WIP] Wizard's Tower - Interior
Here are the final two above-ground floors of the main tower, though the central turret still needs to be mapped, and then the basement (and dungeons...gotta have dungeons!).
Sixth Floor
This is the wizard's personal suite. The spacious bedroom has a fireplace, a wide double windows, and a private balcony overlooking the garden. It also has direct access to a WC and bathing chamber. There are two other smaller rooms on this level, too. In the past, some wizards have used these rooms as bedrooms for their children. The current occupant's children are grown and have moved out. Their spouse uses one as an office for managing the family's personal and business accounts. The second is currently used for storage.
The spiral staircase on the north wall ends at this level. Another spiral staircase more to the center ascends from here through the seventh floor and into the turret.
Seventh Floor
The seventh floor, the final floor before reaching the turret and the roof, is reached through the central spiral staircase that continues up. This floor is where the magic happens...literally! The southeast room is the wizard's library, complete with a fireplace (with a staff displayed on top of it, numerous bookcases and scroll cases, and an ornate chest engraved with runes. The southwest room is the wizard's workshop, with another fireplace for heating water and all sorts of mysterious apparatuses and objects.
It doesn't take an 18 Intelligence or Wisdom (Perception) to notice that about half of this floor appears to be solid stone. Visitors who find the secret doors may discover two more hidden rooms. The circular room on the northeast side is a Teleportation Circle, with hidden passageways connecting it to both the central staircase as well as direct access to the wizard's library. The circular room on the northwest side is a summoning circle.
More to come!
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[WIP] Villa Citri (Roman-style villa)
Okay, the second floor is mapped and furnished!
Outside
- Muri Magni: Inside the second floor of the outer wall in a 10-foot-wide passageway with arrow slits at regular intervals.
- Portae Turres: The gatehouse towers
- Turres Anguli: The corner towers
- Scalae: Exterior staircases open on one side that lead to the second-floor entrances of the corner towers
Villa
5. Portico Roof: The roof of the covered porch
6. Scalae Graecae: Staircase from the first floor
7. Scala Spiralis: Spiral stairs leading to the third floor
8. Cenaculum: The dining room on an upper floor of Roman houses
9. Heating Caliduct: Hot air from the hypocaust in the basement of the balneae flows through this shaft to heat the floors
10. Puteus & Puteal: An interior well with unheated water
11. Lavatrina: Lavatories
12. Cubiculum: Bedroom
Balneae
13. Colonnade Roof: The roof of the colonnade that connects the main villa to the bathhouse
14. Scalae Graecae: Staircase from the first floor and up to the third floor
15. Hypocaust Chimney: Exhaust vent for the vast amounts of smoke generated by the hypocaust in the basement
16. Armorium: Closets
17. Bibliotheca: The library, including a reading area overlooking the tepidarium pool
18. Palaestra: An exercise area and prominade
19. Gymnasium: Exercise equipment
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[WIP] Tyr Alomere Township