Royal Scribe
Royal Scribe
About
- Username
- Royal Scribe
- Joined
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- 8,736
- Last Active
- Roles
- Member
- Points
- 3,181
- Birthday
- February 5, 1968
- Location
- San Francisco, California
- Real Name
- Kevin
- Rank
- Mapmaker
- Badges
- 16
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[WIP] Community Atlas Competition - Artemisia - Verinress Arl - Fon'Anar
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[WIP] Villa Citri (Roman-style villa)
Okay, I have furnished the first floor. Couple of other changes, too:
- I reduced the size of the label numbers and mostly moved them outside the room (and the villa) that's being labeled. I hope it's clear enough what the number is labeling.
- I added a semi-transparent parchment sheet to semi-0bscure the exterior areas, similar to what I did when I mapped the interior of the wizard's tower. (It's a different parchment than that map, though -- the original was from the Beaumaris Castle annual and I didn't want to have the parchment be the only thing from that annual.)
- I split the Legend in half, and because they weren't showing up very well on the parchment, I placed them on a marble background. I tried different effects to really make them look etched in stone (like removing the drop shadow and changing the glow from inner to outer), but it made it harder to read, imo.
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[WIP] - The Griffon's Eyrie
I've been working on a larger dungeon map, but to take a little break, I decided to do an adventure map, a griffon's nest. I wanted it to be sort of isometric using an overland style, and ended up choosing a style I haven't worked with much before: Darkland Overland. I struggled with the nest and ended up turning to SS6, Mike Schley's isometric city style, using some varicolor hedges and hay bales (with some SS4 dragon eggs thrown in).
I may try it again in another style. Maybe Spectrum Overland? Or maybe a zoomed-in encounter map, but that will probably come after I finish the dungeon map I'm currently working on.
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[WIP] Community Atlas - Rhaghiant (western Doriant)
That makes sense about making sure the major things are captured on the map, while being able to add smaller ones on the local area maps. And naming the features as well. I will have to come up with some names that aren't subconsciously lifting from literature. (Can't tell you how many times over the years I've thought, "Oh, Imladris is a good name for my elven kingdom -- no, wait!") I keep a running list on my phone of potential NPC character names. Some of those names may be suitable for place names instead (especially since so many place names are named after people.)
Here's the map as it stands with more hills in the "midwest" area, more rivers and settlements, roads and a few major bridges. (My thought is that except if I name where a road crossing a river something like "Blah Blah Blah Ford," there's a bridge there, but I added a few bridges that are meant to be unusually grand ones.)
Let me know if you spot anything weird or geographically improbable, or if there's anything missing. I also need to double check the Atlas maps to the north of the area I claimed to make sure there aren't features like hills or rivers that extend past the southern edges of those maps.
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[WIP] Town of Kukaar (Ancient Cities Annual)
Slight tweak. Something was bothering me with some of the houses southwest of the circular part of the canals. Upon inspection, I discovered that those houses built with the Random Streets tool ended up on the BUILDINGS HIGHER sheet. I removed them entirely and replaced them with the house symbols on the appropriate BUILDINGS sheet. Let me know if you see anything else that looks off.
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Wish List: City/Dungeon Top-Down Mountain Peaks, Ridges & Crags
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Annual Wish List - Castle Construction
In the recent Bird's Eye Overland development discussion thread, @HelenAA suggested of a set of castle symbols that could be fitted together to form different kinds of castles. I like that idea -- it's like the top-down version of the 3D symbols from the CA149 Beaumaris Castle annual.
Since the subject has been broached, I thought it might be a good opportunity to piggy-back on it and share a list I've been keeping of a "wish list" for a future Castle Construction annual.
The scope of this might require a two-part annual: one for the exterior structure and grounds, and another for the interior.
Anyway, here are my musings...
Fills
1. Metals (gold, silver, polished copper, tarnished copper, steel)
a. One set has the light reflection on it, like the Brass Inlay fill from Marine Dungeons
b. Another set that’s just a plain fill without the light reflection (better for creating roofs, roof ridges, railings, etc.)
