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Wyvern

Wyvern

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Wyvern
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  • Cosmographer and Moon Orbits

    This is a pretty complex set of tasks you're hoping to accomplish here, but as long as you're happy to put in the work yourself, it should be perfectly possible. That may depend on how comfortable you are working with the mathematics of orbital mechanics, however, and exactly what degree of precision you're hoping to achieve.

    I'm not aware of any tools that will allow you to do all of this in one, but you may find some of the tools linked from the Worldbuilding Links and Software page of the Orion's Arm Universe Project website helpful. Note that some of these are only available via the Wayback Machine archival website now, and may use older software types to function. I've not really done much with this in a long time, so can only hope some of it may assist!

    Unfortunately, the few folks I know, or knew, who did this kind of thing tended to write their own programs to do it, and while that may be an option for you too, that's not something I've had any experience with, sadly.

    Good luck anyway!

    PNW AnglerLoopysueJimP
  • Dhakos, The City of Spires - Watabou Cities Annual

    Not sure how practical this may be, as it's not a style I've played with as yet, but it might be worth adding some hedgelines to the outer edges of the fields as well. Just looks a bit odd with so many fields where the wildlife can just wander in and graze at will.

    JimP
  • Creating your own style

    Looks as if you've accidentally created a maze-mapping toolset along the way to me. Change the city-blocks fill to greenery, and off you go!

    JimPjmabbott
  • The Gorgon's Head: A beer hall where gnomes get their own room

    Interesting setup.

    Some of the shadows look odd, especially those objects that don't currently have any - really low table in the middle of the floor, for instance!

    It's also probably worth putting the chairs, benches and stools on a different Sheet to the tables, so the tables will cast a shadow on the seats, and the seats won't all have the same shadows as the tables.

    Bit tough having to run outside every time to find a toilet, but maybe that's in the upstairs 😁

    Depending on where it's located, it might be worth considering adding a fireplace to at least the main room?

    JimPEdE
  • Community Atlas: Dendorlig Hall - A Sort-Of D23 Dungeon for Nibirum

    GM's Day today seemed an apt moment for another progress update for this project, which is continuing, if having been somewhat interrupted at times by external events since my previous post. In the interim, the handwritten notes for the place have reached area 168 now!

    However, today's notes focus on the re-explored parts of Dendorlig Hall, which, as mentioned earlier, comprise areas 50-66, 93-110 and 143-146. These have been allocated the same red numbering colour as the reoccupied "Village" section (areas 1-49), as also discussed before, while the unexplored bulk of the underground complex has been numbered in black. This illustration shows the south corner of the map, covering all the "red" areas now, as well as the nearby "black" ones (and remember, south is now towards the top right corner of this map as viewed here, north towards the bottom left; the Water Temple area, 17, in the top right corner, handily provides a reminder of the cardinal directions with its arrowhead-shaped sub-chambers).

    Note that only the red numbers have been adjusted to better fit their locations on this image so far. I've been amending the number-placements beyond this only as I've been typing-up the notes, as well as making occasional amendments to the room layouts, and that type-up still lags considerably behind the hand-scrawled descriptions, by about 70 areas currently.

    Next here are the extracted notes as a PDF for just the re-explored zone. In the final full PDF and text notes, it's intended they'll follow along directly after the "Village" notes that I posted here last time, and will then continue into the unexplored parts as well (so you may need to re-read parts of last time's PDF to get these new notes to make sense; or what sense they may make at this stage, anyway...):

    As before, these are just the draft notes, and haven't been fully checked as yet, so may be subject to changes later, but they will give some ideas as to what's been happening.

    From the original map alone, it's long been clear that some areas of variable shapes, sizes and connections, have mutual links or locations that suggest a main purpose or function - that's what prompted the whole reoccupied "Village" concept initially, for example. From that base, it's followed naturally that the Hall area, far from being a random dungeon (even if that's how it began!), was really an underground town or city-sized settlement originally, and one which had been expanded and adapted at different times. Hence we have places such as the Arena (66, whose ancillary rooms extend into the unexplored zone as well) and the Stone Garden (143) from the latest PDF notes. Elsewhere, there is already a former nightclub-like entertainment venue, with a separate dance-hall/plaza, a communal swimming pool, a royal palace, and the royal tombs, with other features noted for possible inclusion that are still to be emplaced subsequently. Some of these have been inspired by the random Wizardawn room descriptions; sometimes those descriptions have dovetailed beautifully into what I'd decided the areas were to be, without first checking the notes (which always raises a smile), although much remains to be finally defined.

    More when I know what it is!

    JimPLoopysueroflo1EukalyptusNowjmabbott