
Wyvern
Wyvern
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Community Atlas: Embra - Travelling Places
Which brings us to the last map in this group, covering the eight "ways":
While the seven streets were constructed randomly from the simple system I'd devised and used previously, the railway needed some further adaptations, reducing the angles turns and junctions could have, and such like. In drawing the final maps, I kept the roads deliberately free from as much obstruction as possible (vegetation and the proximity of the properties along each), since the essence of Travelling Places relates to movement. In the accompanying notes, I've suggested GMs should allow speedier normal movement when using any of these routes, as long as the party sticks to the way itself. And naturally, there are oddities. Such as the large, complex building shapes along Candlemaker Row, where sadly, I fear the giant standing candelabra that light this route at night will be barely visible, and likely unidentifiable, at the Forum's resolution on the above maps. So let's try this view instead:
That weird loop in Stave Lane came from the construction process alone, which was a pleasantly amusing surprise when I plotted-out what the dice had rolled for the first time, especially as it made Stave Lane - a name yielding expectations of being straight and direct - one of the most convoluted of Embra's mapped streets!
Heisenberg Terrace, naturally, isn't always there, while the bazaar in Cat Hall is run by a humanoid feline, Shrew Dinger... Go-By Street is easily missed too, without care (aside from being a test for people's knowledge of fantasy literature; a good spot to place The Genuine Magic Shop, perhaps - despite its different author). The literary origins of Everon Road's name might be an easier test though.
As for Runaway Railway, aside from the real-world city of Edinburgh (very loosely the inspiration for some of Embra's place-names, as well as its actual name) being a major railway centre in Scotland, it also has the surviving remnants of a far earlier horse-drawn passenger rail-line, the "Innocent Railway", so I felt I had to include a railway of some sort in Embra. It's obviously short and simple, though as with everything else in Embra, its size can be as deceptive as GMs require. Rather than get bogged-down in detailing the line's operation, I chose to have the rolling stock run by the magical forces of electrickery (see Wyvern Citadel on this, if necessary). Conveniently, the featured text - and remember, these things were chosen randomly! - involved lightning flashes, which made that decision very easy.
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Issues with Inked Ruins Style: Hatching "Texture" Size and Water Rendering
The water lines problem looks to be one of the classic issues with too many nodes too close together, in this case because the water drawing tool is set to not extend beyond the map border, and as a smooth drawing tool, it will automatically put a pair of "Corners" at the map border to create the straight line there. A Corner is basically three nodes very close together.
A quick check suggests you should be able to solve this by using the "Advanced" button for the water drawing tool, unchecking the "Restrict to map border" box and then save the tool. Then redraw your river, making sure you draw the ends a little way beyond the top and bottom map edges. DO NOT use the "C" = "Corner" option, just add a few nodes and make the ends of the river outside the map border a bit more rounded, with fewer nodes close together. The screen should hide this once you're done (or if not you can use the COLLAR commands to create a new, larger one - use COLLARDEL first to remove the existing screen, and then COLLARAUTO to add a new one - if I've remembered that right).
Hopefully, that'll cure this point at least. Good luck!
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Community Atlas 1000th map Competition - with Prizes [August/September]
The third of my potentially ten villages from The Whispering Wastes in Peredur is Ivan's Keep:
As previously, there are more details in my WIP Forum topic here, and the FCW and PDF notes files are below, with a higher res version of the map image in my Gallery:
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Community Atlas: Embra - Enclosed Places
Having successfully negotiated the outer "ring" of Villages that comprise the initial appearance of the Faerie city of Embra when approaching it from beyond, using the "Official Guide" map, the first set of Places that might be encountered in the city proper are the Enclosed Places:
Or as we see from the new lower map, the Enclosed Places of Interest, following along from the "tourist's guide" style of naming for these link-maps.
The perceptive will immediately spot the new-look frame border decoration, this time reworked after part of one in the Dover Clip-Art "Celtic Borders on Layout Grids" hardcopy book, combined with one of the Dover interlace bird motifs. The link-spaces themselves are simply labelled extracts from the final maps, with a couple of reminder notes for how GMs could use random rolls to determine where the travellers might be going next from here. The PDF and text notes include a further reminder not to forget which number was rolled if the final "Streets" location was chosen, as that map condenses five places onto one map, whereas the others feature just one place each.
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Community Atlas: Barrows of the Ferine Magi area, Feralwood Forest, Alarius
Back for another visit to Alarius for the next segment in my sort-of Dungeon24 mapping (now so delayed, it's increasingly likely to become "Dungeon25" soon...). I noted in the topic for my immediately prior maps, set in the Whispering Wastes of Haddmark, Peredur, that this was scheduled for somewhere in the Feralwood Forest region of northeastern Alarius:
That's a big area, so from the start, I expected I'd be needing to prepare another area map, as well as that for the dungeon. Examining the Feralwood Forest map, it didn't take long to zero-in on a suitably intriguing-looking area, the Barrows of the Ferine Magi:
Since the base map for the dungeon was derived from the third of the four generated using the Inkwell Ideas Dungeonmorph "Explorer" dice set, I'd again be aiming for a similar black-and-white design look to the previous couple of dungeon and area maps in this series, including that for this new general area one, which would be done as a hex map once more. So I generated a suitable hex-gridded version of the area, from which to start thinking more about the setting:
The hexes here are each six miles across in their north-south dimensions.
During the latter stages of the village mapping for the Whispering Wastes, I'd already begun thinking about what might be in this area, as there are no settlements, roads or watercourses shown, just the woods, the central region of dead land, the three barrow markers and the obelisk.
Ordinarily, I, and perhaps many of us, would assume the over-sized barrows were simply markers indicative of a large area, within which might be numerous burial mounds. However, having earlier been working with some of Ricko Hasche's delightfully pictorial maps, where the images for places and features are often hugely over-scaled compared to the physical land area, had set me wondering as to what if those were indeed to-scale depictions of the objects/places involved. An eighteen-mile high obelisk might be pushing things rather, although it could still be taller than might seem "normal". The concept of ten-mile-diameter round barrows though started to take hold.
While the dungeon map to be fitted now to one of these barrows was of the usual quite small size, that needn't prevent it being within a gigantic barrow mound. Burial chambers inside real-world barrows can be very small, compared to the overall barrow's size, for instance. The place-name and that vast tract of dead land all around the barrows also needed to be considered; wild magic from the wild magi that got out of hand in a big way, say.
From that, it was a short step to declare much of the inner zone drained and now devoid of magical energy, so no magic will work there, surrounded by a one-hex-wide ring where wild magic holds sway (the pale white circuit in the next image), and where using magic can be especially dangerous and unpredictable. This is Alarius, after all, perhaps the most magical of Nibirum's continents, so safety catch off! Outside that ring, things are more "normal", albeit creatures from the wild magic zone still might have wandered off there, of course, or indeed into the inner zone, unless they required magic to exist (a magically-powered construct would fail at the border, for instance).
The white small circles on the image above show the randomly-chosen hexes in which there is something of note. The three barrow entrances have also been marked thus, and the location of the obelisk.
What of the barrows? Are they burial mounds, perhaps ones gigantically enlarged by the magical event that blasted the woodlands around them? Or the squashed remnants of once-soaring mage towers? Or something else entirely - such as spacecraft magically ported-in from another dimension? That latter concept intrigued, and in a greatly modified form became the basis for the eventual dungeons (yes, yes, three barrows so now there will be three identical-form dungeon maps from the dice-set base one too!). This drew on ideas from the 3rd edition "Hyperborea" RPG by North Wind Adventures (formerly "Astonishing Swordsmen & Sorcerers of Hyperborea"), whose tagline is "Swords, Sorcery, and Weird Science-Fantasy", the "Metamorphosis Alpha" RPG by James M Ward (in both its original TSR and current, largely unchanged, Goodman Games formats), and especially - thanks to its degree of oddness - Monte Cook Games' "Numenera" RPG, which runs with the concept attributed to Arthur C Clarke, that "any sufficiently advanced technology is indistinguishable from magic", in a world setting of the distant future, where tech is essentially treated like magic. That idea is also an aspect of Metamorphosis Alpha, set on a small-country-sized spacecraft lost among the stars, whose inhabitants have long forgotten they were once its crew and passengers. Thus the "magic" that still functions in the barrow-dungeons is really all technology. For anyone concerned about that in a stricter fantasy setting, I also adopted the Numenera idea that many smaller devices are one-use items. Thus things in the barrows mostly still work most of the time. Things portable enough to be removed may only work once.
So expect a degree of weirdness in the map notes to follow. You have been warned!
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Community Atlas: The Sussara Region in Kumarikandam
Continuing the process of zooming-in brings us to Sussara Village, at the heart of the Sussara area map:
This time, I chose the Desert Oasis Annual mapping style and its accompanying ArabDances font, although I also needed some trees from the Mike Schley Cities (SS5) set, as I wanted to add some cedar-ish trees, while Desert Oasis only offers palms and shrubs. To generate the base map, I combined three old village maps from the venerable Judges Guild "Village" Books 1 and 2, again adapted accordingly, as I wanted quite a scattered community. The population of Banjar overall is tiny, so there seemed little reason not to give most folks plenty of space to build on.
