Wyvern
Wyvern
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Community Atlas: Embra - Constructed Places
The third Constructed Place is the Abershell Camera Obscura, set in an apparently unlikely open zone, more suited to an observatory, one might think:
As ever, despite the random selection of base-maps for this series of drawings, the choice of what went where was solely my own, all of which decisions were made with the aim of providing additional puzzles for anyone trying to explore the city, when working to ordinary (i.e. non-Faerie) norms.
There are just two actual buildings here; the rest are open domes over the paths. Oh, and for those who might be interested, the Shelly Tearooms are famous for their exquisite range of ice-creams:
While the Camera shows views of the surrounding scene from its darkened inner chamber, as might be expected, under the care of the featured text's magically-skilled Water Faerie operator, it can show many other things and places too. And when you step out the door, that might be where you'll be. Only if the scene changes, the Camera building won't be there to take you back...
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Community Atlas: Embra - Hilly Places
Miller Hill as Place 4 seemed an obvious choice for a Hilly site. However, as stated already, y'know, Embra. So this is a water mill at the top of a hill, with a stream that runs uphill to the mill pond on the summit, runs the water wheel, and then descends down the other side of the hill again! Naturally, no one here thinks this is anything unusual - how could the mill run without a water source, is the primary response to those who might seek to question the setting:
There are some buildings on this map too, for once in the "Hilly" selection, which have interiors that can be viewed using the toggle in the FCW file in the Atlas, all being well:
It has to be said I was delighted to see the random base map options had provided one that so obviously fitted the nature of a mill site of this, shall we say unusual, kind - those four square fields looking like the sails on a windmill. So there's a note in the PDF and text files for this map suggesting GMs could have the four fields, and their hedge/fence lines, rotate, flowing over the land surface like cloth, carrying anyone in one of the fields along with them, but only when the wind blows strongly. Everything else of course stands quite still; and not entirely by chance, the rotation centres more or less on the axle of the mill-wheel, where else?
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Using Watabou generators to creat a campaign.
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CA style development - "Darklands City" (issues for September and December 2021)
@JulianDracos noted: ...I am interested in Hobbit house symbols. I have found a way/map style that I can do OK to demonstrate it is a Hobbit style home city, but I do not have anything for the city level view.
SS5 Cities of Schley has a selection of Halfling house options (grassy mounds with round doors and windows), and also Elven treehouses, plus rough-looking Orc buildings. The main CD3 Bitmap B style has a larger range of fantasy building options as well, including for Halflings (houses and grassy mounds) and Elven treehouses again, as do the main CD3 vector styles, so there are options there without needing to go down the Annuals route. And the Annuals, being smaller in size than these main products, do tend to concentrate more on providing the basic styles first.
It is worth noting that you can draw your own house shapes using the CD3 toolset, and give the roofs whatever texture you wish from the range of options you have available. Stacking different shapes on top of one another on different Sheets with variant Effects can also increase the options for how things appear. DIY treehouses by placing a suitably-shaped and textured house in different sized tree and other vegetation symbols, all on separate Sheets, for instance. And things like varicolor wooden roofs can be made to work as market stall awnings with a bit of resizing and choice of suitable colours.
Sorry for hijacking your thread, Sue! Can't really add much beyond what's already been suggested above for Darklands Cities II, after all that... 😪
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[WIP] Community Atlas, 1,000 Maps Contest: Villages in The Whispering Wastes of Haddmark, Peredur
Map The Second is...
Hex 403, Bruga's Hold:
A logging hamlet on the upper Swirl River, among the woods of the southwestern Siljan Hills, this is a rather isolated, frontier-style settlement, with trails leading-off to logging camps, or former ones (the trails southeast of the river crossing were where much of the timber for the settlement originated, for instance). Markets here aren't common, but the open space is handy for storing piles of fresh timber prior to sending it off down-river, or overland by trail southwards. The self-styled Queen's tough, if not as young as she was, and her extended family keeps most things more-or-less in-check here, though her nieces at The Corner Daughters have a tendency to accuse those they dislike of theft, something that works best with outsiders. The grandiose apothecary's shop-name was a random choice (it does look outwardly like a small temple), which seemed too apt to waste - see the notes above on the Crystal Cathedral - while "Merry Wares" became something of a running joke, as it cropped up randomly twice more in different settlements in this set for quite different places. I retained that too, as GMs can decide if it's at all significant.
