Wyvern
Wyvern
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Community Atlas 1000th map Competition - with Prizes [August/September]
Map eight of my little group of settlements is for Brightlawn Hamlet:
And here are the FCW and PDF files for it:
having updated my WIP topic and added a higher-res map version to my Gallery, as normal, too.
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Community Atlas: Embra - Wooded Places
As usual, the last part of this "Places" set covers the various roadways appropriate for the group, with four such streets:
The first two have some focal aspects determined by their respective featured texts, though the third, Holloway Dew is a slightly sunken routeway, flanked by dew ponds, except for the large, circular, labelled "Dew Pond" at the street's right-angle turn, which is actually an aquifer-fed lake, not a dew pond at all! The names here are a mix of the almost-ordinary, the nonsensical and the weird, though a couple along Moonshadow Field are intended as mildly humorous, as My Newt, smallest property on this road, is a tiny tavern (apparently - this is Faerie, however), while the Endless Stand Inn originates with the old work-related "task" of sending the new person down to the stores for a long stand... Glittering House adds a bit more magic though, as it's only there so long as the White Moon shines upon it (another of my early literary influences was behind this, Errwood Hall in Alan Garner's novel "The Moon of Gomrath", from 1963).
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Community Atlas: Errynor - Meteorite Coral Cavern
Having spent much of 2020 preparing detailed maps and descriptions that often took weeks at a time to complete for the Community Atlas, it seemed worthwhile to tackle a less involved map at this stage, for one of the smaller projects I'd long had in mind as part of Errynor Map 01. There, it had the prosaic label of merely "Cave 8", the lair for a giant octopus set among the Peak Corals:
However, for some time, I'd intended to make it a little more than simply an animal lair. Indeed my earlier planning for the maps to add detail to this Map 01 area had included others of the cave lairs elsewhere on it too. As time passed, I'd discarded that prospect as liable to become too similar, either because I'd end up frequently drawing small cave maps, or because I'd be struggling to make each one somehow unique. So this map ended up with a concentration of elements from some of those "cancelled" maps:
As the lair is set among the Peak Corals, it's not quite a "traditional" cave, as much of its entrance area especially has formed over time from gaps in the build-up of dead coral and other debris which has since solidified, with collapses and modifications by the more mobile creatures living on the reefs and within the cave system, along with the effects of nearby sea-bed gas escapes. Hence I decided not to use a mask to hide the outer edges of the walls here, and just let the shadow Effect from them fall where it might onto the normal Background Sheet, as a reminder the "walls" may not be really so defining as they might seem.
The inner parts of the cavern become increasingly weird. Despite being very far from land, in extremely deep water, and where the usual sea-floor rock is the typical once-molten black basalt, much of the cave floor is that of a very ancient, fossilised, swampy land surface, including numerous substantial fossil tree stumps. Once around the sharp angle, those with normal colour vision will be aware of a green light emanating from further north (north is to the right here for once). The origin of this glow is an even more ancient meteorite, embedded in the fossil swamp from when it was still a living swamp. It shines green, and is Not Entirely A Good Thing, shall we say. Its non-visual effects have led to the giant octopus that lairs here becoming tougher, longer-lived, more intelligent, and - as the substantial treasure hoard might suggest - far more acquisitive than others of its ilk. Much of its time, when not out hunting, is spent gazing contemplatively at the meteorite.
Much of the map was created from normal DD3 assets drawn over a random design from the Curufea's Random Cave Map Generator website, with a few tweaks. I did though add a couple of extras from the Mike Schley overland style - the octopus illustration and the compass rose - and labelled the whole using the Mason Serif Bold font that comes with CC3+. Before starting, I'd intended to use a lighting Effect for the meteorite's glow, but soon realised this would be impractical for the map to be useful as a GM's aid, so elected instead to use a simpler fading-glow look for the affected area, using sightlines drawn from the meteorite to establish where the "shadowed" parts of the inner cavern would be.
I added hand-sketched "tree-ring" lines to the tops of the DD3 stalagmites that were repurposed as fossil tree stumps, having already opted for the cooled lava fill texture to stand for the fossil swamp cave floor. The living coral masses outside the cave on the sea-bed were DD3 fungi and trees, including varicolor options, with added glow and transparency Effects to make them less fungal-floral. The overall look was chosen as deliberately near-greyscale and relatively dark, given the water depth here at over 750 metres (2,500 ft) is far below the depth to which sunlight can penetrate, in-keeping with my deep undersea mapping conventions, while hinting, with the limited use of colour, that things are also a little different here. And yes, naturally, the shadows are anomalous, despite being what the eye expects!
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Community Atlas: Embra - Villages
Next in the sequence is the northeastern Village, Embra - Summerise:
Here, we have a broader River Clack, if still one with a ford. There are fewer buildings this time, although a couple are larger properties, particularly Mide House, treated as an inn in the accompanying map notes. In addition, there are two "interior" toggle options, one for the surface level:
And a second one for the upper floor of the inn:
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New PF Blog Post, "10 Quick CC3+ tips", by Remy Monsen
Just posted on the PF Blog yesterday, this is a new, slightly eclectic, list of useful options when mapping with CC3+, by our own resident expert Remy Monsen. While the Blog posts are always worth seeing, this is one that's worth printing a PDF version of for future use, I think.
Some of the ten tips will likely be familiar, others things you know about but can never remember the times they're needed (like how to reset the "exporting in fewer passes" thing, item three on this list, and which I always end up scrabbling around trying to recall where I put the note as to what command has to be used to reset this, after a rare glitch that's reset it to the smaller amount!). And others may be new to you - OK, me, then 😁 (looking at you, Quick Move)!
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Community Atlas competition entry: The Summer Palace of the Winter Queen
As mentioned a couple of days ago, aside from the mapping, I've also been pulling together the notes to accompany this set of maps, so for those who might be interested to know more in advance, here are the general comments from the start of that file, as drafted to date.
No one is quite sure who or what the Winter Queen really is. The rare tales mentioning her suggest she may be a deity or an exceptionally powerful, probably immortal, perhaps Faerie, creature. Few such tales give useful details on her nature, though many cultures in the higher northern and southern latitudes of Nibirum preserve variants or fragments of the stories, where the Queen has numerous alternative, typically apotropaic, local titles. It is clear she is thought to possess great magic, much exceptionally obscure knowledge, and a considerable burden. Humanoid in form, she appears as very tall (around 8 or 9 feet high; 2.4 to 2.7 metres), dressed in a long, hooded robe, with piercing blue eyes, bearing a long white staff or crook taller than she is, and an air of great sadness. Her clothing and physical features are said to alter subtly from one day to the next.
She cannot leave the Palace, and has no control over where it goes, as the Palace moves magically, and instantly, once a day to a new location. It is said to be never in exactly the same place twice, but its location is always in an icy, remote, spot, concealed below the surface. Its solitary entrance, while small and hard to find, has no door (there are no doors throughout the Palace), and can be recognised by the profusion of perfect representations of summer flowers and foliage all around it, made of crystal-quality ice. This summer array of perfect specimens is astonishingly beautiful, all of which objects are very fragile. Damaging any is a swift way to raise the Winter Queen's ire, something the tales strongly warn against.
Wherever the Palace alights and for fifty miles around (eighty kilometres), the weather worsens and turns wintry, if it was not winter when it landed. Sometimes, it settles in the clouds, where it stirs them to winter storms, pouring hail and snow down to the surface beneath in icy gales. Even then, the Palace remains deeply hidden by the clouds, for all it still has its ice-flower-surrounded single entrance.
While some tales allude to it, one reality about the Palace is that the souls of all who have died recently in the frozen places of the world, and all those who have died from cold elsewhere, must pass through it on their way from wherever they were to wherever they may be going. A few may linger in the Palace for a time, and some may become temporary guests or servants of the Winter Queen. The Queen has no control over which may stay or move on immediately, however. She frequently converses with those passing through even so, from which much of her secret knowledge derives. Occasional tales may hint disparagingly that the Queen is merely running a ferry service for the recently deceased.
The Palace changes its form whenever it moves, never the same twice, though always in plan-view having the shape of a gigantic snowflake, with walls, floor and ceiling composed entirely of solid, if at least slightly translucent, crystal-like ice. This is always beautiful, with glittering facets like gems that reflect light on or just within the solid ice surfaces. Somehow, light palely manages to illuminate the whole interior with a soft radiance, no matter how deeply buried the Palace may appear to be. At times, rainbow-coloured beams, arcs and spots may be seen, like haloes in the outdoor sky that are created by refraction of sunlight through tiny hexagonal ice-crystals in thin, high-altitude, clouds. Sometimes such light effects may become dazzlingly bright briefly. The ice walls, floors and ceilings reflect light as well, which in places can take on a mirror-quality surface. Such mirrors can allow glimpses of past or future events and places, memories left by the passing spirits, perhaps. The Winter Queen does have some control over such light, vision, visionary and illusory effects within the Palace.
