Royal Scribe
Royal Scribe
About
- Username
- Royal Scribe
- Joined
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- 9,730
- Last Active
- Roles
- Member
- Points
- 3,385
- 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
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[WIP] Atlas Contest (potentially) - Arbor Hollow (summer, autumn, winter, spring)
I have an idea I've been toying with since literally January, and I finally feel like my skills may be up to the challenge. It's something that would be useful for GMs, but I wanted to check with Remy @Monsen to see if it would be appropriate for (a) the Atlas, and (b) the 1000 map contest.
The idea is to create a village and then render versions for all four seasons. I'm using Darkland City as the base with a lot of extras coming from Forest Trail. The idea would be to create the summer map and then vary it for the spring, autumn, and winter versions:
- Summer: If you count "Wet Meadow" as the darkest of the grass fills, there are five grass fills. The summer version would use the middle three. Coniferous and deciduous trees would go on separate sheets to make adjusting for the other maps easier. Deciduous trees would use the varicolor versions in Forest Trails, set to dark green shades.
- Autumn: Using summer as the basis, the grass shades would shift one shade to the drier side. The varicolor deciduous trees would have their colors switched to various autumnal shades of oranges, yellows, and reds (and maybe a few barren trees for the ones that have lost all of their leaves.)
- Spring: Using summer as the basis, the grass shades would shift one shade darker. The varicolor deciduous trees would use slightly lighter shades of green to show new growth. And I would redraw the rivers to be higher, reflect runoff from the snowmelt.
- Winter: This would be the most dramatic, as it would require importing the summer map into Winter Village, adjusting the river and terrain, and replacing the symbols with their winter snow-covered counterparts (and removing the separate tree shadows from the barren deciduous trees).
I think it would be cool for Game Masters to have seasonal versions of the same map, which is why I'd like if allowed to add it to the Atlas to make it more widely available. Here are my questions for Remy:
- Would it be possible to have four versions of the same map in the Atlas? My thought is that summer would be the default, but then the other three could be accessed from summer, the way you'd link to different floors of a multistory building).
- It would be silly to have all four for the contest, but would it work to submit one for the contest (probably the default, summer) and then the other three for the Atlas?
Here's the work in progress for summer -- I added a representative sampling of trees but need to add more. (The community is in the mountains between human and dwarven kingdoms, so I thought it would contain a mixed human/dwarven population. Although it's not a mining village, I thought some of the dwarves would like homes that delve into the mountainside, the way halflings have burrows into hillsides. The towers that are half-buried into the cliffs are meant to be the entrances into subterranean dwarf cottages.)
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Live Mapping: WW2 Area Maps
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[WIP] Atlas Contest - Vildural Village & Mines
I'm working on the Description and hope to submit this to the Atlas and contest soon. Made some tweaks and wanted to see if there were any recommended changes before I finalize it. Here are images with the mountain covered, uncovered and labeled, and unlabeled (to see the interior rooms better).
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Sticky Note Dungeon
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[WIP] Atlas Contest - Yréas Kóltyn Village (Kingdom of Enía, Gold Coast region of Dóriant)
Making some final adjustments while writing up the description to submit this. Moved some of the treehouses around to make it slightly less grid-rectilinear, though I can't do too much without essentially starting from scratch. Even though the bridge symbols are short sections, it doesn't have curved sections, so my options for winding elevated walkways is limited. I do have ideas for how to do that next time, but it's another thing I'm not sure I can implement in this map without starting over. I also added some more trees and bushes below some of the longer walkways and around the neighborhoods, but not too much -- didn't want to totally hide the village. I agree that the typical wood elf village would be concealed enough that most non-elves walking by probably wouldn't notice it, but since this village is a major destination for pilgrims because of the temple, it's probably less concealed than most. I also added more to the upper canopy to hide the chimneys of the treehouses where lighting fires wouldn't be advised.
Here's how it now stands:
And here's a battlemap with the "Tree Canopy & Treehouses" layer hidden:








