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Royal Scribe

Royal Scribe

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Royal Scribe
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February 5, 1968
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San Francisco, California
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https://legacy.drivethrurpg.com/browse/pub/31814/Royal-Scribe-Imaginarium
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Kevin
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Latest Images

  • [WIP] Rise of the Crone-Mother

    Started to work on the underground interiors, including experimenting with creating places for the captives, who are encased in ice.

    For those prisons, I experimented with putting the frozen water fill on a sheet with a variety of sheet effects, including beveling and a transparency effect. Unfortunately, the lighter frozen water fill has a bit of a transparency acne problem.

    But that problem seems to disappear with the darker water, which also has a stronger contrast with the floor, so I'll just go with that.


    QuentenRickoRalfRyan ThomasLoopysueGlitch
  • [WIP] Beneath the ruined temple

    A few months ago, I posted a ruined temple that I designed in the Forest Trails annual. The folks who live in a nearby village often come during the day to picnic on the river banks to the south, southeast, and east of the ruins, but never on the ruins itself. There are rumors that the site is haunted (and plenty have claimed to have seen ghosts there at night). Plus, the place is overrun with snakes, some dangerously venomous.

    I have finally designed the levels below the temple's ruins. This is mostly designed with Creepy Crypts, with heavy assist from DD3 and a few elements from Dungeons of Schley. I will post more images of this in my galleries.

    The basement areas of this ruined temple have been taken over by an unsavory religious cult known for developing poisons as part of their worship of a serpentine god, and using them in their kidnappings and assassinations for hire. (The "ghosts" the townsfolk swear they've seen is actually smoke coming up through the ruined steps.)

    The cultists mostly live in the first level of the temple's subterranean levels. They don't actually use the mossy steps (they enter and exit through lower levels). The original priests' chapel has been replaced by an alter to their serpentine god, and several sections of this level are dedicated to raising the venomous creatures.

    The stairs in the northwest corner room also descend to the second level of the basement, but that's where they end. Here there are prison cells used to hold the cultists' kidnapped victims. One room is dedicated to raising the rats used to feed the pet snakes. A room that was once used to prepare the deceased for entombment has now been converted into a laboratory for the production of poison. There are also catacombs with crypts of the original temple's religious leaders. It's unclear whether the new cult also buries anyone in the crypts [maybe I will put a pile of bones in one of the sarcophagi that have been picked clean by the gelatinous cube in level three], but they do use one of the tombs for its secret use: the secret stairs in the southeastern-most tomb that descend to the third level. (Oh, the sewer pipes from Sinister Sewers are used to bring in fresh water from the river.)

    The third and final level is mostly the real entrance/exit used by the cultists (though one "waste management" area brings in a gelatinous cube to keep things hygienic). Here, the stairs from the crypts above lead to a room with a tunnel to the north where the true entrance is located far away from prying eyes. But a secret door also leads to a winding stair: 506 stairs that descend another 380 feet to a secret room where a teleportation portal is located.


    LoopysueMonsenC.C. CharronRickoEukalyptusNowJuanpi
  • [WIP] Spectrum Overland Waterfalls x 2

    I've been working on a handful of scenic images, and wanted to do some scenes with waterfalls in the Spectrum Overlands style.

    The first uses the cliff waterfall symbols, which I have cascading into the ocean. Also experimented with using Alyssa Faden's clouds.

    For the second, I experimented using the waterfalls from Forest Trail. Not really sure if the waterfalls in the back work, since you can't see the river or lake behind them. Not sure if the swamp trees in the foreground work with the autumn trees (are swamp trees deciduous or evergreen?). With the clearing, I've been debating about what to put there? A henge? I've been using that a lot lately. A structure, like a castle or tower? Keep it natural, with more trees? Or leave it empty?


    LoopysueC.C. CharronRickoMonsenQuentenMapjunkieJuanpi
  • [WIP] Swamp Witch

    The third version uses Marine Dungeons as the basis, with stumps (and snakes) coming in from Creepy Crypts and trees coming in from Forest Trail. This has the best waves and ripples, naturally. I tried to darken the water a bit by using patches of the Water Deep and Water Deepest drawing tools, and then applying some effects to that sheet (specifically, using the RGB Matrix to make the deeper waters sepia toned, and then the Adjust Hue/Saturation effect to change the lightness by -15%. I should probably add more algae floating on top.


    Anyway, these more mostly just for fun. I don't currently have a specific plan for them, but I wanted to see if I could create a swamp with current assets/techniques. Still hoping for a Jungle/Swamp annual some day. 😉

    LoopysueMonsenMapjunkiezace66QuentenRicko
  • [WIP] Lumadair - Hand-Drawn Fantasy (CA221)

    Can confirm that all four of the Forest tools now work properly. It was easier to delete the mysterious lines than to redraw the forests, but at least future maps won't have that issue.

    When I brought the land over from the Fractal Terrains export, they were all locked together as a multipoly. I decided to explode them so that I could use the "Change Like Draw Tool" function with the green land for Lumadair and the default brown for the other continents.

    Also, the multipoly sea contours from Fractal Terrains have the darker sea as the base with lighter contours on top. When I copied over the sea contours, I just copied a light one and then used the "Change Like Draw Tool" to change it to the lighter contour of the Hand-Drawn Fantasy style, and then manually drew in the darker contours. Not bad for a map that took me less than an hour for the initial map.


    LoopysueDon Anderson Jr.QuentenDakMonsenRicko
  • Fractal Terrains to CC3+ - Three Approaches

    I have been experimenting with three different approaches of taking a portion of a world designed in Fractal Terrains and then expanded upon in CC3+. All three of these experiments export the same view in FT.

    The portion of the world I practiced on is an equatorial island nation called the Republic of Lumadair. The coastline is 10,099 miles long, with a length of about 2,000 miles long, depending where you measure from. (For reference, Australia has a mainland coastline (excluding islands) of 22,258 miles.)

    Here's what it looks like from Fractal Terrains:

    Approach 1: Parchment Maps

    As previewed in a separate thread, this was my attempt to render it in the Parchment Maps style from the February annual using a technique that Ralf demonstrated in this video. It's scant on details -- the kind of map my players might find in old ruins somewhere giving them a clue where to continue their adventures.

    Approach 2: Jerion Shading

    This approach, also previewed in another thread, using the technique in this demo from Ralf to take the Jerion style and add beveling effects to some of the contours to create shading effects. I added cities and major towns (and a few magical places) but only named the major bodies of water and the two close continents.

    Approach 3: Mike Schley Style

    This approach exports the same land mass into the Schley style (which I only recently discovered was an option in FT), then added some contours brought in from the Jerion style. This is the slowest-to-render map I've ever done due to some techniques (and lessons learned) that I will describe later in this thread.


    I just love the versality here -- I can have identical coastlines for all three maps, but they all have different looks and vibes.

    LoopysueJimPRalfCalibreGeorgeRicko
  • [WIP] Town of Kukaar (Ancient Cities Annual)

    Hi everyone,

    Thank you for the feedback, it was very helpful. I put the legend back to the original size and location, and it actually looks pretty good. There's room for some lines to wrap if I make it slightly larger, but it seems legible enough as is. Also, I made the roads stand out a little more by changing the transparency effect from 50% opaque to 75% opaque.

    Also, are the numbers on the map okay? Should I make them bigger? (I just noticed that some seem to be different sizes, so I will at least have to standardize that.) Are there effects that would make them pop more, like a stronger white glow? Is there anything else unlabeled that should be labeled? I just provided a few sample businesses (inns, blacksmiths, etc.) figuring that a DM could make up something on the fly if players were looking for a specific type of business, but I can add others that folks think are necessary.


    Neighborhood maps are a good idea if anyone wants to do a full campaign here (rather than an adventure limited to an inn or a temple, where the rest of the map just provides a general context). I have a whole laundry list of maps I want to do first, but once this is published in the Atlas (after the contest is done), I would welcome anyone to take a neighborhood and expand on it.

    LoopysueQuentenRickoWyvernDaltonSpence
  • [WIP] Wizard's Tower - Interior

    Turret is done, and with it the entire above-ground portion of the tower. There are several basement areas (cold storage and wine cellar, sewers, dungeon!) that still need to be mapped. My hope is to finish it all off before the end of the month.

