Wyvern
Wyvern
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How to add depht to this canyon
Ricko's provided you with plenty of information on how best to go about resolving this, but if another example might help, I used Sue's cliffs in my Embra - Bright Eye Well map in the Community Atlas a while ago.
That has the map's FCW file you can download to see what I did. The map was also discussed on the Forum here, or you can find a larger version in my Gallery alternatively.
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Community Atlas: Map for the Duin Elisyr area, Doriant
Thanks very much Sue!
Inkwell indeed have a fascinating collection of RPG-ideas mechanics like the dice and accompanying books, and a range of cards as well, for settings, adventures and characters. In fact, they currently have an active crowdfunding campaign on Backerkit that has only 36 hours left as I type this (ends 2024 May 10, 03:00 GMT) for some new cards.
Meanwhile, resuming from where I left off, the first thing I wanted to do was draw the base shapes for those hex-rooms, so they'd be actual hex shapes, not my wonky hand-drawn efforts. This would give a clearer impression of where the four upper level layouts could go, and allow adjusting the position of the inserted base-map, before starting the mapping. So I set-up a suitable 10-foot hex snap-grid:
The "Edit Hex Grid System" dialogue pane does pretty much all the work for you, as once you type in the first hex dimension, it automatically calculates the second. For everything else, apart from the grid system's name, I just used the default settings. The resulting maze of dots allows an easy check that the size will work for what's needed. One hex-room is larger though, so I also created a second, 15-foot hex grid similarly.
Then I created a TEMP Sheet and Layer, drew out both the hex-room layouts onto those, using 0.4-width lines, and made four copies of each that could then be moved around to test different layouts. The next illustration shows what I settled on just before beginning the map. In it, the BITMAP sheet now has a 50% transparency effect activated:
The locations for those upper levels are liable to need further adjustment, since I'm likely to want to vary the individual layouts, plus the cave walls will need to be shown too. That will mean more shuffling about, and could require the map border and background to be expanded as well. Neither should be all that difficult, at least in theory...
And so to the basic cave mapping:
Nothing fancy here as yet, as I've just dropped in a simple hand-copy fractal polygon of the main cave floor and the exterior, using the Cave, Default drawing tool (which also adds walls automatically). Using the drawing tool means it's easy to trace the exact outer lines of those hex-rooms in each respective cavern, although it does mean the cave floor won't be drawn beyond the map border. That creates a couple of problems, as the Outer Glow effect is larger than the current SCREEN sheet's mask (that thin white strip just outside the map's edge) can hide, and there's also a darkening towards the top left map corner due to the Inner Glow on the cave floors.
Enlarging the SCREEN's mask (typing-in the commands "collardel" - which removes the existing Screen Sheet mask - and then "collarauto" - which creates a new, larger, mask on the SCREEN Sheet) is easily done, but I'll wait a while for that, because I also want to draw on some exterior terrain over the cave's base design here, with some vegetation, to make clear it's the outside. Drawing that terrain "floor" so it extends beyond the map's border will also hide the "Inner Glow" issue there currently. That's something for another day though.
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Community Atlas: Map for the Duin Elisyr area, Doriant
Since the next map in my sort-of Dungeon24 project was scheduled for a new continent for me, and the largest on Nibirum, Doriant, that seemed an opportunity to try to present it as a WIP topic for once. This is something I rarely try, as I usually forget to record what I've been doing as I go along when mapping. So, while making no definite promises, let's give it a try!
The starting point was, as usual for this part of the project, the base map generated by rolling, in this case three, of the Inkwell Ideas Dungeonmorph dice from the "Delver" set, which produced this layout:
Each die in the Inkwell dice sets has the usual number somewhere on every face, and a unique symbol or letter to show which it is in that set (which is also keyed to descriptions in the accompanying book, for those sets that have them). The symbols have become more complex and non-ASCII as the series has progressed! Here, the "+" die is the one with the entrances, as mentioned last time (see the Petroc Hills topic). Ordinarily, I construct the layout based on the orientation and relative positions of each die as thrown, connecting them to form a pattern. Here though, the entrances die needs to be oriented to fit the rest of the pattern.
Naturally, being geomorphic, there will always be parts of the designs that can't be used, commonly exits that probably won't exist on the final map, or short stretches of dead-end passageways, like that in the lower left of the "1+" die. In this case, a large proportion of the design on the "1$" die and about one-third of that on the "6@" die don't link with the rest. Those might be connected up easily by adding short sections of new tunnel to the linked caves, or they could be left out. As none of these unconnected sections had any of the intriguing hex-rooms, or any other features not present in the rest (except the natural stone steps, which I'd just used in the previous map), I was already thinking to leave them off the final design. What convinced me to do so was checking the text in the accompanying "Dungeonmorph Book of Modular Encounters: Delver, Trailblazer & Voyager Edition", as that suggested using the caves as a bee-folk lair, with the two hex-room caverns as having five vertical levels in each.
