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Royal Scribe
Royal Scribe
About
- Username
- Royal Scribe
- Joined
- Visits
- 5,625
- Last Active
- Roles
- Member
- Points
- 2,157
- Birthday
- February 5, 1968
- Location
- San Francisco, California
- Real Name
- Kevin
- Rank
- Mapmaker
- Badges
- 13
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[WIP] Haunted Mansion
I'll be starting on the actual Haunted Mansion part of this Haunted Mansion Map today. But first, here's the rest (almost) of what's going on in the church and graveyard.
Here's the first level of the church's basement.
It may seem odd that a basement has so many windows. This basement is only about 75% below ground. The top 25% is above ground, and that's where windows to let light in are located -- close to the ceiling from the inside, but at foot level from the outside. There's a set of double doors connecting to a interior ramp that leads out to the graveyard. The mortician has two rooms here, one for preparing the deceased for funerals, and another that connects to a lower storage room in Basement 2. This level also has a few offices for the priests and clergy staff, a few storage rooms, and lavatories. Other than the doors from the graveyard, it is primarily accessed from the four stone spiral staircases (the two southern ones going all the way up to the bell towers, and the two northern ones going to balconies for the choir in the main chapel.
Continuing down into Basement 2, we find the mortician's storage rooms (including a stack of unused coffins) and the church's crypts for VIP decedents. I kept the shafts for the wells here so that I wouldn't accidentally create passageways through them. The two shafts that aren't connected to the crypts come from the lavatories in Basement 1 as well as the drain in the mortician's room. They connect to the not-yet-mapped sewers one more level below. (Sinister Sewers will come in handy again!)
But wait! Not all is as it seems here. There are two secret passageways off of the mortician's storage rooms. (I love that the cut-away polygons used to carve out tunnels can be moved to the "Secret" layer so that they can be hidden or revealed so easily.) The passageway heading west connects to a secret spiral stairway entrance to the Rectory. Who knows how many generations ago it was put in -- the church's current head priest, who lives in the rectory, doesn't even know it's there! The second passageway heading north connects below the Brambleheath Tombs, created by the Brambleheath family who also built the now-haunted mansion.
But wait again! One more secret here. If you remove the lids to the sarcophagi and coffins, you'll notice that a few have moldering remains but most are actually empty. They all have proper plaques naming the supposed occupants. It's unclear if the bodies were remove after burial, or if they never made it into their coffins. One on the northern side is filled with rocks, suggesting for that one, at least, it was interred without a body.
The sewers will come later, after I've done the Mansion. For now, let's head over to the Brambleheath Tomb. When you enter the tomb, a Glyph of Warding protects it from graverobbers. For a family tomb, it's surprisingly small: one large sarcophagus on the floor, two smaller ones on ledges to either side of it, and two urns with the cremains of other ancestors.
Visitors who make it past the Glyph of Warding can trace their finger along a sigil on the sarcophagus lid that activates a temporary levitation spell, raising the lid to reveal a staircase heading down. (I love this symbol set!)
The lower level of the tomb reveals a "small"" family crypt.
But wait, more secrets! A passageway heading south on the eastern side (this is the passage that connects to the mortician's storage room beneath the church, and another passageway that heads down stairs and then turns to head beneath the graveyard towards the mansion. If we open the coffins and sarcophagi here, we see that most do have bodies. It's hard to tell because they're in shadows, but the northeastern-most one was buried with a sword, and the one next to it was buried with a staff. Plot hooks!
That's it for now. Haunted Mansion and sewers still to come...
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[WIP] Winter Solstice
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Community Atlas submissions: the Gold Coast (Doriant) and areas within it
I am ready to submit the Kingdom of Gongadûr area map for the Atlas. At least one village that I will be submitting to the contest will be within this region. (I have active plans for two others in this area but we'll see if time permits.)
The parent map is the Gold Coast map at the top of this thread.
Primary Style: Mike Schley Overland
Toggles: "Borders/Political" layer to turn on/off the political borders
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Merry Christmas, Happy Solstice, and Happy New Year!
I first joined the forums a year ago after months of watching YouTube tutorials (and years of owning the software but too intimidated to learn it). Map-making has become a soothing respite for me. The process taps into both my analytical side (figuring out all of the techniques to make things work) and my creative side (creating a work of art from a blank canvass). Thank you all for being such an important part of my year.
