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Wyvern

Wyvern

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Wyvern
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  • [WIP] Community Atlas, 1,000 Maps Contest: Villages in The Whispering Wastes of Haddmark, Peredur

    Hex 005, Ljungby Village. There is no established pattern for settlement maps in the official Shadowdark supplements as yet. Individual buildings and small groups of structures tend to be shown on maps identical to those used for subterranean areas, without illustrating the broader regions beyond them. Naturally though, in selecting something suitable for the Atlas, I was going to stick with a black-and-white style, and selected the Annual 100 Black & White Towns option as suitable for all these smaller settlements.

    The Shadowdark main rules do provide random systems for generating settlements and places of interest therein however, including the general layout for roads and districts, which is what I used for all the settlements here, although because I'd already mapped the surrounding region, some adjustments and additions were needed. These systems don't provide details on population size or the number of non-interesting buildings, so for those, I turned to an old standby, my trusty, if slightly worn, "Village Book 1" from Judges Guild back in 1978, as this has mechanics to generate numbers of shops, etc., based on a randomly-rolled population size. I simply back-calculated a rough population size based on the points of interest already chosen, which allowed me to estimate a number of additional properties for each place.

    I ran into a few difficulties with the chosen mapping style, as the Grass and Road Dirt bitmap fills come out very weak and faint (the Road Dirt one especially), and are scarcely visible on an image of the map, despite experiments in adjusting the settings. The alternative road tools use the Road Stone fill, which is somewhat harsh. As I wanted the roads to look more like tracks here, I compromised on something that could be seen on the final image OK, if still looking a bit too "stony", by adding a Transparency effect to fade the lines down, without using the original Edge Fade, Inner effect, as that seemed to be part of the problem making the Road Dirt fill effectively invisible.

    Symbols for the buildings needed tweaking to get them to reasonable sizes (the standard size for some is fine for sheds and similar, but a bit too small for houses), and the typical problem with a number of the "City" styles cropped up, in that houses drawn using the drawing tool stand out far better on the map than those from the symbol catalogue. I simply drew the buildings that needed highlighting with the drawing tool, saving the symbols for everything else. Chimneys were added by-hand, helping to indicate occupied properties (sheds and barns were left without). The area is about 69 degrees South latitude after all, so no chimneys was never an option!

    This style uses the AquilineTwo font as standard. However, I found this wasn't clear enough to properly read the labels, so switched to Primitive in all cases here, which meant amending two of the symbols as well, the scalebar and the compass indicator, to switch fonts. With luck, this all should mean the subsequent maps are a little easier to achieve.

    And so to Ljungby itself:

    One advantage with using Transparency on the road fills, is it makes the ford on the Swirl River look more "ford-like". I also chose to add the series of small plots in the lower right corner as the start of the nearer farmlands, and to represent small-holdings used by the villagers. There are a few sheds and barns scattered about there as well. I found adding sheds nearer the village proper started to make it feel too cluttered, with the scatter of trees and shrubs. Adding some sketchy contour line symbols north of the river helped indicate the land was rising that way, for all these need to be placed as free from other map features as possible, or they quickly become lost - hence why there isn't another south of the river. The eye's natural tendency to fill-in gaps helps the illusion here.

    The other significant additions beyond what randomness had provided included the mill, with the miller promoted also to be village mayor. There's a dodgy bakery (which rumour has it may be the source of the rat problems north of the river...), so I felt a mill would be useful as well. The Market Place was a bit too blank, so it received a Toll Booth for collecting tolls from the market traders, and a well for arriving draught animals.

    Only nine more to go!

    MonsenLoopysueRoyal ScribeQuentenRicko Hasche
  • [WIP] Community Atlas, 1,000 Maps Contest: Villages in The Whispering Wastes of Haddmark, Peredur

    Having thus generated the surrounding wilder lands, it was then time to construct the random, geomorphic-dungeon-designed map, as noted earlier, using the OSR Dungeon style from the 2015 Annual, in the manner established for my immediately prior map, again mirroring that used in the Shadowdark supplements. Since the Inkwell Explorer dice are one of the sets for which no written descriptions are available, I'd had to work up some ideas about the content well in advance, so seeds for some could be planted in the regional Whispering Wastes map. One of the random map designs for this layout was a fairly obvious temple structure, albeit with a curiously crystalline-looking central focus:

    Having tried a few random rolls on the main Shadowdark tables, I came up with a cult that spoke only in whispers (which of course ultimately developed into the area's name), but nothing that seemed to match the temple's crystal focus. So I turned instead, and rather by-chance, to a free PDF Shadowdark supplement, created by the online Discord community earlier this year, which allows the design of slightly weird mega-dungeons randomly, on-the-fly. This is called "Shadowdome: Thunderdark" (SD:TD), and was used to create a random mega-dungeon, run through by two teams of players in direct competition, at Gary Con 16 in Lake Geneva, Wisconsin, USA, in March 2024. 