Naturally, those could be done as a set of separate maps, one for each level. Given the relatively small areas though, I thought it would be more interesting to try to present them on a single map, with labels to indicate which level was which instead. That would need space leaving on the base map where those could be drawn, so losing the upper segment from the dice design made sense. Thus we come to something like this:
from which a hand-drawn base map can be prepared, smoothing-out the no-longer-exist exits, and fitting the hex-rooms more tightly into that southern cavern especially. As my original hand-drawn version is now so amended and annotated I suspect nobody but me could make sense of it, I've redrafted just the map from it in a clearer form for use here, a scan of which can be inserted later into the CC3+ map for copying:
Graph paper makes copying the designs easier, as the dice geomorphs are based on a 10-square layout, with the exits always 3 squares from each die-face corner (hence the layout marks and dots, mostly cropped-off the edges in this diagram). I take each graph-square to be 10 feet per edge, which squares of course make rescaling the image in the CC3+ map much easier too.
A by-eye estimate, coupled with years of practice, suggested a base-map size of about 350 feet by 150 feet should work OK to start with (it can always be enlarged later, if needs-be), and having decided already to use the basic DD3 style of Caves & Caverns from Cartographer's Annual 7 for the map, I went ahead and created a new map, followed by inserting this base map onto a new BITMAP Sheet and Layer created for the purpose:
This screenshot shows the 10-foot grid squares, for easy comparison with the graph paper ones. And so it begins...
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Community Atlas: Petroc Hills area, North Central Alarius
The basis behind the Inkwell Ideas setting that I wanted to reuse here was as a sort-of druidic experimental station, a series of caves magically enhanced to allow the growing of normal surface food crops underground, protected from conditions outside, and defended by a group of willingly-summoned elementals. This seemed very suitable for this area, with its short summers and long winters, and although not illustrated specifically on the map, the notes for the area indicate there are a lot of other small caves across the Petroc Hills, which might also be used in future, if the experiment here works. It's all being done in secret for now though, in case something goes wrong, hence the defences. I tweaked a few items, added one or two more, and decided, partly based on the general layout, that it had originally been one of the old Hill Dwarf mines of the district. It's often amazing how much just seems to come together from a couple of initial thoughts in this way. I even contemplated having it be set-up just for growing grain crops for a different flavour of whisky at one point, but decided against that eventually. If they can grow the food underground, that'll leave more field space for cereal crops to make whisky outdoors, after all!
As indicated earlier, I'd be opting for the Jon Roberts Dungeon style from Annual 54 for the mapping of the Caverns, and although I had to make use of a couple of DD3 symbols to round-out what was needed, most of what was required could be found, or repurposed, from that style alone. So to the map:
The earthy colouring worked to reinforce the whole "druidic growth" concept, and it's a style that works well in showing what's outside and inside, as having greenery, bushes and trees available. To keep the interior clear enough for GM use though, I decided against adding specific plants there, just some fungi (which are one key aspect of the Growing Cavern area), and also went with a quite strong scaling grid, as distances here can be important. I continued the grid over the water, because half of Lowest Cavern is underwater, and characters could well end up stuck there (the underwater areas including the annexe chamber beneath Upper Cavern - the dashed white lines show bits of the lower caves under Upper Cavern). Those circled "T's" in Upper Cavern are indeed rotating Dwarf-made round trapdoors, dropping down to the barred-cell cave off Middle Cavern, and into the plunge-pool off Lowest Cavern. In Growing Cavern, the four labelled statue-like features are the magical items that keep the place functioning, as explained in the map notes, and which again have vaguely elemental aspects to them.
Probably the biggest mapping challenge was constructing the steps, which did start to feel a little as if they were having to be carved from the native stone by hand for a while! Each has to be on a separate sheet to enable the effects on them to be adjusted to create the illusion of showing which are higher and lower, with the added pain of trying to hide the dark glow at the "back" edge of the top step. They're not perfect, but to my eye at least, they seem perfectly functional to show what they are on the map.
One further troublesome aspect was the abysmally slow redraw times when using the "Trace" command here, because the caves are all drawn as fractal polygons. For reasons I won't pretend to understand, the command insisted on repeatedly following the entire Caverns outline every time it was used, regardless of which way I'd told it to go, or how small an area I was trying to trace. There wasn't any choice though, as aside from needing different floor textures in places, I had to create masks to Color Key cut-out the unneeded segments of the grid, due to the way caves are drawn in this style. Worked in the end, but quick it ain't!
