Royal Scribe
Royal Scribe
About
- Username
- Royal Scribe
- Joined
- Visits
- 8,944
- Last Active
- Roles
- Member
- Points
- 3,244
- Birthday
- February 5, 1968
- Location
- San Francisco, California
- Website
- https://legacy.drivethrurpg.com/browse/pub/31814/Royal-Scribe-Imaginarium
- Real Name
- Kevin
- Rank
- Mapmaker
- Badges
- 16
Reactions
-
[WIP] Villa Citri (Roman-style villa)
Here's the third floor.
The outer walls here are accessed through the spiral staircases in the gatehouse towers and the corner towers. From there, arched doorways secured with metal doors provide access to the parapets of the outer walls. Stairs on these parapets lead to the top of the towers.
The main villa has two disconnected suites on this floor, nicknamed the Green Apartments and the Blue Apartments because of the color of the tiles. Each is accessed by separate spiral staircases from the second floor. Each has an outer reception room, a private dining/lounge area, an office, and a relatively spacious bedrooms. In previous generations, the Lord and Lady of the manor had separate suites. It is currently occupied by the Dowager Countess of (I forget), who resides in the Caeruleum Residentiae (the blue suite), as it is heated by the hypocaust's flue and the other apartment is not. The other suite is the guest quarters for her son, the current Earl of (I forget) when he visits.
The upper floor is the bathhouse is currently used for storage.
-
[WIP] Per-Nezahd
Yup, I think it's a town, not a village. But that's okay, I have a home for it (looking at the parent map, it probably should be a town, not a village). But that's okay, it got me thinking and gave me ideas for a smaller village in the same style to design. (Also a little too symmetrical, but I guess it makes sense that everything would radiate out from the only water source for miles around.)
-
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?
-
[WIP] Northern Powys (Sarah Wroot Revisited)
Playing around with the newest Sarah Wroot Revisited annual. This is the northern part of the Kingdom of Powys from my campaign world. The coastline was brought in from a Fractal Terrains export, but then the rest was done by eye/memory rather than trying to get the contours exactly right. It's like an impressionist painter's rough representation of the kingdom.
-
[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.
-
Wish List: City/Dungeon Top-Down Mountain Peaks, Ridges & Crags
-
The Sola System: Adnati's star and celestial neighbors
Made some changes. Scaled the starfield background per Ralf's tip. Moved the asteroid belt to the Inner System where it could be showed off more dramatically. Added a comet zone in the Remote System, using comets from CA80 HighSpace Star Systems. Changed the glow on the wormhole to a light blue so it would pop more. Decided to add some intrastellar jumpgates (like man-made wormholes) within the solar system, and for those I used Singularity symbols from CA80. And since I was already dipping into that annual anyway, I decided to swap out the planet symbol for the Jupiter-like planet Lythí and replace it with a planet symbol with rings from CA80.
-
[WIP] The Old San Francisco Mint (Dracula Dossier)
Went in to change the outside landscaping in the second floor file and noticed that I forgot some of the windows, especially on the main entrance side. @Don Anderson Jr., does this achieve what you recommending with the landscaping for the higher floors: keep the fence but eliminate the foliage? I kept the fence and added a Solid 20 fill (which I could change to Solid 10 if it looks too strong).
-
[WIP] Research Saucer Shuttle
I've never really used Cosmographer much, other than borrowing starfield bitmaps or planets as backgrounds for other maps. Here is the beginnings of my first spacecraft.
It's a small saucer shuttle, 50 map units in diameter. (I think the map units are in feet but not entirely sure.) My thought is that it's capable of flying through a solar system but not capable of interstellar flight. Usually attached to a space station or larger interstellar vessel, used for getting a closer look to study planets, entering the upper atmosphere or even landing planet side, collecting flora and fauna for closer study.
So far, I've just done the outside from above and the top-most deck -- the Command and Scientific Research deck. There will be two more decks: the Habitat deck in the center, and Engineering & Cargo on the bottom. I will also do a view from below.
From Above
Here it is from above, with windows shuttered and dome closed, defensive shields activated.
Windows unshuttered, dome uncovered:
I did a lot of experimenting on the windows, including experimenting with using Blend Mode. That worked out, but I ended up settling on using a Color Key cutout (of course) -- but instead of using the traditional magenta color (#6), I used the light blue (#5) and set it with a 20% opacity. I figure it's slightly tinted.
Here it is with retractable thrusters out:
Those gray discs are meant to be retractable hatches for weaponry and sensors. Here it is again with the four weapons (two lasers, two torpedo weapons) and four sensors out:
Top Deck: Command and Scientific Research
I was going to divide this floor into separate rooms, but it looked funny with the "skylight" windows. I suppose it makes sense for a research shuttle to allows the scientists and command crew to be together, since the scientists will really be directing the mission.
I played around with different stair options but didn't really care for them. I ended up settling for an elevator lift on the southern side, with an emergency ladder shaft on the northern side. Command/flight stations on the eastern side, scientific study stations elsewhere. Labels to come.
That's it for now. The other two floors and the bottom view still to come.
-
[WIP] Republic of Lumadair - CA218 Fractal Parchment Worlds
Before attempting to do my entire campaign world in the new Fractal Parchment Worlds style, I wanted to try it out with a familiar spot: the Republic of Lumadair.
For this one, I exported Lumadair from Fractal Terrains in the Fractal Parchment Worlds style that Ralf demonstrated in today's Live session. But I also exported a contour map of the same view, and then copied a few of the elevation contours over, then used the Draw Like tool to convert them to the proper contour appearance.