    I began with a few random rolls from tables in SD:TD, and stumbled onto several items with a crystalline theme that way. Some quick adaptations to extract other related features, more random rolls and a few deliberate choices, and suddenly the layout became The Crystal Cathedral of the Whispering Wastes, or "Crystal Cathedral" for short:

    This was located, hidden away and hard to find, in Lightning Ravine, Hex 1002, with the Outer Doors opening onto a ledge partway down one of the side-canyons in said Ravine. It was rather fun to watch the whole coming together from what was provided by SD:TD, with some expansions and a little adaptation in places.

    Ultimately, the process provided a gigantic creature, "The Shimmering", that was living in the crystal, and which had descended from the stars long ago, sinking into the earth and creating a protective crystalline casing for itself. It had set-up a cult of humanoids (The Shimmering Cult) to provide living creatures it can feed upon, turning them into fresh parts of the crystalline features scattered throughout this little complex, with a view to eventually having sufficient power and energy to return to the cosmos. (Freely acknowledging here influence from Lovecraft's "Colour Out of Space", and Nigel Kneale's "Quatermass 2", where even the cult acolytes receive a small "mark".) The cultists become transformed into parts of the crystalline structures eventually, gaining extra powers and abilities along the way. Plus parts of the cult can be found in other places in the Whispering Wastes, as the notes for that map, and this one will suggest. Cultists who are always on the lookout for lone travellers and others who seem unlikely to be missed...

    Ordinarily, that would have been that, submission ready for the Atlas, and I'd have been moving on to the next small dungeon map in the series, intended for somewhere in the Feralwood Forest of Alarius. However, while I was finalising the notes for both these maps, Remy Monsen dropped-in the 1,000 Atlas Maps Competition. As noted in my first posting here, the Shadowdark hex-mapping system allows the creation of individual sites as well, including settlements, of which there are ten on the hex map, all village or hamlet sized. As I'd already done the basic layout designs for these in preparing the map notes anyway, I decided to try mapping all ten. Whether they'll all be finished before the contest ends is, of course, another matter. I will complete them, if other things allow, regardless of that though.

    First village is to come next - Ljungby (Hex 005)!

    LoopysueRoyal ScribeQuentenRicko Haschejmabbott
  • Community Atlas 1000th map Competition - with Prizes [August/September]

    Having already reserved the orange-highlighted area below in Haddmark, Peredur to place the next small dungeon map in my ongoing mapping project this year, I'd already completed the map for it before the contest was announced.

    While it's not been submitted for the Atlas yet (it will be later), this is the map I've prepared, called The Whispering Wastes:

    I've explored why it is as it is elsewhere on the Forum, including how I'd had the crazy notion at one point to prepare maps for all 41 features in the labelled hexes. I'd even worked-up details for most, including the ten small settlements. I'll not be doing all that. However, I have decided to try mapping the ten little settlements, although whether I'll finish them all by the end of September is another matter!

    The list of settlements, and the theoretical order in which I'm hoping to map them, is as follows:

    • Ljungby Village (Hex 005)
    • Bruga's Hold (Logging Hamlet, Hex 403)
    • Ivan's Keep (Defended Village, Hex 505)
    • The Village of Toresk (Hex 805)
    • Osalin (Necropolis Village, Hex 1105)
    • Arvika (Bridge Hamlet, Hex 1304)
    • Rularn (Isolated Hamlet, Hex 1307)
    • Brightlawn (Watery Hamlet, Hex 1604)
    • Fairbridge (Torne Crossing Village, Hex 1702)
    • Skara (Farming & Logging Hamlet, Hex 1611)
    Royal ScribeLoopysueRicko HascheMathieu GansMonsen
  • [WIP] Community Atlas, 1,000 Maps Contest: Villages in The Whispering Wastes of Haddmark, Peredur

    Delayed for a clutch of reasons during the last couple of months, I have, off-camera, been continuing with my sort-of Dungeon24 project for the Nibirum Atlas, drawing small dungeon maps, and, where necessary, the area maps to place them in. Progress has though been a lot slower than I'd hoped of late. Plus, as I was finalising the accompanying texts for the latest pair of maps, Remy Monsen announced the 1,000 Maps Competition for the Community Atlas, which has complicated matters further. We'll get to that shortly (although if you've seen my notes in the main Competition topic, you'll have some idea already).