A useful feature of the Inkwell Delver dice set is that one of the six dice is designed to show entrances to the subterranean systems. So for the first time in this mapping project, rather than simply devising a suitable way in to the dungeon or caves separately, the first segment of this map - from the exterior through to that first long, straighter, northeast-southwest passageway in Growing Cavern - came directly from the dice design. We'll get the chance to see another of these entrances in action next time.
As for next time, a new continent beckons, the largest on Nibirum, Doriant, and a location somewhere in the Duin Elisyr region...
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Community Atlas: Petroc Hills area, North Central Alarius
As mentioned with my previous map in this series (Gruvrå's Mine in Peredur), for the next, I'd be returning closer to my "home" territory in Alarius, as the map chosen to place this one in was the Alarius North Central region:
The base map from the Inkwell Ideas geomorphic dice rolls was another using just two designs from the "Delver" set, so I checked the Inkwell book for these (the "Dungeonmorph Book of Modular Encounters: Delver, Trailblazer & Voyager Edition"), finding there an interesting group of suggestions of which I ended-up using rather a lot in the final map and accompanying notes. They also influenced where the map could be placed within what is really a vast area of Alarius.
Indeed, several smaller maps have been set within the Alarius North Central region already, so I checked those. As I couldn't find quite what I was looking for among them, I decided to pick a fresh spot suitable for a new area map, on the edge of the large agricultural basin around the Elm River's headwaters (that's the river large and important enough to be shown even on the continental map above). In both the next images, the orange-outlined square of my selected area is 20 miles per side:
This is right on the edge of the "civilised" lands here, around 56° N latitude, and from the appearance of the terrain, a cool temperate spot, but not iced-in year round thanks to being sheltered by the mountains surrounding the fertile riverine plains. Then I devised a hand-drawn graph-paper map for it, with the main terrain types sketched-in, and randomly rolled up some feature options, this time chiefly using just my own random tables. These in turn led to the main watercourse layout, based on where the settlements and other points of interest were. During this process came a realisation that there were quite a few "awakened plant" and "interesting wildlife" features which fitted nicely with the loose druidic theme already generated from the Inkwell Ideas dice book.
And so to the CC3+ mapping. Following my attempts in recent maps of this group to combine more-or-less matching overland and dungeon styles, I thought it would be worth trying-out the Jon Roberts overland and dungeon styles, using the Cartographer's Annual 190 Jon Roberts Revisited overland style for the small area map:
So, welcome to the Petroc Hills! After finding I'd be having giant eagles on this map, I decided the local dialect term would be "petroc" for them, as meaning "small" or "little" roc (= gigantic bird), which also accounts in part for the repeated reuse of "roc" and "rock" in the names (because the pronunciation's the same!). As luck had it, the random locations for some of the settlements on the farmland were close to the map's southern edge, and I decided to site them right on, or extend them slightly over, that border, helping to reinforce that edge-of-civilisation theme. Plus I dislike having maps of this sort which show too marked an "edge of the world" effect. Thus of course, many hills are just peeping onto this map from beyond it too.
I found this style a delight to work with, as the terrain symbol drawings are of such high-quality, they can be greatly enlarged, yet still look superb, and I was especially pleased to find that by rescaling the farmland bitmap fill, the pattern in it would work perfectly for each diamond shape to represent the size of an individual farmstead or family group of smallholdings at this scale, without having to include every farmhouse. When it came to naming the features so-mapped, I found just the hill shapes and forms to be sufficiently inspiring, without having to resort to random tables for their names, and in some cases, their characters. And I did like that pastel grey-green, watercolour-like colouring; very restful ๐ .
However, the style's range beyond the non-terrain symbols is rather restricted, with just a single fashion of settlement types, and some basic trees, so I also used some of the Mike Schley, Herwin Wielink and standard CC3+ overland symbols to indicate others of the special features. Most don't seem all that out of place here, luckily.
For those interested in such things, most of the settlements are predominantly Human in population, although there is a sizable Hill Dwarf community in places (their main settlements are at Appleby, Strawberry Fields and Furzeholm), along with features such as a glassworks in the Strawberry Fields area and apple orchards at (naturally!) Appleby, while most places - even some of the small farmsteads - have their own minor breweries and distilleries, as the whisky from places here is highly prized elsewhere.
Out in the wilds, we have stingbats (that phrasing a minor in-joke for any Shadowdark RPG enthusiasts ๐), which are essentially the blood-sucking, small bat-like creatures called "stirges" in D&D, griffons, cave bears and wild boars, aside from the giant eagles, and also a community of Stone Trolls at the top of Stoneman Vale on the great hill of Stony Heights (also called Griffon Hill). Stone Trolls here highly prize certain kinds of stone, and especially jealously guard the magical Jewel Tree in "their" Vale (it fruits genuine gemstones each autumn).
And right in the middle of the map, at the foot of Rosebud hill, we have Rosebud Caverns, the little underground complex, and cause of all this mapping...



