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Wyvern

Wyvern

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Wyvern
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  • [WIP] Community Atlas: Snakeden Swamp, Lizard Isle, Alarius - Dedicated to JimP

    Sometimes, the Forum throws weird notices at you while you're doing other things. That can be because you've been sent a new message by someone, or somebody's just posted in one of your topics, or someone's added a new post to the topic you were typing your notes into, for instance. Here, I just posted the above, and suddenly it announced I had achieved the rank of "Cartographer".

    Now, these labels are just for a bit of fun on the Forum here, of course. However, it seemed very apt that this should have happened by chance while I was adding to this topic, because our departed dear friend JimP was also of that rank. It just made stop, think and remember again for a moment. Which was also part of the purpose in my doing these maps in the way I am.

    LoopysueRoyal ScribeRicko
  • Community Atlas: Embra - Hilly Places

    The final Hilly Places map condenses the last four items, the streets, into one sketch:

    These have a different random design mechanic behind them to the individual-place maps, and it became a particular fascination for me to see what patterns came out of this system. Here, I had to fit hills to the streets so-created, but that wasn't particularly difficult. Some features along the routes could be added based on the various featured texts, while others simply came from the street names, or the shapes the system produced, if sometimes with a bit of adjustment, or inspiration that struck while drawing them. Circus Place though just happened to look like a huge pair of spectacles from the outset - and what greater spectacle than a circus? Well, two circuses! Not saying it definitely did, but that might have influenced the final appearance of The Eye in Western Approach as well! Plus how apt was it that Western Approach can be approached only from the west? Sometimes, you start to wonder if randomness is truly "random" after all...

    [Deleted User]LoopysueRalf
  • 19 c. map - is there template I can use and where it is (modern? one of annals?)

    It may help you decide how and what you'll need to draw by finding a real-world 19th century map that you like and think will work for what you're intending (suitable for the size and type of area you want to map, for instance). Then take a look at the thumbnail images for the various Annual issues that Loopysue created elsewhere on the Forum, to see if any of those match closely enough to what you're aiming for. Each thumbnail links to the correct issue on the main ProFantasy website, where there are different examples of the same style in use, which again should help you decide which might be better for what you want.

    LoopysueRoyal ScribeFlyingCog
  • [WIP] Post Station

    The Cartographer's Annual 94, Vandel's Dwarven Dungeons has an anvil and a furnace in it, and you might find some suitable objects for use as tools in various places - try the weapons catalogues, for instance. The Munson's Mines pack from CA125 has some whole and broken mining tools, as well, for instance. Might take some finding all there could be of interest, and you might run into difficulties getting things to match if they're drawn in different styles, of course. And it depends whether you have all these add-ons, of course!

    LoopysueFersusJimP
  • Wall Mural Symbol

    This blog posting by Remy Monsen might be worth reviewing, as it will allow you to create an image of whatever you wish that looks as if it's been cut into the surface involved.

    JulianDracosLoopysueJimP
  • Community Atlas: Selenos, Statrippe, Artemisia

    Next to be mapped was the Castle Peris area, various locations in which had a scattering of weird and wonderful items added to them thanks to the random card draws.

    There are three main parts to the map, the Harbour (most of which has fallen into the sea), the Village (much of which has only had building foundations laid, and may never have been inhabited - or not for long, at least) and the eponymous Castle itself. Living here much of the time is that now-amended, card-derived "Chieftain", who has become Hypatos, the isle's sole permanent humanoid inhabitant, a self-exiled, hermit-like Human, and former chief sage, who successfully predicted a major eclipse and planetary alignment in the past, but being imaginative and forgetful, he then failed to warn of an abdication crisis he believed these celestial events portended, somewhere on the mainland (he is quite vague as to when and where all this took place). He still wishes to right the wrongs he thinks followed that crisis. He is convinced there is something on the isle that will help him resolve those perceived wrongs, although he does not know what (possibly that Talisman at the Watchtower of the Sea). He is also the sole priest, of sorts, for The Twisted Torchbearer, and is apparently under her protection. He is very knowledgeable about the isle, and seems to have been here for a very long time, although his appearance suggests no great age, merely late middle-age...

    Further notes will be in the final Atlas version.