On the original map, I started out with the woods rather denser than they are now. That looked much too dominant, and would have been unrealistic so near the settlement, so, much like the original loggers here, I had to thin them out somewhat. The mapping style makes use of both tree and bush symbols, and a bitmap tree fill drawing tool, which in combination for the densest areas here help give the woods a particularly 3D feel, although the symbols have to be applied judiciously to better hide the edges of the bitmap-fill segments. Of course, I had to delete and redraw all the first areas of the fill, as they were far too large, and it took a little experimenting to get the sizes right after that, in combination with the individual scatter of trees and bushes. Luckily, I had a fair idea of how best to achieve all this, as - although it was using a somewhat different style, and in colour - I have done quite a bit of woodland mapping for the Atlas before, for those who remember the extensive mapping series for the Faerie City of Embra - like the Wooded Places maps.
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WIP Crofton - Darklands Cities and Shassar Tutorials
@Loopysue commented: "No plans for a Darklands Dungeon just yet, but that's not to say it will never happen."
Overland, Cities and Dungeons are the three key planks for CC3+ mapping though, and it has been mentioned here now, so... 😎
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[WIP] Community Atlas, 1,000 Maps Contest: Villages in The Whispering Wastes of Haddmark, Peredur
Place four is from Hex 805, Toresk Village:
A somewhat more conventional, "open", layout for the next village in this group compared with last time's Ivan's Keep, if with more potentially untoward locations this time, including an overt reference to The Shimmering Cult, to add a little more linkage between features across the maps in this Haddmark mapping extravaganza. Those who read through last time's PDF notes here will have learnt the Druids from Hex 611 had a hand in creating the defences at Ivan's Keep (and may be responsible for the Goblin attacks on the place too, while The Shimmering Cult may be behind the Kobold attacks there...). Here, no similar problems, just a variety of dubious or curious goings-on. The map notes, as usual, have a little more detail.
Even so, I wanted the layout to be a bit odd, since the random rolls in the Shadowdark tables had come up with a Chaotic nature for the settlement (for those unfamiliar, most things in this RPG can be assigned an alignment - Law, Neutral or Chaos - as a keyword for GMs to apply as they choose to provide variant atmospheres for different places). So the village began nearer the river as a planned layout, but as more people came here, it spread more haphazardly eastwards, such that the older properties are now rather run-down and ill-favoured, despite also having a neater street pattern and fancy road-end walls.
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Wishlist for CC4
@Glitch - Something else you might try is having a second window with another program (such as Windows Explorer) on full screen mode, so it hides the CC3+ window completely. This helps stop the looping as much, and you can check the thumbnail view to see when the CC3+ screen is showing correctly again. I spotted Ralf did exactly this on this week's livestream at one point, so I know it's not just me who finds this helps sometimes!
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How do i know what i currently have installed?
Go to CC3+, find the drop-down menu "Tools" in the bar along the top of the window, and then go to the "Add Ons" label in that drop-down. That will show you everything you have currently installed, and you can click on any one of those names to access each individual item's description in an HTML file.
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The Expanse rpg; several starships, Annual scifi tiles and Cosmographer
My big problem with large ships is visualizing the layout/deck plans.
I forget whether you mentioned having a copy of any of the Metamorphosis Alpha RPG books or not now Jim, though I suspect from this comment probably not, as even the limited floorplans for the two complete decks, and the brief notes on all the others, in the first edition rules from 1976, would have given you a few pointers in this regard.
In one sense, Remy's right in suggesting it may help to think of the whole ship as like a huge city, actually more like a small country, given its gigantic size. Depending on how you envisage the entire craft as functioning, it's perfectly possible some of the decks might have a single function, or several major functions, each. Something like a farming deck for food production and air recycling, including breeding populations of domesticated animals, for instance, while there could be huge areas given over to parked-up machines on another deck for use on whatever planet the ship eventually reaches to colonise (since that's the primary reason such vast craft were envisaged originally). Elsewhere, there could be factories and machinery for use in them stored on another deck, again to get things functioning once the planet was reached, with maybe one entirely water-filled, for living aquatic foodstuffs, and as a water supply for the ship (could easily be segregated into fresh and sea water parts). Plus power supplies of varying kinds, of course.
It might help to work out what the total floor area is for the whole craft, and then compare that to a populated area on Earth somewhere, and see exactly what sort of features lie within a similar-sized zone, and what of those would be useful/essential on a ship destined to be in space for hundreds of years or more.
Hopefully in all this, we can help get you back on course!





