Royal Scribe
Royal Scribe
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- Username
- Royal Scribe
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- Birthday
- 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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[WIP] Temple of Fah (May Annual: Stairs and Steps)
Okay, I made some screen captures and JPG saves to illustrate the process.
The first thing to know is that there are 18 levels to the temple, with a wider landing (15 feet instead of 5) on the 6th and 12th levels. And the second thing to know is that every level actually has three sheets:
(1) the main sheet for the level, with the stone fill;
(2) a sheet below it of a different color, because the beveling effect on the main sheet can cause weird pockmarks if it gets confused with the colors below the sheet with the beveling effect; and
(3) a sheet above the main one for the level for the sandy debris.
I called the sheet below the main one for each level of the temple "Inlay," because at one point I thought I might have brass or gold inlays on each level, but I ended up only doing that at the top.
Here's what Level 6 looks like with all three of its sheets on but all of the other sheets hidden (except for the 5th level as well as the stairs, just to provide perspective):
You can see erosion around the sides as well as some cracks (like from the stairs on the south side, as well as a little above the western stairs).
On the "inlay" level below, I put a polygon of solid color. I made it brown, because if it was the same gray as the stonework above, the beveling on the sheet above it would get confused and create weird pockmarks. But I also added a gray inside GLOW effect so that it look gray when it showed through the erosion:
Okay, here's how I did the erosion. First, I added the COLOR KEY sheet effect to that sheet, using the default magenta #6. (Also, it's important to put that sheet effect first on the list, before the Glows and Bevel and Wall Shadow).
This effect tells CC3+ that when it sees anything of that magenta color on that sheet, cut through whatever's on that sheet and instead show the sheet below it (in this case, the brown-with-gray-glow on the Temple Level 6 Inlay sheet).
I then used the fractal polygon tool to create small bits with that same magenta color, as well as the fractal line drawing tool to create the cracks. Here it is with the sheet effects turned off so you can see the magenta color, along with a zoomed-in version to see it a little better:
(There's a fractal crack in the stone above the fractal blobs. You can barely see it but it works when the sheet effects are turned on.)
When the sheet effects are turned on, anything on that sheet that's covered by by the magenta polygon will be cut away, showing instead whatever is on the sheet behind the stone. It doesn't matter if the color key cutout extends onto the white part, because there's nothing to cut away there and the sheet below would have been shown anyway.
Here's what the whole thing looks like with sheet effects turned off.
Crazy how powerful CC3+ is to be able render all of those effects to turn this mess into an identifiable ziggurat.
If anyone is interested, here is the FCW file. (It's slow loading when the sheet effects are turned on because of all of the nodes added by the fractal bits.)
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EUREKA MOMENT: CA15 Heraldic Symbols as CA180 Marine Dungeons 2 Brass Inlays
Another revelation that will be obvious to more experienced cartographers here: the TEXTURIZE effect!
I have been wanting to use heraldic symbols stitched onto fabric to make carpets, table runners, banners...and I kept looking in vain for fabric fills. The Modern set includes different colors of carpeting, but it was a little too photorealistic to work with things like Dungeons of Schley.
Through trial and lots of error, I stumbled across the Texture effect and was able to apply it to both a color polygon and the heraldic symbol on top of it to create the effect of fabric with the symbol stitched on. I experimented with a lot of textures, but the one that seemed most "fabric-like" to me was the DD3 Hay_Dry fill. (If anyone knows of a fill that looks more like linen or other woven fabric, please let me know. Maybe there's a good one in an Annual that I have not yet purchased.) And of course, different fills can create the effect of looking like your sigil was painted on wood, or the cobblestone floor (though with more trial and error, I learned that some fills don't really translate well when used with the Texturize effect).
Anyway, here are some heraldic banners or carpets or table runners or whatever:
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[WIP] Villa Citri (Roman-style villa)
I am diving into the interiors now, starting with the first floor (or ground floor).
At this level, the perimeter wall is mostly solid stonework. The defensive passageway with arrow slits will be one story higher. But the gatehouses do have chambers on this level with mechanisms for raising the two portcullises (I was tempted to write portculli) and open the iron gate. Internal spiral staircases allow guards to reach a chamber with access the parapet over the gate, where they can address visitors when the gates are closed.
Mostly I've been working so far on the first floor of the balneae, the bathhouse. This is what it looks like covered:
And here's the (not yet labeled) interior of the first floor:
The balneae, or bathhouse, is connected to the main villa by a colonnade, an unwalled covered walkway lined with pillars.