Queen and Palace are so inseparable because in essence, they are parts of the same thing. Many of the Queen's "servants" are actually living ice-constructs which appear from, and can return into, the inner ice surfaces of the Palace as required, thus too are simply another element of this whole being.
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Community Atlas competition entry: The Summer Palace of the Winter Queen
Along the way, I let myself get a bit distracted, and decided a CA3 portrait of the Winter Queen might be an interesting addition to the map set, with a hint of the SS2 Bitmap A Snow Frozen Lake fill texture for the border design, which thanks to the standard CA3 bevel effect, looks rather like fine marble now:
She's intended to be between 8 and 9 feet tall in (imaginary) reality, 2.4-2.7 metres.
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Community Atlas: Embra - Crossing Places
The next Place is Dragon Bridge, which of course is a Bridge along the back of a great sleeping Dragon (what else?):
An explanation for how this works is provided by the featured text alongside the map, and the larger elements from that - rocky mounds, golden discs, trees and coloured boulders - have been placed on the map itself. It's clearly been working for a long time, judging by the wooden village that has grown along the Dragon's back, spilling over onto both river banks.
Interiors for the buildings should be available via the usual FCW file toggle in the Atlas (next image), with a second toggle for the upper storey interior of the Honeydew Inn (lower next image):
As commented already, the Dragon is a symbol, from DD3, but greatly enlarged. It's also a varicolor one, with added purple polygons to match the description of the featured text. As ever, there'll be PDF and text file notes available in the Atlas, which will tell you more about those mysterious, subterranean Pixie Roads through Kelliwick Ridge...
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New maps of Arkham from Chaosium - free downloads
I know some folks here are keen Cthulhu-esque fans, and some may already know that Chaosium has just released a new "Arkham" supplement for their Call of Cthulhu RPG. When checking the webpage for more details on the book today, I spotted that as quite often, they've made some elements available for free online viewing and downloading (as PDFs), including four new maps, two of Arkham, one of the city's surrounds, and - still more interestingly to me at least - a new map of Massachusetts for 1922 which has on all the main Lovecraftian additional settlements! All these are beautifully done in period style, and you can find the download links here, by scrolling down to almost the end of the page.
There's also a four-page PDF copy of the Arkham Advertiser newspaper available there too, again prepared in period style by the two leading lights of the H P Lovecraft Historical Society, Andrew Leman and Sean Branney, long noted for the excellence of their facsimile period physical products!
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[WIP] Community Atlas Competition - Runcibor Dungeon
@Quenten asked:
I will probably change to X-section to show joining passage ways, by bending the red line - can that be done, ie would it be stupid to do it?
It's pretty much standard practice in a lot of real-world cross-sectional mapping to vary the line direction like this, often to follow a specific passageway, or series of linked passages and caves. The purpose of the cross-section is to provide useful detail that's not so easy to identify on the plan-view map, so any line that works best to show that is appropriate.
Indeed, if you take a look at the PDF mapping guide for CA7, Caves and Caverns, this is exactly what Ralf (I think?) did in drawing the sample cross-section for that cave using the modern cave mapping style.
Sometimes, it may even be helpful to use more than one such cross-section.
Looking at the cross-section on your first map above here, while it's interesting, in pointing out how variable the levels are in different parts of the cave system, it's not all that helpful, since it implies other parts of the caves may be at similarly variant levels, without indicating what those may be.
In some cases this may be of merely academic interest, where caves aren't directly linked to one another and are some considerable horizontal distance apart, for example. However, where the passages and adjoining caves are at different vertical levels, it can be much more important - i.e. if a passage enters in the ceiling of the next cave, say.
It may also be useful to add some cross-sections of individual passage segments next to the area on the main plan view too. For instance, there are a couple of clear choke-points towards the SE end of the narrow, SE passageway. This suggests they're more or less impassable, yet there's a mapped cave beyond them, so there must be a way through, if perhaps only a crawl-space. A cross-section of just the choke-points on that passage next to the narrowest parts would help clarify that.