2. Flower beds (flower fills that can work with flower symbols like how the heather fill and heather symbols work together in Forest Trail)
Exterior
Castle Grounds
1. Rocky cliff symbols with compatible fills (kind of like the outcrop rocks in Darklands City) – good for building a castle on a hilltop, bluff, or mountainside
2. Hill symbols (good for perching the motte on with a motte-and-bailey style castle)
3. Heroic statues (male and female)
a. Statue of royal/noble figures
b. Statue of a knight on a rearing horse
c. Statues of major D&D player character classes (male and female):
i. Fighter with melee weapons
ii. Mage with a staff or wand
iii. Cleric/priest/holy person
iv. Rogue type (hooded & cloaked person)
v. Archer
vi. Bard/musician
d. Pedestals separate from statues so you can mix and match base and statue
4. Topiary – Bushes/shrubs trimmed into shapes of animals and mythological creatures
5. Flowers
6. Flower bitmap fills (like how the Forest Trail heather fill and heather symbols work together)
7. Fountains
8. Equipment for a tiltyard (where jousts were held or knights are trained)
a. Quintain – shield or board on a pole (sometimes a mannequin) that would spin around the pole when struck by a jouster. Often a sandbag would be attached to the other end of the pole that would swing around and strike the jouster if they weren’t nimble enough.
b. Pell – A post or other target using for practicing sword strikes
c. Suspended ring – Hung from a string from an extended pole that jousters would attempt to put their lance through as they rode by. The string was weak enough to break if the jouster succeeded in snagging the ring.
Structure
1. Connecting walls-with-built-in-crenellations tool (or, alternatively, walls tool with separate crenellation symbols that can be dropped on it like in Marine Dungeons)
2. Turrets with different kinds of tiles, from Disney fairy-tale perfect to decrepit ruins
3. Fills with the same tile options as the turrets
4. Multiple drawbridge options (raised, lowered, broken…)
5. Flagpoles
6. Flags (varicolor) that can be “attached” to flagpoles
7. Spires
8. Elven latticed domes (like Rivendell in Peter Jackson’s LOTR)
9. Vines that can be added to the sides/tops of walls/roofs
10. Gargoyles and grotesques
11. Machicolations (“murder holes” on defensive walls)
12. Siege equipment
13. Architectural “frills” (like the tops of art deco arches or other decorations on the sides of buildings)
Interior
1. Magenta (or varicolor) cutouts for windows, doorways, arrow slits
2. Thrones (different options: ornate, shabby, “evil,” different materials (gold, stone, wood, ice, skulls), etc.
3. Ornate staircases (like for grand ballrooms)
a. Maybe modular staircase pieces, with symbols that can work together (but not as connecting symbols) to create different styles (winding down, fanning out at the bottom, branching at the top, etc.)
b. Different styles: marble, wood, etc.
c. With and without varicolor carpet runners down center
4. Musical instrument symbols
a. Upright and laying down
b. Harps, lutes, pan pipes, drums…
c. Pipe organs
5. Carpet symbols and/or fills
6. Varicolor vector symbol outlines of animals, mythical creatures, heraldic weapons, magical glyphs, runes, zodiac symbols, etc. to be used as floor inlays, “embroidering” on carpets/flags/table runners, etc.
7. Bells (large single bells for bell towers, and a row of glockenspiel bells)
8. Clock hands (above view, for clock towers)
9. Interior architectural frills – curlicues as engraved or embossed patterns on stonework?
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[WIP] Marine Dungeons Lighthouse (more May Annual Stairs & Steps)
I decided I didn't want to redo the entire tower, so I did some stairs ascending around it from the courtyard as a proof of concept. I do like the idea of stairs winding around a tower. Wonder if I can make it go around multiple times? I have some thoughts on how to do that, but I will save them for another map.
In the meantime, here's how it turned out:
(It's subtle, but beneath the railing there are railing posts, which you can't really see but they cast a subtle shadow.)
Anyway, I'm rushing out the door, but I will make any tweaks when I return and then re-export the maps that show the tower.
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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.
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[WIP] The Sewers of Elmsbrook Township
These are the sewers for Elmsbrook, a town in the human kingdom of Powys in my campaign world. They’re intended to be fairly representative on the sewer systems in my kingdom – smaller villages might have a simpler system, but larger cities will have the same basic layout, but with more extensive canals.
I was hoping to get this done the same month that Sinister Sewers was released, and I barely did it. I still have work to do, and advice to collect, but thought I would post where this stands.
By the way, Sue: it worked putting everything for each level on its own layer, making it easy to display or hide different levels as needed.