Apropos of Ralf's tutorial today (go "like" and subscribe!), I wanted to share my own holiday maps I designed for cards. You can see more in my galleries.
My first attempt was a country inn celebrating the Yuletide.
But I have found that for friends and family who aren't used to role-playing games or fantasy books with maps, some find the top-down maps to be a little confusing. I decided to go with a more isometric route using Spectrum Overland. This is the one I ended up putting on my cards. I call it "The Toy-Maker's North Pole Workshop."
(A friend commented that the castle is snowflake-shaped, which hadn't occurred to me. Love it!)
And for a more pagan solstice vibe, I also did this henge in a snowy forest. The henge radiates a magical purple glow.
Thank you, everyone, for your kindness and support this last year. I am very happy to have found this community.
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[WIP] Community Atlas - Rhaghiant (western Doriant)
Here's how it's progressed so far today. (Still not wed to the name.) Still need to do more in the middle area that I am mentally calling the Midwest, even if it's just adding some hills with tiny rivers coming out of them. Trying to figure out where to place my existing maps and the future ones I'm planning.
I redid the two northern forests to add rivers, a road, and a few smaller settlements...and a henge of stones. That northernmost forest will be an elven community that is outside of the kingdom. (This style doesn't have a political borders tool, does it? I may have to create one, or just rely on labeling.) There's a tepui at the northern edge of the second forest. I haven't decided what will go on top of it. Maybe a castle? Maybe a temple with an oracle, like the Oracle of Delphi?
Here's a closer look at the desert. You can see where I plan to place my ziggurat. The obelisk to the south is apparently all that remains of an ancient temple that was long-ago swallowed up by the sands.
Added some cliffs near the coast. The whirlpool on the western side is about where my Octopus' Garden will go. The upper island, as I said before, will be a playground for the rich and famous, like a Monte Carlo.
And I made a little swampy river delta with a settlement akin to New Orleans that I envision being rife with smugglers and ne'er-do-wells.
In the southern mountains, which is outside of the kingdom's borders, there's a dwarven fortress. You can't see it, but you can see the pair of towers (towards the southeast corner of the map) that guard the mountain pass leading up to the fortress.
Let me know if you have thoughts, feedback, or ideas for more adventure hooks to add.
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[WIP] From Fractal Terrains to Parchment World
I have been working on taking a part of the world I created in Fractal Terrains and recreating it in various CC3 styles. I did a version in the Parchment style, and now I'm working on one in the Mike Schley style. (I was going to wait until it was done, but I just can't contain myself.) When that's done, I will try doing the shaded contours style that Ralf demonstrated in this video:
The portion of my world that I've been experimenting with is a great island nation called the Republic of Lumadair, a democratic republic with elements inspired by the Roman Republic. Here are exports from Fractal Terrains. (Note: this map is about 6,000 miles wide, so the rivers shown should be considered to be only the very largest ones. That said, I may still add more to the island later.)
And here it is again, recreated in CC3 using the Parchment Worlds style:
It is intentionally scant on civilization details other than labeling the capitol and a mysterious and foreboding area of magic.
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[WIP] The Sewers of Elmsbrook Township
These are the sewers for Elmsbrook, a town in the human kingdom of Powys in my campaign world. They’re intended to be fairly representative on the sewer systems in my kingdom – smaller villages might have a simpler system, but larger cities will have the same basic layout, but with more extensive canals.
I was hoping to get this done the same month that Sinister Sewers was released, and I barely did it. I still have work to do, and advice to collect, but thought I would post where this stands.
By the way, Sue: it worked putting everything for each level on its own layer, making it easy to display or hide different levels as needed.
In addition to using the symbols and fills from Sinister Sewers, this also uses a few things from Marine Dungeons (particularly the stairs and the bell at the bottom of the pit), and a few things from Forest Trails (leaves, the trees along the beach, and maybe some of the fills) and Creepy Crypts. Also: Sue spent a lot of time helping me come up with a technique to show clear water, but it really worked best close-up. At this scale, it made it look like black water. I ended up using a water fill from Creepy Crypts, but on its own water sheet with a 50% transparency effect added.
In my campaign world, fastidious elves have long understood at a high level the correlation between hygiene, sanitation, and the spread of diseases. (Even if they don’t have the tools to study microbiology and virology, they can study commonalities in infected populations to identify vectors of disease.) Dwarves first developed aqueducts and sewer technology. And it is said that orcs pioneered the use of flesh-eating oozes for waste management.
Oozes are amorphous creatures with an intelligence no greater than an ordinary garden slug, flowing through subterranean lairs to devour any creature or object they can dissolve while shunning things that provoke their flight reflex, like bright lights and extreme temperatures. I have made a few tweaks to oozes in my campaign world to make them better suited for deploying in sewers. I added immunity to poison and diseases. I also added a weakness: sunlight hypersensitivity where, like vampires, they can be damaged by exposure to sunlight. (This is why they avoid bright lights: a bright lantern won’t harm them, but it still triggers their flight reflex.) Sunlight can kill an ooze, causing their acids to neutralize and their bodily remains to collapse into a nutrient-rich goo that farmers often use to fertilize their crops.
Some items of note about specific oozes used in sanitation systems. Gelatinous Cubes can dissolve nonmagical soft tissue and vegetation, leaving behind undissolved bones, metal, glass, stone, and magical items of any sort, along with excess water stripped of anything edible. They cannot climb but can move up slopes with a grade of 25 degrees or less. Moving up a slope with a grade of 10 degrees or more requires the Cube to expel any indigestible materials or excess water. Black Puddings are far more dangerous. In addition to dissolving soft tissue and vegetation, they can also dissolve nonmagical bones, metal, but cannot dissolve glass, stone, or magical items. They can also climb any surface, even upside down. Sanitation workers employ bright lights to keep Black Puddings from escaping (and an ample food supply keeps them from seeking to escape). And finally, I created a new ooze called a Voracious Sullage. It’s a slow-moving, weaker version of the Gelatinous Cube, unable to maintain a cubic shape. It tends to stretch itself across small waterways so that anything edible flows to it (and anything it can’t eat gets expelled on the other side).
Here's a quick summary of how the sanitation system works. More specifics for each level of the sewer system will follow in the comments.
Surface (not shown): Storm drains at the intersections of major streets, with a manhole cover at one of the corners than allows maintenance workers to descend using rungs. There is also a large Waste Management Facility where residents can dispose of large objects that cannot be repaired or repurposed (such as items that cannot be chopped up for kindling). Maintenance workers throw these items into a giant pit nicknamed the Great Maw that is about 140 feet in diameter. The surface of this pit is in a building that is covered at night but open to the sky during the day. Bright luminescent crystals are placed near the mouth of the pit to frighten away the Black Pudding at the bottom of the pit.
Level 1: This level is immediately below the surface. Storm drains at major intersections deposit rainwater (along with other debris) here, where they run off to chutes that bring wastewater to Level 2.
Level 2: Wastewater from Level 1 is deposited here, where it helps push through human waste from outhouses and latrines that are connected to the sewer system. This sewage flows through chutes down to Level 3.
Level 3: Waste brought in from Levels 1 and 2 are treated here in two great chambers called Auditoriums. Numerous Gelatinous Cubes gobble up the waste, leaving behind items they cannot digest, and now-clean water stripped of contaminants. This purified water drops through chutes to Level 4.
Level 4: Primarily a passthrough level, and the lowest level that maintenance workers normally go.
Level 5: A Black Pudding lives at the base on the Great Maw, devouring any waste thrown into the pit. It can eat nonmagical flesh, vegetation, and metal, but cannot digest stone, glass, or magical objects of any sort. Water purified in Level 3 descends to this level, where some passes directly to the sea and the rest is used to flush out anything the Black Pudding cannot digest.
More details for each level in the comments.
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[WIP] Community Atlas - Gold Coast, Doriant
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[WIP] Swamp Witch
For Forest Trail, I had to bring in the cottage from Darklands City, and the bones/debris from DD3. I struggled with two things: the riverbed and the ripples around trees growing in the water. For the ripples, I used the rapids symbols that come with the annual. For the riverbed, I tried three different versions.
Here are all three together:
The first version uses the riverbed fill from the annual. It doesn't look particularly swampy to me, though.
The second version uses a mud fill from the Forest Trail annual:
The third version uses a mud from Creepy Crypts:
I like the mud from the second two, but I'm not sure it's clear that the trees are growing out of muddy water and not just mud. Maybe if I added more waves, or played with the water effects?
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[WIP] Community Atlas Competition - Artemisia - Verinress Arl - Fon'Anar