Royal Scribe
Royal Scribe
About
- Username
- Royal Scribe
- Joined
- Visits
- 4,483
- Last Active
- Roles
- Member
- Points
- 1,745
- Birthday
- February 5, 1968
- Location
- San Francisco, California
- Real Name
- Kevin
- Rank
- Mapmaker
- Badges
- 12
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[WIP] Community Atlas - Rhaghiant (western Doriant)
You're right, the symbols are better. I scaled the settlements down to 0.25 scale because at full size, they felt cartoonishly overlarge, even though they're meant to be a symbolic representation and not to scale. For example, I put a full scale city off to the side (in the ocean) for comparison. It takes up 75 miles!
Here's the full map, though admittedly the settlement symbols are harder to see scaled down here. Do you think scaling them to half size instead of quarter size would be better?
I won't show zooms of every area until it's ready for final inspection, but I did want to show off the desert.
The symbols here have inspired me to expand on the maps I was planning to do. The oasis city will be where my ziggurat will go, and the town midway down the river will be for the Ancient Cities map I did (which I will expand to cover the whole town and not just the northern edge). I decided to add another city at the western edge of the desert so that I have an excuse to design something with the Desert Oasis style from the 2023 annual.
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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.
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[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.
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Community Atlas Project - Download information - Contributions Welcome
Hi @Monsen! I know you are out now, but when you return, can I claim the area marked in blue on the west coast of Dóriant to work on? It's 1000 x 1000 miles.
If it helps, here's a copy of the FCW with the area marked. (Is that helpful?)
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[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.