Some features were decided in advance, as the nature of what I'd opted for in the dungeon meant a distinct spiritual element was going to be important here, and I thought it would be fun to add to the mix a small community of monks from the vast, rather distant, but still loosely neighbouring region of Tiantang in Kumarikandam, far to the north of Banjar. Since the folk here are accepting of nomadic wanderers, it seemed natural they wouldn't balk at still more distant people wanting to settle here too. Other items were chosen from random lists in "Village Book 1" and the settlement options in "Sandbox Generator", including the fact there are naturally-occurring flower-like crystal formations "growing" out of the soil in places, especially over and around Flowerfield Peak. Hence names such as "Billawr" (one Arabic-ish variant for "Crystal") and the Village's own name (Sussara = Glass Flower). The irrigated fields were quite fun to set-up, although at this scale, most of the smaller elements (shadufs, water gates, etc.) couldn't be added, even had symbols been available, without making the map seem very cluttered. Similarly, fences, livestock pens and sheds, and small gardens near most houses weren't included. I did though add a couple of carts to the Market, and three small well-fountains, to hint at what such tiny structures might have looked like. Notes on what is visible will be in the Atlas, as ever.
Of course, we also need a means to access the dungeon map that started all these above-ground explorations, so activating the "Village Secret" toggle in the final Atlas FCW version, will reveal a couple of hidden stairwells in the cellars of two separate, and otherwise unremarkable, properties (zoomed-in here for clarity at the usual Forum-acceptable size):
Very few folks here even know they might exist (which doesn't include the current occupiers of either dwelling!), and fewer still know what potential significance the Tomb of the Prophet may hold...
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WIP - Liosach
The cloud symbols Sue mentioned are in the Alyssa Faden Overland style in the 2014 November Annual. Been using it myself recently!
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Community Atlas: Embra - Crossing Places
Having discussed the design ideas, methods and overall appearances/layouts for the various Embra "Places" maps in the opening Enclosed Places topic, I'll not reiterate those points here, unless relevant. So moving on, the second set of Places of Interest the Embra "Official Guide" map gives access to, are the Crossing Places:
I thought a simpler criss-cross kind of frame corner decoration might be interesting here, partly inspired by that used for the Official Guide map. While the lines along the map edges are easily drawn in CC3+, there was a more elaborate corner-piece in another of the Dover Clip-Art "Celtic Borders on Layout Grids" hardcopy book designs that I thought would add a little more elegance to this map than my own clumsy efforts were able to achieve. As was established for the first of these "Places" link-maps, the link-spaces themselves are just labelled extracts from the actual maps, with added notes for the benefit of GMs, and further reminders in the accompanying text and PDF files. The seven streets condensed into one map here makes for fewer links than some of the "Places" diagrams, though it did mean making that link point larger, to fit all the names in. As luck had it, I somehow managed to get the dragon in just the right place here to avoid running into problems with it wanting to feature itself in others of the link-squares when I added the Dragon Bridge map extract, as of course it's a complete symbol, considerably enlarged, not something that can be easily dismantled to stop it from doing that otherwise!
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Searching for symbols for WW2 and modern military vehicles, artillery etc.
If what you're wanting to do is use online images to make your own vehicle trace-drawings for conversion to symbols, it's worth checking the military museum sites (especially if you're hunting for more obscure vehicles) and also scale model websites - including model kit manufacturers. A number of manufacturers now have PDFs of their kit instructions online that you can freely download, and they sometimes have illustrations showing top-down views for the paint and decal schemes for instance, which might be another starting point.
In terms of constructing the symbols, I'd suggest having a set-up where the lines, base colour, camouflage patterning and any markings are each done as a separate Sheet in CC3+ (or more likely "layers" in non-CC3 graphics programs), to make it easier to swap those for different theatres and times. Also, @Lillhans' comment about separate tank turrets is an excellent one. I'd suggest too using Sheet overlays for the top of various AFVs that have different variants using the same lower chassis and skirts, again to make those easier to swap-out without having to keep redrawing each time.
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Community Atlas 500th Map Voting Thread - Please vote
I second Sue's comments; this was an extremely difficult vote, as there are just so many fascinating maps produced in such different styles.
Hopefully, everyone contributing enjoyed their mapping, and perhaps learnt something fresh along the way.
It's certainly been a delight reviewing them all again now!
Get voting folks!