    Eighth Floor

    The 8th Floor of the tower is the first floor of the turret, plus the roof area (protected by crenellations) of the main tower. The turret has arrow slits that can be closed off inside with metal shutters. (In looking at the arrow slits, I see they are not quite like the ones on lower floors, so I may adjust them.) The spiral staircase extends up one more level.

    Ninth Floor

    This floor provides arrow slits elevated above the roof of the main tower. The spiral staircase ends here, but rungs mounted on the wall allow for ascending to the "bell tower" above.

    Tenth Floor

    It's more of a light house than a bell tower. Luminescent crystals radiate light that can easily be seen for miles around. On holidays and special occasions, the wizard can use simple illusions to change the color of the light to match the holiday's traditional décor.

    You may have noticed that these images now use the title "Tyr Alomere" instead of "Wizard's Tower." I have decided where I'd like to home it in the Atlas, a wizard's tower that I had placed in the Gold Coast area of Doriant that I mapped for the Atlas (circled in yellow in the two images below).

    I will need to design the small village the tower is in first. Do you think I need to do a more regional map, or will the village with the tower suffice?

    Here it is on the Gold Coast:

    It also makes an appearance on the edges of the regional map of Gongodûr -- it's in the Kingdom of Vacuria, but on the edges of Gongodûr:


    LoopysueJuanpiQuentenCalibreLautar85
  • Castle in a Cloud

    I'm still practicing and experimenting with different maps of all sorts. Just for fun, I thought I would take a stab at designing a castle on a cloud. (Maybe it's a cloud giant's castle? Undecided.)

    I started with an overland map set at 250 x 200, I believe. (Maybe I will do a city map of it later for a closer look, or perhaps a dungeon map.) I decided to use Mike Schley's Overland style. To create the clouds, I used various foams, rapids, and waterfall mist from Sue's Forest Trail set. It's hard to see until you move in, but there's a little bit of texture to the cloud added by the foaming rapids. I put them on a new sheet that I called "Clouds," placing it below the Roads sheet, which was the lowest of all of the surface-level sheets. I tried to put a drop shadow on the Clouds sheet but couldn't get it to work (entirely possible that some or all of my cloud ended up on the wrong sheet). Instead, I drew inspiration from the manual cliffs shadows that Sue had in Forest Trails. I used the Sea Contours to draw a shadow, and then moved the "Contours (Sea)" sheet to render before the cloud.

    The castle, with its extra towers, was added to a "Symbols on Cloud" sheet that I created. I also had a Flying Lowest and Flying Low sheet above the Cloud sheet, and Flying and Flying Highest sheets below it. I thought the four different flying sheets would allow me to show things at different altitudes with different drop shadows, but I ended up only using one of them for the birds (maybe Giant Eagles or Giant Hawks?), which from the cartouches from Forest Trails.

    Anyway, there's my first pass at something I haven't see here before.


    JulianDracosRalfLoopysueMapjunkieJimPRickoCalibre
  • [WIP] Wizard's Tower - Interior

    Added the missing pews and lounge furniture to the Fourth Floor:

    And now, up another flight.

    Fifth Floor

    This floor is entirely for guests. Why would a wizard need plenty of guest rooms? Maybe he or she is the party's patron, and they come back periodically to receive instructions for their next adventure. Maybe adventurers periodically visit to have the wizard identify the magic items and artifacts they've found, or to help explain mysterious prophesies or other adventuring clues they've discovered. (Great opportunity for lore dumping!) Maybe the wizard's old adventuring party all decided to retire together in the tower.

    There's a hallway closet between the internal stairs and external door. Another WC and bathing chamber. A small guest bedroom on the eastern side. And then two spacious guest suites on the southern side.

    The southwest suite has a spacious living room with a double window, along with a separate bedroom with a "king sized" bed. But the other guest suite is for the real VIPs. Not only does it have a fireplace and working sink in the living room, it also has a private balcony with views of the river and the rear of the cherry tree garden.

    These suites come are handy when adventurers visiting the wizard don't want to be separated. (Never a good idea to split the party!) The suites are large enough to accommodate the typical-sized party, assuming a few are willing to sleep on the couches or pallets on the floor. And for very large parties, the stone door separating the two suites can be unlocked to create a double-sized suite.

    Onwards to the wizard's bedroom and workshop...

    Don Anderson Jr.CalibreLoopysueRickoLautar85