In addition to using the symbols and fills from Sinister Sewers, this also uses a few things from Marine Dungeons (particularly the stairs and the bell at the bottom of the pit), and a few things from Forest Trails (leaves, the trees along the beach, and maybe some of the fills) and Creepy Crypts. Also: Sue spent a lot of time helping me come up with a technique to show clear water, but it really worked best close-up. At this scale, it made it look like black water. I ended up using a water fill from Creepy Crypts, but on its own water sheet with a 50% transparency effect added.
In my campaign world, fastidious elves have long understood at a high level the correlation between hygiene, sanitation, and the spread of diseases. (Even if they don’t have the tools to study microbiology and virology, they can study commonalities in infected populations to identify vectors of disease.) Dwarves first developed aqueducts and sewer technology. And it is said that orcs pioneered the use of flesh-eating oozes for waste management.
Oozes are amorphous creatures with an intelligence no greater than an ordinary garden slug, flowing through subterranean lairs to devour any creature or object they can dissolve while shunning things that provoke their flight reflex, like bright lights and extreme temperatures. I have made a few tweaks to oozes in my campaign world to make them better suited for deploying in sewers. I added immunity to poison and diseases. I also added a weakness: sunlight hypersensitivity where, like vampires, they can be damaged by exposure to sunlight. (This is why they avoid bright lights: a bright lantern won’t harm them, but it still triggers their flight reflex.) Sunlight can kill an ooze, causing their acids to neutralize and their bodily remains to collapse into a nutrient-rich goo that farmers often use to fertilize their crops.
Some items of note about specific oozes used in sanitation systems. Gelatinous Cubes can dissolve nonmagical soft tissue and vegetation, leaving behind undissolved bones, metal, glass, stone, and magical items of any sort, along with excess water stripped of anything edible. They cannot climb but can move up slopes with a grade of 25 degrees or less. Moving up a slope with a grade of 10 degrees or more requires the Cube to expel any indigestible materials or excess water. Black Puddings are far more dangerous. In addition to dissolving soft tissue and vegetation, they can also dissolve nonmagical bones, metal, but cannot dissolve glass, stone, or magical items. They can also climb any surface, even upside down. Sanitation workers employ bright lights to keep Black Puddings from escaping (and an ample food supply keeps them from seeking to escape). And finally, I created a new ooze called a Voracious Sullage. It’s a slow-moving, weaker version of the Gelatinous Cube, unable to maintain a cubic shape. It tends to stretch itself across small waterways so that anything edible flows to it (and anything it can’t eat gets expelled on the other side).
Here's a quick summary of how the sanitation system works. More specifics for each level of the sewer system will follow in the comments.
Surface (not shown): Storm drains at the intersections of major streets, with a manhole cover at one of the corners than allows maintenance workers to descend using rungs. There is also a large Waste Management Facility where residents can dispose of large objects that cannot be repaired or repurposed (such as items that cannot be chopped up for kindling). Maintenance workers throw these items into a giant pit nicknamed the Great Maw that is about 140 feet in diameter. The surface of this pit is in a building that is covered at night but open to the sky during the day. Bright luminescent crystals are placed near the mouth of the pit to frighten away the Black Pudding at the bottom of the pit.
Level 1: This level is immediately below the surface. Storm drains at major intersections deposit rainwater (along with other debris) here, where they run off to chutes that bring wastewater to Level 2.
Level 2: Wastewater from Level 1 is deposited here, where it helps push through human waste from outhouses and latrines that are connected to the sewer system. This sewage flows through chutes down to Level 3.
Level 3: Waste brought in from Levels 1 and 2 are treated here in two great chambers called Auditoriums. Numerous Gelatinous Cubes gobble up the waste, leaving behind items they cannot digest, and now-clean water stripped of contaminants. This purified water drops through chutes to Level 4.
Level 4: Primarily a passthrough level, and the lowest level that maintenance workers normally go.
Level 5: A Black Pudding lives at the base on the Great Maw, devouring any waste thrown into the pit. It can eat nonmagical flesh, vegetation, and metal, but cannot digest stone, glass, or magical objects of any sort. Water purified in Level 3 descends to this level, where some passes directly to the sea and the rest is used to flush out anything the Black Pudding cannot digest.
More details for each level in the comments.