    The drawing itself was done using the Jon Roberts Dungeon style from Annual 54, since it allows the easy draughting of surface areas like this as readily as underground ones. If it had building roof options, I might have been tempted to add those too, but the cross-sectional, ground-floor-only plan views are in-keeping with the original "Castles" book maps, at least!

    Next time, the little dungeon map proper.

    LoopysueCalibreRoyal ScribeMonsenRalf
  • Starting dimensions

    If you're struggling to work out the general sizes of things as a whole, you might find it useful to look through some real-world maps, like an atlas, a map of your local area and your own town, for instance. That should give you some ideas about the amount of detail visible on different area-sizes of map.

    It might help you too to draw out some sketch-maps by-hand first of what you're wanting to create in CC3+, as that way you can get a rough idea of what size of map is going to better-fit the map you're wanting to draw once you start-up in the program. Even if you don't get it right this way, you can always resize the map in CC3+ if you find the area's too large, or not large enough. We've all been there!

    LoopysueJimProflo1
  • Community Atlas: Monseignor District in Kentoria

    Thanks very much Remy!

    Since I've had a couple of queries about the Inkwell dice sets outside the Forum, and to clarify for those interested here, the simplest solution is to visit the DungeonMorphs page of the Inkwell site. As you'll discover there, the designs are available also as cards and fonts, and there are books with descriptions and ideas for the more recent sets as well.

    In addition, and because I think he actually started the whole concept of geomorphs with this ten-space design (that's ten spaces per side on the design), it's worth looking at the past postings on Dyson Logos' blog, as he's provided illustrations showing many - now maybe all - the designs he's produced over the years, including those he's done for Inkwell. There's a "Geomorphs" tab under the "Navigation" sidebar on his blog, but that only covers the 100 designs he did for a personal challenge in 2009-2010, all collected for easy download in one place. Using the "Post Categories" search box, the Geomorph Mapping Challenge has 217 blog entries, which goes WAY beyond those he's been commissioned to do for Inkwell and those 100 earlier maps!

    LoopysueQuentenJimP
  • Community Atlas: The Sussara Region in Kumarikandam

    Part of the reasoning in heading off next to tropical-desert Kumarikandam for my sort-of Dungeon24 project (outlined here earlier), was because by chance, that continent had come up as the next random choice for another dungeon based on more of the Inkwell Dice "Crypts" set designs. A second map had also been randomly allocated to this place later in the process, for one from the (City) "Ruins" set. It seemed sensible to tackle them together, especially because both had also been allocated to the Banjar Region map. That map is pretty large-scale however, so there isn't a lot of detail on it:

    Despite that, picking a couple of suitable spots wasn't too difficult, using notes already provided from this zone for ideas (it's recently been invaded by mysterious assailants, who seem intent on slaughtering the tiny, sparse local populace, hence the ruined settlement markers and that ominous, creeping "conquest" line). It did though mean that my two selected settlements (shown by the tiny red squares on the above illustration) were going to need small area maps to better locate and describe them, aside from the "main" dungeon map. Each of those squares is really 20 miles on a side.

    The "Crypts" dice map was to be first, and I opted for the inland site at the intact village in the heart of the Banjar Mountains for it, close to the headwaters of one of the two main rivers there, the one that drains into the Bay of Aqesh (my choice for the subsequent "Ruins" map was the ruined settlement near the mouth of that same river). So I began by mapping the dungeon, as that was already prepared in hand-scrawled form, and progressed outwards to the village, and then to the surrounding 20-mile area. Plus I also got distracted and did portraits for two of the main characters in the dungeon.

    Here, we'll go from larger to smaller, starting with the 20-mile area map, called simply "Sussara" (which is also the name of the village):

    For what perhaps should be fairly obvious reasons, I selected the Scorching Sun Annual style for this map, labelled with the Vinque font from the 2015 CA. Quite a number of features, such as the various trails, and the names of the two nearby rivers, with Cedar Woods, had already been decided when completing the Sussara Village map. The other main river, the Sagirkala, was shown, though unnamed, on the Banjar Province map, as well as the main river, what I've called the Kalabanjar. However, the intermittent rivers were added to give a more complete look, with a range of extra elements decided from a couple of sets of random tables, notably those in the Atelier Clandestin book "Sandbox Generator" that I've mentioned, and used, before, adapted accordingly to suit this environment. As normal, there'll be PDF and text notes to accompany the map once in the Atlas, to explain a little more about the various features, and what some of the names mean.