    As I'd enjoyed developing the black and white style reminiscent of that used in various of the Shadowdark RPG supplementary materials last time, with the OSR Dungeon style from Annual 97, I decided I wanted to continue with that for the other three maps created from designs rolled-up using the Explorer set of Inkwell Ideas Dungeonmorph Dice. As it's turned out, this has also become a pleasing way to help celebrate the Shadowdark RPG's winning of no less than four prestigious Gold Awards at this year's Ennies, announced at GenCon on August 2nd (for Best Layout & Design, Best Rules, Best Game and Product of the Year)!

    Back to the dungeon map and where it was to go. The random choice for its location was to be Peredur, as last time, now though in the southern part of that island continent, in Haddmark:

    I soon discovered that this region had been less heavily mapped than others on Peredur, and as none of the regional maps really fitted with what I'd been thinking of for this dungeon, came to the conclusion I'd need to draw an area map as well. Of course, I wanted a black and white option for that too, to try to emulate the style of hex-maps used for similar areas in the Shadowdark supplements. These have a very specific size, using 6-mile horizontal hexes, with 17 columns west-east, by alternating 10 and 11 rows north-south. Typically, I had to expand my map by one column to make sure I collected all the places in the area I eventually selected (after quite some internal debate), a minor amendment. The area I went with doesn't have a name-label, so, and partly for how I'd already started developing the dungeon map, it became the Whispering Wastes, here:

    Even so, it was a bit of a squeeze! This was the base map, with a suitable hexgrid superimposed that I used to draw the final map, with the place-name labels hidden for clarity:

    Then, as normal, I randomly rolled-up a variety of overland map features, in this case using tables, with occasional amendments or adaptations, found in the main Shadowdark rules (which have a specific hex-map design system). Indeed, aspects of those tables would allow the creation of more detail for many of the places. While time-consuming to do in full, I did give serious consideration to this for a while, although as luck had it, the dice came up with rather more hexes with features than the average for this map anyway - 41 instead of 31 - which acted as a deterrent.

    Some places were obviously decided already, with the three small settlements and one bridge symbol (which I decided should be another settlement too), although randomness being what it is, only one of those coincided with the hex-feature rolls, so a few adjustments had to be made. I did though retain or adapt those "moved" features into the settlement hexes as well. After which, it was time for the CC3+ mapping!

    I opted for the Annual 121 Black & White Fantasy overland style as the basis, since it has a useful range of symbol options, which was then labelled-up mostly using the standard Windows Arial font, except for the title, which continued the use of Primitive, from the 2015 Annual, as previously. And this is how it finished:

    The highlighted hex-map border and individual number-labelled hexes follow the style set by the Shadowdark supplements, though I stuck with the Annual's normal road, water and river appearances for ease here. On-map labels are typically kept to a minimum on the Shadowdark maps I was mimicking, so the place-names for the one-hex features are all to be found in the accompanying PDF and text map notes once in the Atlas only. I also decided to extend the mapped region a little outside the hex-mapped zone, as while ordinarily those outer hex-lines would form the border, that felt a little too edge-of-the-world to me in this case, as well as creating problems for where to add the main title, compass pointer and scaling note.

    Overall, I was pleased with how this turned-out, although I have a fondness for hex-maps anyway, so am likely biased!

    LoopysueRoyal ScribeMonsenQuentenRicko HaschejmabbottEdE
  • Community Atlas: Mirror Maze of the Shrouded King, a Map for Lich Land, Peredur

    In the series of small dungeon maps I've been drawing this year in my sort-of Dungeon24 project, the next was the first rolled-up using the Explorer set of Inkwell Ideas Dungeonmorph Dice designs. The Explorer set is one of the earlier in the Dungeonmorph range, so it doesn't have an accompanying descriptive book. As I'd been having some discussions with a few folks about the whole Dungeon24 concept on the Arcane Library Discord (Arcane Library is the publisher of the new Shadowdark RPG) just before starting this map, I thought it might be fun to use the numerous random tables in the Shadowdark rulebook to generate the contents for it.

    Shadowdark greatly encourages making things as unique as possible - so creatures might get unusual abilities or quirks, and perhaps as importantly, their own motivations, all of which helps encourage role-playing, of course. That process was fascinating, and, with a little bit of tweaking here and there, is how the dungeon became "The Mirror Maze of the Shrouded King". It has quite a selection of undead creatures within.

