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Wyvern

Wyvern

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Wyvern
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  • WIP tavern

    While the size may seem wrong, by a strict comparison with some medieval European structures, this isn't for medieval Europe, it's for fantasy D&D, and is close to the scale size for this specific tavern as shown on Mike Schley's map of Saltmarsh in the Ghosts of Saltmarsh scenario book (Wizards of the Coast, 2019), assuming five-foot grid squares here. The appearance isn't quite the same as on that map, but this is an adaptation after all, and although there are a number of designs for the Wicker Goat Tavern online, I don't think there's an official D&D version, so some leeway is to be expected.

    In the original adventure (The Sinister Secret of Saltmarsh, TSR's Module U1, from 1981), you were expected to create your own version of the town from scratch - there are a few guidelines for key points, such as Point 4: "Decide where the characters could stay when resting in the town between adventures (the best inn? the only inn?); draw up a tariff (list of expenditures) for their accommodation and food." But that's as close as we got to a description for the inn/tavern, which didn't even get a name back then!

    That's not to say such points should just be ignored necessarily, and the heating and access points are useful considerations. However, if the final tavern is meant to fit to the size of the official Saltmarsh map, this is close enough to work for that.

    ShessarDak
  • Community Atlas: Map for the Duin Elisyr area, Doriant

    As the perceptive among you will have noticed, I made a further change to the locations of some of the upper level layout designs after hiding the bitmap sheet I'd been tracing, something that I find happens all the time, when things don't look quite right. And which are liable to be changed repeatedly thereafter till I'm happy (or happier...) with them!

    However, to today's update. The exterior is done for now, with ground cover, some vegetation and a few tumbled smaller rocks. I've also added the new SCREEN Sheet mask to hide what's beyond the map border:

    The effects on the various external ground and symbols sheets has needed a degree of amending as well to reach this point, and I've also added those three free-standing boulders/rock pillars at the mouth of the southern front cavern. Haven't done anything inside the caves as yet, although I have had to add a small polygon of one of the patchy grey dirt terrain bitmap fills (one of the "T" types) to better disguise one of the outer-inner transitional passageway ends, where (as sometimes happens), the Edge Fade, Inner effect was giving too sharp a line where the outside brown dirt bitmap fill met the grey of the cave floor.

    Next will be the initial interior cavern features.

    Royal ScribeLoopysueMonsen
  • Snowy lands

    Looking at the symbol and terrain use here, I think these could be used to create an illusory city too, or a literal ghost town, perhaps with some additional colour overlay effects, and perhaps some transparency about the symbols (less sure about the latter point, however). Or indeed a city of glass.

    Ricko Hascheroflo1
  • A few final questions before I start adding text to my map

    When mapping large areas like this, it's important to decide exactly how much detail is worth showing, and what the map is going to be used for (both of which go hand-in-hand).

    A settlement will always require farmlands of some kind nearby, so any settlement means there will be such areas around it, even where the map doesn't show them. Then you can use the actual farmland areas to show those places that are particularly important farming areas - key places that the whole country/nation may rely upon, for instance. There, you wouldn't need to show any but the larger or most significant settlements (e.g. like the hamlet the party will be starting from!); all the other hamlets and villages can be assumed as present scattered among the farmland region without you needing to show each one.

    For the non-cliff coastlines, I'd be inclined to soften the edges somewhat, maybe with a small Edge Fade effect, or reintroduce the "coastline" blue line for them. Softening the land edges on the cliff coasts wouldn't go amiss either, perhaps.

    The aerial floating island looks interesting. Depending on how your floating lands like this work, you might also consider adding some crystal symbols (e.g. from one of the Dungeon sets, suitably enlarged of course!), or by using varicolor mountain symbols. With the settlement on top, it may be worth placing that directly onto the rocky mountain symbols, or with only a much smaller area of grassland fill texture behind the settlement image, then using just the mountain symbols (probably on their own, new Sheet) to cast a suitable drop-shadow. If the grass needs to definitely run right to the very edge of the stony platform, maybe make that more ragged, to closely match the symbol lines underneath indicating where that edge is.

    JimPLoopysue
  • Good sizes for fantasy cities etc

    As Jim said, there's going to be a lot of personal preference involved here, heavily dependent on how you see your world setting developing, what types of civilizations exist in different places there, as well as how much time and effort you have available for designing and mapping it all.

    Plus you're really asking two different, if related, questions - 1) the number of key buildings desirable for different types of settlement, and 2) what the appropriate size of different types of settlement can be for different types and numbers of special buildings.

    The question of settlement sizes has come up on the Forum here before, and you might like to look over the comments on these two topics, both of which coincidentally came-up in late 2018:

    Making a city with CC3+

    Looking for advice on starting Village/Town/City size

    There are also various systems for designing RPG settlements available online, some paid for (on sites such as DriveThru RPG), some not (such as blogs), as well as a number of random design systems, such as those on the Watabou site, although those provide primarily maps, rather than lists of the specific places you indicated as of interest.

    Those should get you started at least, or perhaps help clarify what it is you want (or even don't want!) from such systems, from where you might feel more confident about creating your own settlement design system.

    Good luck!

    LoopysueJimP
  • A random dungeon - Jon Roberts Style

    Odd, as I was having the discussion about using random designed dungeons with another colleague online only yesterday!

    I started with purely random designs back in the mid-late '70s, because I had no ideas to work from otherwise, having only just seen the original D&D booklets for the first time. As those who've followed my Atlas maps especially will be aware, I'm still a great fan of random design mechanics to stimulate ideas, or sometimes to better work out why some things aren't working well enough otherwise.

    The Donjon system's a fun one, and there are plenty of other generators to try out if you've a mind to.

    I've long found that the two elements - creator/occupier and layout plan - go hand-in-hand, and can be used to modify one another along the way. Thus a random idea might spark-off something still more interesting that follows a more logical pathway, until you reach a point of ambivalence, when more randomness can be brought in once more.

    The sole comment I'd make about the map here so far is the secret doors are all far too obvious. Move the actual door to the nearest flat (room) wall junction, not at the end of a short passageway (add a second door for the one into/out of Room 9, as the approach could be from either side, so one flush door in the 9 wall, the other in the corridor wall to the west).

    [Deleted User]JimP
  • How long have you been using Campaign Cartographer?

    I got the program in 2013, but did very little with it for a few years afterwards. I've only been especially active with it in more recent times, notably since about 2018, primarily in contributing items for the Community Atlas.

    Using the program more frequently and regularly has certainly improved my grasp of what its capabilities are, something that's true for most people, I think. Finding the time, and sometimes the inspiration, to do that can be more of a challenge though!

    LoopysueRoyal ScribeDon Anderson Jr.
  • Gobi Desert Map

    You can certainly get an effect like that just using the normal DD3 symbols and drawing tools. I did something of the sort for Wyvern Citadel in the Community Atlas in 2021. The Forum topic on that's here, which gives an idea as to how I arrived at the final concept. That's shown on this shot of the ground level of the fortress (which shows the cliff lines the clearest):

    There are higher res versions of all the maps in my Gallery, while you can pick up copies of the Atlas FCW files for the drawings here.

    LoopysueFrosty
  • Seven Pines Lodge (keep it simple stupid)

    Now everyone should have a good idea where to poop after experiencing a Eldritch horror.

    Yeah, as Don says that's not really an issue for anyone who's ever played Call of Cthulhu. Surviving long enough to actually get to that point, now THAT'S the tricky part ๐Ÿ˜‰.

    LoopysueDon Anderson Jr.
  • Live Mapping: Parchment City (CANCELLED)

    Beat you to it Sue ๐Ÿ˜Ž!

    LoopysueRoyal ScribeJimP