    MonsenRoyal ScribeLoopysueRalfGlitch
  • Community Atlas: The TlokPik Area of Nga-Whenuatoto

    Hopping to the next continent east from my sojourn in Kumarikandam last month, took my sort-of Dungeon24 project (see this earlier topic for details) to the archipelago of Nga-Whenuatoto, and specifically the southernmost island in the chain, Mate Ora, as this was where the third of the Inkwell Dice "Crypts" set of designs had been randomly allocated.

    Part of the design the Crypts dice had generated included the interior of a pyramidal structure. Later in the process of rolling-up the full set of base map designs, I discovered that the "Cities" and "Ruins" dice sets had identical patterns, except that the Ruins dice had parts of their designs - as you might expect - in ruins. This created a minor complication, since as mentioned before, I was intending to avoid using duplicates of the same dice design for the full set of base maps. Doing this for the Cities and Ruins sets meant I ended up with just four Ruins designs unused, and as luck had it, each of those had a single major feature on it. Since ruins are a handy feature found on many fantasy maps overall, I opted to add all four of these single-dice drawings to the final set of base maps. One of which was a central ziggurat with the same number of external "steps" as the interior from the Crypts set. So it seemed useful to combine both designs for these Mate Ora maps.

    All that remained for the planning stage was to select a suitable ruin on Mate Ora, and I found one in the northeastern part of the island that seemed to fit what I'd begun thinking of:

    Mate Ora has a reputation as the Land of the (Living) Dead, so it was obvious the tombs here were going to be a little unquiet, and following a few more random rolls on suitable tables, and a bit of consideration, I decided on the primary denizen being a lich, but one who was trapped at the ruin site. From the map scale, it's clear that the orange rectangle shown above is about 9 by 8 miles in size, so the ruined village shown was going to be just one small feature within that area, and that I'd be looking at creating three maps, for the local area, the ruined village and only then the subterranean tombs. There's an ape-folk village just across the sea inlet from my selected site, and it seemed natural they'd have learnt to avoid this area, and would have named it.

    I toyed with the idea of something vaguely Maori for the names, given this applies to the rest of the archipelago, only to decide against it, given how isolated and shunned Mate Ora has become, thanks to its fearsome reputation. However, I still wanted something a little out of the ordinary, so thought the ape-folk language might well consist of elements such as tongue-clicks and throaty sounds. So the village became TlokPik, or Yhangha (as the lich prefers), and the local area map took its name from the former version of the village name. As a translation, I went with TlokPik as meaning something like "Jungle hill(s)/burial mounds where the (living) dead walk", and for the ape-folk to treat it as a kind of taboo term, a place to be avoided.

    The area map, while based on the terrain shown on the Mate Ora map, had a number of random additions, and others, applied. For this Mate Ora set of maps too, I drew on a broad selection of random table options, some of my own, some from the Atelier Clandestin "Sandbox Generator" used before, some from the Index Card RPG (Master Edition) by Runehammer Games, but still more this time were sourced from two newly-arrived RPG books from Kickstarters that have delivered in hardcopy during the last few weeks, the main Shadowdark RPG rulebook from the Arcane Library and Monte Cook Games' The Weird (which latter is a massive RPG sourcebook of purely random-idea tables).

    Thus finally we arrive at the TlokPik Area Map:

    As ever, PDF and text notes will accompany this map, to explain a little more what the names refer to. For the map drawing, I needed some overland style jungle options, and settled upon the Myrklund style from the Cartographer's Annual. The options even so are a little limited, but this set does have varicolor versions of the jungle symbols too, which I needed to better highlight some of the specific features.

    However, it might be helpful to see a few more styles better able to handle overland areas of this smaller size (less than 20 miles or so in either dimension), with a greater range of symbol options especially. Just two or three other drawings for jungle (not palm!) trees would have been a great help here, I felt, even though I was able to add a small patch of deciduous woods as well, thanks to one of the random rolls.

    LoopysueJimPMaidhc O Casain