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Royal Scribe

Royal Scribe

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Royal Scribe
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Birthday
February 5, 1968
Location
San Francisco, California
Real Name
Kevin
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Mapmaker
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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.

    MonsenQuentenRalfLoopysueMapjunkieRicko Hasche
  • [WIP] Community Atlas - Rhaghiant (western Doriant)

    Okay, here's a first pass at the portion of the map I've adopted for the Community Atlas. This was done using the Spectrum Overland style. So far, this is mostly just terrain converted from the parent map.

    I want to add more individual trees around the edges of the forests where they look too squared off. I still need to add rivers (this map only came with one in the bottom right), and if necessary, more hills or small mountains at the source of the rivers.

    This map came with five settlements. At this scale (each grid square is 100 miles), should I keep the beveled dots from the parent map or use the lovely Spectrum Overland symbols? I created a diamond-shaped one (on the larger island) for other points of interest. (I'm thinking that island may be a resort playground for the rich and famous, like a cross between Monte Carlo and Las Vegas, that operates outside of the reach of the country's law enforcement.)

    I wasn't thrilled with how the savannah/grasslands blur into the desert on the right. I may need to adjust the sheet effects. I also thought about encircling the desert with dunes. I did it half of it that way so you can see it with and without the dunes. Thoughts? Oh, and I need to add some saguaro cacti or joshua trees.

    I'd like to add a swamp somewhere. I plan to add a henge at one of the northern forests, surrounded by more trees -- that's where elves live. And a dwarven fortress in one of the southern mountains.

    Roads will come last, once I've determined the rivers, major settlements, and points of interest, and then need to connect them.

    Advice welcome, including the name.


    QuentenLoopysueBwenGunGlitchCalibre
  • [WIP] Inside the Temple of Fah

    Basement 1

    This level contains catacombs with 64 crypts for wealthy individuals who were not entombed with their pharaohs. There are 16 vacant spots.

    This level also contains two chambers with the temple’s treasures, which connect to a circular chamber inscribed with eight hieroglyphics. The original purpose of this chamber has been forgotten. (The truth is, this was towards the end of my designing and I realized I hadn't used the hieroglyphs yet, so here are some.)

    A secret passage leads to a chamber with a teleportation portal. Another circular chamber has both of its doors destroyed. The chamber beyond has a 15x15 pit. The heat, stench, and red glow suggest that it drops into a bed of lava.

    A locked door provides access to a set of stairs that descend 30 feet to Basement 2.

    Basement 2

    The 30-foot descent brings us to an octagonal chamber that appears to be used for secret religious rites, perhaps by priests who are part of a forbidden sect? This connects to a large meeting room. A secret door provides access to two more chambers.

    A secret door on the northeast wall of the octagonal chamber provides access to a wide passageway that descends 30 more feet down a series of staircases to a narrow chamber. There on the west wall, more stairs descend another 10 feet into caverns carved into the bedrock.

    Here the pit from Basement 1 does indeed drop into a bed of magma, encircled by a platform of cooled lava rock. A raised bridge provides access to a platform with glowing runes inscribed in a circle.

    I’m really pleased with how the lava turned out here. I used two different fills that I think came from Monsen’s Mines. The darker one is on a sheet above the lighter one, and then I used the color key effect to allow brighter parts of the magma show through in spots.

    QuentenGlitchLoopysueJuanpi
  • [WIP] Inside the Temple of Fah

    Let’s climb up to the second landing, where we are standing on the roof of level 12 facing the side of level 13. There are eight entrances, one on either side of the four exterior stairs. The entrances in the northwest and southeast quadrants go straight ahead into level 13, while the entrances on the southwest and northeast quadrants immediately descend down 10-foot side stairs to level 12.

    Level 13

    No one actually lives in the temple. There are no kitchens or similar facilities. Even so, occasionally people are allowed to spend the night there. High ranking priests may sleep there after a late-night religious rites, or the night before an early morning religious service. Pharaohs sleep there the night before their coronations, and sometimes on other occasions. Level 13 has four bedrooms set up. Towards the center, there are interior stairs ascending to Level 14 and descending to Level 12.

    Let’s go up, and then we will make our way back down.

    Level 14

    This level has three more bedrooms, plus a fourth room with a strange design carved into the floor tiles. (Is it a summoning circle? A teleportation portal?) Stairs in the center ascend to 15 and descend to 13.

    Level 15

    This level has three treasure chambers, all connected through a central room where guards are stationed. Stairs ascend to Level 16 and descend to Level 14.

    Level 16

    This level has a large 30x30 foot chapel in the center of the level. Three side rooms are dressing chambers for the priests. They are sparsely furnished, but have chests containing the priests’ vestments.

    The chapel is 20 feet high, cutting into Level 17. A crude representation of the sun (looking more like a bullseye target) is painted on the floor in gold leaf. There are no stairs going up, because there is nothing above this level except for the upper half of this chapel. Here’s what it looks like from Level 17:

    There is nothing on Level 18. It’s just solid stonework.

    Let’s make our way back down to Level 13 and use the interior stairs to descend to Level 12.

    C.C. CharronAleD
  • [WIP] Inside the Temple of Fah

    A few months ago, I posted the Temple of Fah, a ziggurat I created to play with the CA209 Stairs and Steps annual. At long last, I have finally designed the interior.

    I know this map is ridiculous. Egyptian pyramids only had a handful of rooms for the tombs of a pharaoh and their treasure. Sumerian ziggurats also only had a handful of interior chambers. But I decided to go whole hog and create a sprawling interior complex reminiscent of the classic dungeon crawls I first experienced with D&D in the early 80s. (My first introduction to the game was December of 1979.)

    Here’s a side view of the exterior to give you a sense of the entrances:

    There are two landings before reaching the very top of the ziggurat. The first is on level 7, standing on the roof of level 6, and the second is on level 13, on the roof of level 12. The entrances on each landing are to the left and right of the exterior stairs continuing up. The 10 feet wide doors are designed to be concealed for aesthetic purposes, blending in with the side of the ziggurat when shut, but they aren’t exactly hidden or secret.

    The landings divide the ziggurat into three sections. The top-most section is primarily used by priests and religious leaders. The middle section has chapels and shrines that the royal family, wealthy nobles, and elite government workers are invited to for private religious celebrations, including weddings and coronations. The general public is never invited inside. Instead, religious leaders stand on the first landing of the temple to lead the masses gathered before the temple in their religious ceremonies. The lowest section contains the tombs of great pharaohs and powerful religious leaders.

    I decided to design the interior rooms and passageways using the color key knockout effect that @amerigoV describes in this thread. The walls are granite from the CA149 Beaumaris Castle annual. Most of the other fills and symbols come from the CA150 Ancient Tombs annual.

    Here’s an example of a level with the effects turned off:

    Each level of the ziggurat is 10 feet above the level below. The rooms and passageways inside are mostly 8 feet high, leaving two feet of stone for the ceiling (or the floor for the level above).

    Let’s go inside!

    LoopysueC.C. CharronAleD