    I'd also randomly decided earlier that it would be placed somewhere in the Godtagel area of northeastern Peredur:

    Peredur's one of the Atlas continents that's been quite heavily mapped in places so far, so I was hopeful I'd not be needing to prepare an extra area map as well this time. After quite a search (as indeed, a lot of spots have maps here already), I found somewhere that seemed vaguely suitable, a delightful spot by the name of Lich Land:

    When I drilled down into the map for this area, I had a few problems finding somewhere suitable to choose, as while the pictorial drawing style used for the Lich Land map has its own charms, it has a tendency too to sometimes present the places on it as very over-sized for the map scale, which makes finding somewhere a small dungeon map can be dropped-in rather difficult. In the end, I went with what seemed the least-worst option, if not wholly ideal, a blank spot in some mountains where luckily nothing else had been sited. To give some impression of the scale of the whole mapped area, the orange square that marks my selected location is one mile per side:

    Shadowdark makes use of clear, black-and-white, hand-drawn maps with dot-shading for where the solid rock is in subterranean areas. That was definitely something I wanted to try for this dungeon map, although none of the available black-and-white styles for CC3+ really quite capture that look, especially for the shading.

    What I decided upon was the OSR Dungeon style from Annual 97, as although many of the floor and rock-shading textures in that are too densely-packed with lines to fit this concept, there were other features from it I thought would work to give a closer approximation to the cleaner Shadowdark map look. And this is what I came up with:

    The dot-shaded look was achieved first by laying down a base smooth polygon using the "Stones" fill texture, and then adding random selections from the two "Gravel" symbols over that on a separate sheet, all placed by hand, which allowed variable densities of such shading nearer the outer wall lines, and within the design, where rock pillars had been left in the Mirror Maze section particularly. The Stones texture had to be rescaled in the drawing to better fit the size of the Gravel symbol dots, which was pretty straightforward, and the whole does give quite a nice hand-drawn-like look to the shading.

    I did experiment briefly with the Fill with Symbols and Symbols in Area commands, which often can take a lot of effort to get right. However, they both would have added many extra symbols to the map, most of which would have gone unseen as hidden below the floors, to give a similar density pattern. This way, I only had to add enough symbols to "spray-paint" those areas that needed it, and had far better control over the final appearance.

    The thin grid squares on the clear floor is another deliberate choice, as this is a regular feature of Shadowdark maps, hand-drawn lines that provide a - usually - ten-foot grid scaling, while still looking somewhat like a flagstone floor texture, with occasional extra small marks suggestive of little bits of floor debris. There are some "Floor Tiles" textures in the OSR Dungeon style that have a similar look, although when scaled-up enough to give 10-foot squares, their lines look too thick, and the textures' highest resolution isn't sufficient to get a neatly clear appearance at that increased scaling level, unfortunately. Thus I simply made do with a standard 10-foot grid set above a plain, untextured floor polygon. It is a little unfortunate this'll be hidden on the Atlas images, as it's really part of the drawing, though at least it will be available for those with access to the FCW file, as well as on the Forum here.

    I did need to add a compass pointer from the CA 160 Inked Dungeon set, as the OSR style doesn't have one, and even that had to have its letter-marker replaced, as the original font in the symbol jarred with the Primitive font from the 2015 OSR Annual. That just took a simple edit of the symbol to accomplish for this map only, however.

    The Maze from the Inkwell dice design, of course, is what drew me to the Lich Land map, and I sort-of reused the "Trapped Soul" area-map concept from Lich Land in the Mirror Maze idea here, making it the reason so many variant undead are to be found in the Tomb Chamber; basically, they can't get out because of the Mirror Maze. There are hints in the map legend as to what Shadowdark is capable of helping to create, such as the "Muttering Lich" and "Radiant Holy Wight". Plus I added a few ideas of my own, generated because of what had already come up randomly, thus the Tomb Chamber contains the folk, now as undead, from the Shrouded King's formerly living inner court circle.

    Normally, I'd just set-up descriptive text and PDF files to go into the Atlas to accompany the map. However, because this was created with heavy use of Shadowdark elements, I prepared a variant PDF that has the usual write-up, plus rules-specific notes on the creatures that aren't identical to the standard versions, monetary values for the treasures, and a couple of other items for those wanting to reuse it for Shadowdark games. I'll be adding that to the Arcane Library Discord in due course, but for those who aren't on there who might find it useful, this is a copy of the file:

    Next time, I'll be staying in Peredur to find a spot to place the second "Explorer" dice dungeon, down in the southern region, somewhere in Haddmark...

    Royal ScribeQuentenLoopysueRicko HascheGlitchMonsenCalibreJuanpiDakjmabbott