As you enter, there are stairs going up and down to your left, and the chimney for the hypocaust in the basement on your right. Then you see two lavatories, and then the frigidarium, the very cold pool. Next to the frigidarium is the apodyterium, the changing room where bathers could clean up before entering the communal pools. Across the courtyard is the caldarium, the hot room, where both the water and the tile floor are heated by the hypocaust furnaces in the basement. The main pool in the center, partially open to the sky, is the tepidarium, the warm room, where water is heated to a comfortable temperature but not as hot as a bath like the caldarium. On the northern wall are two saunas, the laconicum (dry sauna) on the northwest side, and the sudatorium (steam sauna) on the northeast.
Downstairs will have the hypocaust as well as the pipes for bringing water to the various pools. Upstairs will have more communal exercise areas, a library, and a balcony overlooking the tepidarium.
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[WIP] Tyr Alomere Township
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[WIP] Marine Dungeons Lighthouse - Inside
Over a year ago, I posted the exterior map of a lighthouse on a rocky hill on a small island overlooking sunken ruins. I was experimenting with using the CA209 Stairs and Steps annual (2024), but it was also an opportunity to use the CA175/180 Marine Dungeons annuals (2021) properly, as I had taken advantage of the marine features in previous uses of it.
I decided to revisit it to design the interiors.
In revisiting a map I did in my early months of mapping, I can see so many areas where I have learned so much since then. For example, I wasn't using snaps very effectively, and that meant that when I used a circular array to place crenellations (also a new technique for me), they were a little off. It's kind of gratifying to see these early mistakes to help me gauge my progress.
The lighthouse tower itself is pretty simple: just three stories, each a single room. But of course, I couldn't resist doing a little excavation to create some dungeon spaces as well.
Here's the overview map again, slightly tweaked (for example, I removed the bits of land on the right side of the map because I wanted the lighthouse island to be a little more removed from the mainland).
Tower
Floor 1 (Ground Floor)
This floor is meant to be at the same level as the courtyard, and therefore there are no exterior doors here, as the entrance is one flight up. I used the spiral staircase from Creepy Crypts rather than Marine Dungeons, because CC has one that spirals up and down. I could stack the Marine Dungeons one, but with my snap points being off, that was trickier -- plus it never looks quite as good as a symbol designed for the purpose.
This is the sleeping area for the lighthouse attendants. As each floor is a single room, they've used curtains to partition private spaces.
Floor 2 (Entryway)
The exterior stairs lead to the entrance here. This is the common area, including a kitchen area with a stove vented outside.
Floor 3 (Parapet)
The interior space on this floor is minimal: most of the level is a crenellated parapet. The spiral staircase continues up a bit (unshown) to the lighthouse fire that the workers must regularly refuel. (Woodburning? Oil? What would have been standard? Magical luminescent crystals would be nice, but wouldn't need much of a lighthouse staff for that.)
Basement 1
The spiral staircase also descends to a basement, where it ends. Much of this chamber is used to store provisions brought in from the mainland. A pair of double doors leads to a hallway that connects to three rooms. One is the wine cellar, amply stocked with wine, ale, rum, and probably barrels of water, as the island likely doesn't have its own source of fresh water. A second room has a latrine and bath, with saltwater for invigorating bathing (code for cold bathing) brought up from a well. A third room is used as barracks when the lighthouse needs to be garrisoned in times of strife, as the small island would be a strategic location for an invading naval force.
There's also a secret door off of the hallway that leads to a narrow series of stairs leading deeper inside the cliffs.
Basement 2
The secret stairs continue to wind down, where the end up at a long forgotten shrine to a forgotten sea god. Another secret door leads to a roughly hewn passageway with stairs that lead eventually to underwater tunnels that lead directly into the sea. Perhaps this was a secret emergency exit built when the lighthouse was created. Or perhaps some sort of amphibious humanoids built a shrine here long ago that the lighthouse constructors knew nothing about.
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[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.
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[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. 😉
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[WIP] Marine Dungeons Lighthouse (more May Annual Stairs & Steps)
Added a few final touches (a friend was confused about the seaweed washed up on the beach, so I added a little more floating in the sea, and a few other minor tweaks here and there. Not really sure what that line cutting off the light in the nighttime version is from.
Here's the "final" (is anything ever really final?) version of the daytime and nighttime full maps. More details maps in my galleries.
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Castle in a Cloud
Thrilled to be included in the January 2024 Maps of the Month post, but I just noticed that although I posted the corrected map in the Facebook group, the final map here still has some upside down trees! Posting the corrected one now since the blog post links here.
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[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:











