Gallery

The Great Spire – work in progress

I envision this massive round structure with landings every 35-50 steps. A large, wide archway leads immediately to imposing steep stairs going up.

To the left of the entry arch are 3 smaller arches that lead into the stables.

A door on the right at the base of the stairs leads to the only room accessible inside without climbing stairs. (Visible on the second, color drawing.) This is where visitors are met and left to wait for their host(ess).

The rooms themselves are often insanely tall. There are several secret doors high up on the walls that shortcut to areas farther up the spiral.

The owner of this tower is a natural flyer and uses the stairs to slow down and exhaust potential enemies. There are likely traps along the way the turn these stairs into the biggest slide ever.

Original pencil sketch of the Great Spire with room numbers.

By the time I got to identifying the levels by color, some of the rooms changed which landings they opened onto. At the bottom is a newer color version with the updated room numbers.

Color-coded map of the Great Spire. Rooms of the same color are on the same level.

Levels

Level 0 – ground

Stables

Reception Room (1) – windowless

Level 1 – light green rooms

On the first landing (30×10) are 2 doors on the left (2, 3) and a door on the right (4). There are no windows in the rooms on this floor.

Level 2 – dark green rooms

On this landing (20ft x 10ft) is a door on the right (6) and one on the left (5).

The room on the left (5) is about 45×30 with a 40 foot ceiling. Large picture windows on the back wall do not open.

The room on the right (6) is 20×10 with a 400ft high ceiling, shrouded in darkness. It feels more like a chimney than a room. In the right back corner is a small hidden panel (gnome size) about a foot off the ground that leads into a 10×15 storage area (6b). On the back wall, abutted against the ceiling is another secret door that leads to landing #13.

Our flying homeowner uses this as a shortcut to the upper levels.

Level 3 – light blue

On this landing (30×10) are 3 on the left (7, 8, 9) and a door on the right (10).

Level 4 – orange

Landing is 15×10 with a door on the right (13) and 2 on the left (11, 12).

Level 5 – pink

Landing is 20×10 with a door on the right (16) and 2 on the left (14, 15).

Level 6 – red

Landing is 20×10 with 2 doors on the left (17, 18).

Level 7 – fuchsia

Landing is 30×10 with 2 doors on the left (19, 20) and 1 to the right (21).

Level 8 – dark red

Landing is 20×10 with 2 doors on the left (22, 23).

Level 9 – dark purple

Landing is 30×10 with 2 doors on the left (25, 25) and 2 on the right (26, 27).

Level 10 – dark orange

Landing is 20×10 with 3 doors on the left (28, 29, 30).

Level 11 – green

Landing is 20×10 with a door on the right (31). Going up the stairs, it would be easy to miss this door.

Level 12 – light yellow

Landing is 20×10 with 2 doors on the left (32, 33). The smaller room has a small hidden panel (gnome size) on the right wall about a foot off the ground that leads into a hidden room (33b).

Level 13 – reddish orange

Landing is 20×10. On the left wall is the hidden door that connects to the 400-foot tall room on level 2. Falling through this door could hurt a lot.

On the right are 2 doors (34, 35). The room directly across from the secret door has a 160’ high ceiling. In the far right corner, abutted against the ceiling is another secret door that leads to room on level #17.

Level 14 – purple

Landing is 20×10 with a door on the left (36) and the right (37).

Level 15 – aquamarine

Landing is 20×10 with 2 doors on the right (38, 39).

Level 16 – yellow

Landing is 20×10 with 2 doors on the left (40, 41).

Level 17 – gray

Landing is 20×10 with 2 doors on the left (42, 43).

Top Level – dark brown

A single door at the top of the stairs leads to a large room (44) with curved walls. The top of the ceiling comes together at a point in the center. Windows circle the point, looking up at the stars.

Great Spire with numbered rooms and levels.

I want to figure out how to represent this building in 3D. I think there are some clever things I can do between levels, but it is hard to visualize in this 2D format.

Castle Darkhope

Discovered in the lost ruins of Gauntlet Green is a map of Castle Darkhope, where the throne of Delzoun once ruled.

Main Floor

The floorplan of Castle Darkhope reveals a large, sunken ballroom with a glass ceiling on the western side. On the east is an equally large solarium with a 2-story high class ceiling. The 2-story glass ceilings are also in the throne room and the two circular lounge areas in the front. The throne room and the solarium have double-arched entrances. The ballroom has one large archway.

Upstairs

Upstairs are two exterior balconies off of the study and the salon facing the front of the castle. Windows along the east wall look in to the solarium. Windows on the west can see the lower glass ceiling of the ballroom. Privileged family and visitors might have been allowed to watch the events unfolding in the throne room from the rooms above.

Cave City – Draft

Work in progress

Sketch – Cave City

Been working on this idea for a city hidden inside of a cave, currently called “Cave City”. Apparently the people who live there aren’t very creative sorts. Maybe they spent so much time trying to squeeze in their architectural dwellings that they didn’t have time for clever words?

Some of the angles got a little wonky, especially the top swath of road. Some day I may see if I can improve on this digitally.

This was inspired by the quick sketch made for the Skirmish on a switchback trail.

Gallery

Map: Pillar House Tavern & Inn

Floor plan for a tavern and inn
The Pillar 3-Story Tavern and Inn with color coded levels. Scroll down to see the other iterations of this map.

Pillar House History

The Pillar House straddles a canyon where a tributary of the Irewrathe River rushes past 50 feet below. This is the narrowest spot to cross the wild Irewrathe River for many miles. This tributary was always popular with those wanting to avoid the main routes guarded by local constabulary.

The owner, Galspar the Delightful, built the original house as revenge for a mostly forgotten squabble. All right. You caught me. That is a lie. The story is a bit of a legend in these parts.

The squabble goes something like this … Four bandits demanded a toll to cross a rope bridge at this crossing and the wizard Galspar and his party of adventurers were not inclined to pay and killed those 4 bandits. The Bandit Master was not terribly happy about Galspar’s response and a mini war ensued. By the time the dust settled, only the Bandit Master and Galspar were still standing. An agreement was reached between the two, but little of the details are known.

At the spot where the original rope bridge stood, Galspar the Delightful crafted great pillars of stone jutting out of the raging waters. (There are rumors that a bargain was struct with a clan of earth elementals who guard and reinforce the pillars. But surely that is just a rumor?) The pillars created a deadly maze for anyone trying to navigate the river by boat. Atop these pillars, Galspar built his house and settled into retirement. Did he allow others to cross the canyon there? No. He did not. He and his house sat there like an angry, bloated toad. Travelers went around the long way. Somehow though, those affiliated with the Bandit Master (know thieves cant?) were able to safely get through maze of pillars in the river below.

After a few short years, Galspar the (Less than) Delightful, grew bored with retirement and sold the house to Dovilynn Warmdelver, an entrepreneurial dwarf who had grown tired of the smugglers life and had a great idea for Galspar’s place.

Dovi converted the house into a tavern & inn and named it the Pillar House Tavern & Inn. Past associates appreciated a place to quench their thirst and rest up. Though the law would occasionally raid the place, they were never able find any evidence that the clever dwarf giving shelter to wanted criminals or storing illegal goods. Of course, both were absolutely true.

There are several hidden rooms in the River Pillar House. One of the secret rooms has 4 beds for those the law is after. Another is for storage. And the third is the owner’s bathroom, because being a tavern owner means not sharing your damn bathroom with a bunch of drunkards. Two trap doors can be accessed from below if you know where and how to climb the right pillars.

Beneath the house, earth elementals (2-6) and water elementals (1-4) make their home. If a boat tries to navigate the pillars without the right Thieves Cant signals, they will attack. They get first choice on any of the items from the slain. The rest they leave in a cave for the tavern. If you DO have the correct Thieves Cant signals, the water elemental smoothly carries you through the pillar maze to the other side.

Eight beds for rent

The River Pillar House Inn & Tavern has 8 beds for rent to the public. All but one in shared rooms.

On the main level is a room with four regular beds in one, as well as one room that has an extra-large bed for larger bodies or who just like to sleep in groups. For the smaller folk such as halflings and gnomes, an optional bunting board can divide one of the regular beds into two smaller beds.

On the mezzanine is a room with three regular beds next to the shared bathrooms. The bathroom has three holes and a semi-private bathtub.

Hidden on the mezzanine level is a room with 4 regular-sized beds that the Thieves Guild rent when someone needs to stay out of the public eye. There is a second secret door from this room that allows the sneaky visitors quick access to the bathrooms, but they will still need to use their stealth to ensure that others in the inn do not spot them. Otherwise they can use the bed pans.

Map Iterations

Includes the maps showing all 3 floors labeled with and without color-coded levels, individual level maps with their secret rooms, and one with no text or furniture.

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Map: Hillsworth Crooked House

A fantasy hand-sketched building map for role playing games like Dungeons & Dragons (Dnd). I would use it in a D&D 5th Edition game, myself, ’cause that’s my jab. I’ve been drawing more floor plans of late and have a couple of more that will be coming along.

About Hillsworth

Calling this large, brick edifice a “house” may be a bit of a stretch. It has the look of a building that started out with the best intention and then had rooms randomly added on without much concern for square corners or aesthetics.

A large deck on the west side faces the Hespharla Stream. On the east side, low rolling grassy hills protect the house from the winds coming over the meadows.

Colored version of a building floor plan

Raw Sketch

Original pencil-sketch of the Hillsworth Manor. When I brought the file into Photoshop, I had the walls all cleaned up and straight, but decided that this house really wanted to keep it’s crooked personality.

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Map: Academy of the Anchor Accords

Here is the map of fictional Academy of the Anchor Accords, originally drawn in pencil and overlayed in Photoshop with some lovely straight lines and doors.

Academy Floorplan

Classrooms on the left and student dorms on the right. Admin and janitorial in the center.

Secret doors can be found throughout the Academy from staff wanting to avoid students, students wanting to avoid teachers, and everyone wanting quick shortcuts. There’s also a hidden room where the staff hide the good stuff! (booze? chocolate? magic items?)

Is this an abandoned building? An active school? You decide!

The Anchor Accords is part of an idea I’m toying with for a new campaign that involves time and space magic and what happens when one of the dimension’s anchors is removed by some foolish adventurers.

Academy of the Anchor Accords floor plan map

Academy floor plan, simple version without texture

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Map: The Town of Manifort’s Freedom

Fantasy hand-sketched city map for Dungeons & Dragons (Dnd) or other role playing game.

About Manifort’s Freedom

Manifort’s Freedom is a small, river town. On the east side, a sandy beach separates the town’s buildings from the raging waters of the Ogleri River. Rough mountains protect the north flank.

The original founder meticulously planned out the roads and neighborhood blocks, many of which have become crowded and dirty over time. To the West and South, orchards and farmland surround the tightly packed buildings.

A huge tower dominating the center of Manifort’s Freedom is an outpost for the Royal Troops and serves as a defense against potential attacks from the North or the East.

Manifort’s Freedom Modified in Photoshop

city of Manifort's Freedom hand-drawn map

Original sketch of Manifort’s Freedom

Sketch of Manifort's Freedom hand-sketched town

My ramblings

Between having a 4-day weekend and quarantine going on, this seemed like a good time to dust off my sketchbook and pencils and have some cartography fun. While this map sketch is a totally fictional town, it is based on an actual small town near where I went to college.

I tend to think of these maps as something I’d maybe use in a Dungeons & Dragons game someday. What else might this map be used for?

Gallery

Obsidian Map – Improved Upon!

City of Obsidian

… now with shanty neighborhoods surrounding outside the city walls

map of the town of Obsidian

Took the hand-drawn map of Obsidian into PhotoShop and had some fun. (The original sketch of Obsidian is here.) Added the shanty neighborhoods outside of the city walls. Sat it on a black background and change the color pallette of the map.

Labeled City of Obsidian

City of Obsidian Map numbered with legend
This version of the Obsidian map includes a legend of various locations with the city walls

Map Legend

(most of the information below in the extended legend is a repeat of the information in the orignal post)

  1. The Frenzied Ferret Dance Hall & Eatery – wild dance parties, gambling, and talent contest. Great place for a bard to practice their arts.
  2. Salty Swan Retreat – Bathhouse and adult entertainment/companionship
  3. The Tipsy Unicorn Tavern & Inn – Cheap drinks & small rooms
  4. Dizzy Dragon Den – Nicer place for travelers to eat and rest for the night.
    Rooms 1gold per night; Stables 6 silver per mount
    Food Specialties: Dragon Pepper Poppers, Dragon’s Breath Ale
    Yahkle Arodite (Dwarf); talkative cheery fellow; closely shorn red hair; no beard nor eyebrows; happy to spin a yarn about how his beard burn off and how lovely life as a dwarf is without a beard
  5. Mayor’s Office – Mayor Kayrem O’Riley. Male gnome with greenish hair, vibrant blue eyes, plaid red/black suit with black button up shirt and matching pocket square.
    Glenarra, Mayor’s Assistant.  Female halfling, flaxen haired, tired rings under her dark brown eyes, horribly hung over from partying at the Frenzied Ferret last night.
  6. Military Barracks for Sovereign’s Troops – Colonel Bodo Mutah. Male gnome, gray & grizzled
  7. The Congregation of The Somewhat Virtuous  – a collection of chaotic good god kiosks; layout is a maze of cubicles that changes everytime you enter the building
    Calista. Seerer. Human androgynous. Royal blue; follower of Daghdha
    Cleric Zorbit (Cleric of Aphrodite). Halfling female, short bobbed orange hair; grey eyes
  8. Temple of Eternal Song
  9. Keepers of Balance
  10. Paragons of Pelor
  11. Sparks Refinery & Warehouse – Entrance to the diamond mine is inside the warehouse; most of the surrounding warehouses are also owned by VonBellor and used for processing the diamonds
    Buric VonBellor. 1/2-Elf male. Head honcho of mines – technically, the diamond mines belong to the country of Briarstone and the sovereign
    The mine tunnels below the town of Obsidian twist and turn, up, down, and back upon itself … who knows how far out or down this mines might go?
  12. The Pounding Hammer Smithy – Industrial and normal smithy (horse shoes, wheels, pipes, etc.
  13. Metal Mayhem – Specializes in basic armor and shields; some +1 magical armor and shields
  14. The Majestic Gray Blade – sells well-crafted bladed weapons; some magical
    Can do some custom work for the right price
  15. Berttle’s Bloody Blades – shadier magical items and slimy proprietor;
    Berttle is a angry, greasy gnome who bellows at his apprentice, Goffenmauker, but is cloyingly nice and ingratiating to buyers
  16. The Raven’s Maze – basic magic items (potions/scrolls)
  17. The Dapper Dandy – magical cloth items made to order (cost 2x normal)
    Also makes beautifully embellished sword sheaths and  quivers
  18. The Royal Yeti – fancy clothier
  19. Duke’s Castle – Not much is known about the Duke by the locals. The royalty here is rarely seen out mingling with the commoners
  20. Darkhallow Gaols – Prison for unruly minors and adventurers. Rumor has it that there are hidden levels of the dungeon where the Duke tortures keeps the vilest of his enemies
  21. Open Market – From fresh produce, meats, jewelry, and random other vendors that may change with the seasons
w = warehouse
T = guard tower

Town of Obsidian

multi-level steampunk town

Check out the improved upon version of this map of Obsidian posted in April 2019

Ground Level of the Town of Obsidian

The town of Obsidian lies along the northern stretch of Briarstone’s Free Road, between Berlstrum and Goremont.

The population is primarily gnome. The ground floor is “human” size and scale, where the rather random levels off the ground are more comfortable for the shorter races.

Beneath the city is a well guarded secret, or at least not widely advertised to enemy forces. A large diamond mine runs many levels and tunnels underneath. The town has a dark gritty layer of coal dust that covers much of the town. Processing plants are a large source of employment here.

Places of Interest

Inns/Taverns

The Frenzied Ferrett Dance Hall & Eatery

Nightly contests based on performance scores (dancing, instruments, bands, solos, comedians, etc.)
Gambling room

Salty Swan Retreat

Bath house and optional adult entertainment/companionship

The Tipsy Unicorn Tavern & Inn

Cheap drinks & small rooms

Dizzy Dragon Den

Rooms 1gold per night

Stables 6 silver per mount

Specialties: Dragon Pepper Poppers, Dragon’s Breath Ale

Yahkle Arodite (Dwarf); talkative cheerie fellow; closely shorn red hair;  no beard nor eyebrows; happy to spin a yarn about how his beard burn off and how lovely life as a dwarf is without a beard.

Mayor’s Office

Mayor Kayrem O’Riley. Male gnome with greenish hair, vibrant blue eyes, plaid red/black suit with black button up shirt and matching pocket square.
Glenarra, Mayor’s Assistant.  Female halfling, flaxen haired, tired rings under her dark brown eyes, horribly hung over from partying at the Frenzied Ferrett last night.

Military Baracks for Sovereign’s Troops

Colonel Bodo Mutah. Male gnome, gray & grizzled

Places of Worship

The Congregation of the Somewhat Virtuous

Collection of various Choatic Good kiosks
Calista. Seerer. Human androgenous. Royal blue; follower of Daghdha
Cleric Zorbit (Cleric of Aphrodite). Halfling female, short bobbed orange hair; grey eyes.

Temple of Eternal Song

Keepers of Balance

Paragons of Pelor

Sparks Refinery

Buric VonBellor. 1/2-Elf male. Head honcho of mines – technically, the diamond mines belong to the country of Briarstone and the sovereign

Vendors

The Pounding Hammer Smithy

Basic metals smith; armors

Metal Mayhem

Armor/shields; some basic +1 items available

The Majestic Gray Blade

Weapons, bladed

Berttle’s Bloody Blades

Blades and other shady magic items

The Raven’s Maze

Basic magic items, potions, scrolls

The Daper Dandy

Leather and Cloth goods and armor

The Royal Yeti

Fancy clothing

Possible Side Quests in Obsidian:

Mining Pests

The owner of Sparks Refinery, Buric VonBellor, is losing minors in a new vein of the mine to a territorial Bullette that finds gnomes and halflings tasty. Buric is offering 500g per claw (12 claws per bullette) as proof of success. Buric volunteers Svensen, a portly gnome with anxious brown eyes, to take the party to the end of the new vein. Svensens not excited to be bullette bait.

Each adventurer is provided with a basic hooded lantern, if needed.

They will be escorted blindfolded by guards and Svensen through the building, down the mine shaft elevator, and into the tunnel entrance to this vein. The guards will stay at the tunnel entrance.

Berttle’s Bloody Blade

Located in the poorer part of town, behind a greasy food stand Berttle’s Bloody Blade sells questionable magic items, mostly bladed. Berttle is a angry, greasy gnome who bellows at his apprentice, Goffenmauker. Though Berttle is excessively polite to potential buyers.

Berttle has intel that there is a large boulder that contains the rare terrunium ore hidden way below the diamond mines of Obsidian. (For a description of terrunium, look under the Nation of Glort here: Dreadstorms Lost Campaign – Overview) The diamond mine operators want nothing to do with some stupid rock with terrunium. He sent his apprentice to find someone to sneak through the minds and retrieve the stone, but the hapless Goffenmauker has had no luck. No one familiar with the diamond operations wants to risk getting on their bad side.

Our adventurers enter the premise as Berttle is scolding Goffenmauker for his failure to procure some “dumb-ass idiotic adventure types” to get the stone. If the party is interested in taking the job, Berttle will offer to make a single bladed with terrunium with two minor enchantments in exchange for sneaking the boulder out of the mines.

rough sketch of path through mines to Berttle's rock
The roughly sketched path to Berttle’s terrunium boulder through the diamond mines below Obsidian (Player Version). While the path looks flat, the tunnels are constantly slopping off in different up/down angles. The round space is a huge cavern with hundreds of tunnel entrances. There are zig-zagging paths with color-coded flag posts at the bottom of each section. (Sketch on the bottom left for GM clarity.)

To aid in the task, Berrtle will provide the party with:

  1. Rod of Tensers Floating Disc. Has 3 uses of the Tensers Floating Disc spell. Activates by pushing the button on the end of the rod. The button must be held down to maintain the spell. The button is stiff and takes effort to keep active. Trying to secure the button with glue or “tape” will cause the rod to fall apart.
  2. Two scrolls of Pass Without a Trace. 
  3. One scroll of Mass, Disguise Self – As the spell “Disguise Self”, but can be applied to up to a total of 6 willing creatures. All those under the effects of the Mass, Disguise Self spell must stay within 30 feet of the caster or the effect ends.
  4. A poorly drawn directions to the terrunium rock hidden beneath Obsidian
Gallery

In the Works

I am still working on drawing fantasy cartography maps (is cartography and maps redundant?), but not as diligently as earlier this year. I’ve been distracted with traveling and running D&D games and all the other stuff that takes up one’s day. And there’s this game on my phone … man, is it a time sink!

But to prove that I’ve been doing something, even if I have been ignoring my blog, I’m including a couple of in-progress sketches in the early stages of creation.

The nameless ones

These map doodles are currently without names. Ideas are welcome.

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Ruins of Amara

My first effort drawing a town.

I think I ruined it!

[pause a beat] … cause the town is in ruins! [insert polite laughter].

As my first sketching of a town map, I think it works pretty well. It’s really clear that the town was destroyed quite a while ago, right. Do you agree?

Are you reading this?

I hope none of my players actually visit my blog, since the group hasn’t been here yet. I’m reasonably sure they don’t. Maybe I should sneak some important clue on this posts just to find out!

Cause this is in-game stuff

The Ruins of Amara is a key location in finishing a big story arch the players have been working on in my current Dungeons & Dragons (D&D) campaign. The current arc takes place in the same world as the Dreadstorms Lost campaign and is actually like a Part 2 continuation.  This is a large part of why I’m having a hard time finishing the Dreadstorm Lost campaign on this blog. My brain has moved along to where we are currently in the game. The end of the Dreadstorms Lost happened in real life a couple of years ago now. Trying to drag my head back there is challenging. Especially when I’m trying to plan what might happen next in the current story.

The history of Amara

The citizens of Amara had been harrased by a decidely evil dragon that was destroying their crops and livestock and demanding they pay tribute. Even giving into the extorsion, the dragon continued to pillage the town and the surrounding area. The townsfolk went to a nice, friendly elder dragon and asked if it would be so kind as to remove the dragon from their lives. The nice dragon was welcome to all the treasure that the evil dragon had extorted from them.

There was an epic battle between the two dragons. Magic flew. Breathes of fire and acid spewed. Buildings were hurled at the enemy. By the time the battle was done, the village was in ruins and the entire poplulation was dead. The spirits of these dead villagers haunt the ruins to this day, demanding to know why their savior failed them.

Hand drawn color fantasy town map
The Ruins of Amara on the NE Coast of Briarstone

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Luapi

The continent of Luapi is a hand-drawn fantasy map with towns and topography. No labels. Some buildings turned out better than others.

How would you use the word cartography in a sentence in this instance? Because Google isn’t happy that I’m not using the key words (tags/categories) in the body of my blogs.

Why yes, this doodle is an example of my attempts at hand drawn cartography.  This map includes mountains, lakes, forests, and other examples of topography. I’ve also included sketches of towns, villages, huts, towers, and docks.

This map and all the others are the sort I would use in a Dungeons and Dragons campaign. You too are welcome to use them in your campaign (D&D or otherwise) as long as you don’t claim you drew it yourself or make a profit from the sketch.


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Xarundran – X marks the spot in color

Colored pencil sketch of a fantasy continent for use in a role playing game like Dungeons & Dragons. No labels on this one!

Decided to skip the towns and labels on this one. I just wanted the topography without the civilized bits.


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Anzorae – Back for More!

After joining the Cartographers’ Guild, I’ve learned that most of my rivers have all been messed up and that I’ll never really be done with a map.

The orginally posted version of the Anzorae map with information tidbits on the locations is here.

So I made the following changes:

  1. Fixed the multiple rivers leaving a lake or a river splitting downstream. By “fixed” I mean I found ways to cover up the BAD rivers.
  2. Added smaller townships (red circles with X)
  3. Added roads, major and less well-maintained ones
  4. Filled in the blue ocean around the continent. I just felt unfinished like it was before.
  5. Added “ANZORAE” title to page
  6. I haven’t figured out how to make the wiggle-squiggly, ocean water lines look better. If I squint, I can ignore those. I’m really tempted to take it into GIMP to get rid of those buggars.
a hand-drawn isometric map of a fictional place
Anzorae Map Version 2.0 – now with roads! (To see it without the distracting ocean lines, see below)
a hand-drawn isometric map of a fictional place
Anzorae with the squiggly ocean lines removed. Unfortunately this also removed the island and the title of the map. GIMP is great for a free program, but Boy! Oh boy! I miss PhotoShop!

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Yewnaria Revisited

I originally posted the black & whitish pencil sketch of Yewnaria here. Below are descriptions of the areas of interest on the continent of Yewnaria.

Continent of Yewnaria (Mainland)

Kalenar

  • Largest settlement on the mainland of Yewnaria
  • The recognized seat of power for the mainland
  • Sits at the mouth of the Kale River
  • Often battered by brutal coastal waves that floods the lower areas
  • The wealthier live in communities built upon elaborate, multi-level platforms perched on stilts

Goya

  • Nearest neighbor to Kalenar
  • Sits between the Kale River and the base of Orgool Hills
  • The Kale River widens and slows down at this point, making it feasible for larger ships to sail from Kalenar up to Goya

Anika

  • Coastal town
  • Next closes territory to Kalenar
  • Has a large wall around the city which helps brunt the worst of the coastal batterings as well as keep out unfriendlies
  • Between Anika and Happychance are rich, fertile farmlands
  • The eastern mountain range of Yewnaria are riddled with tunnels and passageways to the other side of the range. Many of the passageways are controlled by various clans of trolls, kobolds, dwarves, humans and the like that charge tolls and/or offer protection for travelors

Happychance

  • Upriver from the violent coastal tides
  • Happychance straddles the water where three rivers merge

Psíanth

  • Northern most settlement in the Valley of Lakes
  • Large bridge over the Al’alwan River leads into Psíanth from the east

Mawgenta

  • In the center of the Valley Loslagos
  • On the banks of Kershmire Lake

Aberdine

  • Lake side

Cadeem

  • Lake side

Bonhaven

  • Does a lot of trading with Xan and Zemr
  • South eastern coast is primarily dry, arrid steppe land

Southeastern Yewnaria

Xan

  • TBD

Zemr

  • TBD

Northern Yewnaria

Baitan

  • Snobs
  • Hate Kalenar and deny that Kalenar has any sovereignty over them

Brakenridge

  • Isolated
  • Cold

Rodeego

  • Bay harbor
  • Cold

Monokron Isle (Between Northern Yewnaria and the Mainland)

  • This once beautiful isle changed … elementals battle … death … dispair …

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Anzorae – fantasy map

Color sketch of a fantasy map
The delightful continent of Anzorae has towns, hamlets, castles, and more! That’s right, I’ve even put in some hand typography to label locations, rivers and a mountain range.

Anzorae

Brief overview

  • The entire continent of Anzorea is controlled by the monarchy, currently lead by Queen Kezarrae (Razorclawed lineage)
  • The northwest coastline is a barren, desert wasteland called “the Sacred Lands” due to the twisted, ruined landscape caused by past battles between powerful gods
  • Taxes for cities/towns/villages range from 10% – 25% depending on the level of favor the royal has with the crown
  • Adventuring Tax
    • Any found magical items must be presented to the court and can be gifted to the royals or be assessed a stiff tariff if the person wants to keep their spoils; sometimes the royals will claim the item for themselves and the “good of the nation” regardless of the presenters wishes.
    • 30% of any coins gathered in the act of adventuring shall be paid to the crown
    • Individuals who cannot prove ownership of a magical item (provenance documents, bill of sale, etc) or who show signs of gaining unexplained wealth not reported to the court are dealt with harshly

Points of interest in Anzorae


Saleece

Saleece
Saleece – Capital of Anzorae
  • Large, walled city
  • Capital of Anzorae
  • Home of the royals and Queen Kezarrae
  • Nezor Harbor protects the city from the harsh northern seas
  • Wardrum Forest –Home to a large tribe of druids who react violently to intruders
    • it’s often difficult to tell the druids from the animals
    • the wiser citizens of Saleece avoid this forest
  • Vargox Mountains – Mined for the wide range of precious metals and gems
    • Full of angry monsters and the corpses of would-be adventurers

Hargth

Hargth
Hargth – lawless port town
  • Primarily a fishing and trade town
  • Started off as a small fishing village, but has grown as a popular destination for smugglers and others who want trade outside the eyes of the law and avoid imperial taxes
    • Forgery is a popular sport here
  • An embarrassing thorn in the royals’ pristine ideals for their nation, especially since it’s so close to the capital
  • Queen Kezarrae’s army often runs raids on the town, but have little success due to the many secret doors and hidden tunnels running beneath the Hargth
  • Hargth Harbor and the surrounding lands are riddled with underwater passageways, which connect to the land tunnels under Hargth
  • It is not common knowledge that within the harbor and water tunnels is the sub-town of Hargthsdowns that is inhabited by merfolk and the like

Sakura

Sakura+Lake Drom
Sakura – on the edge of civilization
  • Lakeside castle
  • Fairly autonomous and isolated from the politics of Anzorae
  • Being on the edge of the Sacred Lands they get the occasional wave of strange mutated creatures that attack the walled town with mindless rage
  • Adventurers that survive the Sacred Lands will often go to Sakura to trade found magical items to avoid the high crown tariffs
    • Forgery is a popular sport here as well
  • Lake Drom – as long as you stay near the banks, you’ll be fine

Ellim

Color Sketch: Hand lettered
Ellim – home of the crazies
  • Medium size city
  • At the mouth of the Joramara River
  • The land to the north of the Joramara River is lush, fertile farmland
  • A lot of small homestead dot the lands north of Ellim and are technically considered under Ellim’s protection
  • Known for the inexperienced mages drawn there for the Wizard College
  • Home of a wide range of eccentric artisan types
  • Moordrae Forest – rangers like it here; no crazy druid tribes

Zomarra

Zomarra
Zamarra – Where you go to get away from the crazies
  • Keep
  • Surrounding land to the North is mostly swamp and the Hargrove River
  • Home of the coldly logical schools of thought
  • Several monastic and scholarly temples call Zomarra their home

Tansy

Tansy
Tansy – Simple Farmers, Right?
  • Farming community
  • Absolutely no hidden prince or princess wishing for a more exciting life here, just boring laborers.
  • Magic users? Bah! No use for that sort here. Go to Ellim if you want to play with the arcane. (Caves in the mountains have several thriving businesses run by clever wizards, sorcerers, witches, warlocks)

Goldspar

Color sketch: Hand lettered
Goldspar – Thinks it should be the capital
  • Large coastal town
  • Rivals Saleece in population, though more of residents live outside the city walls
  • The royals here are secretly plotting to place the crown on their heads

Domaar

Sketch-Hand lettered
Domaar
  • Small village on the largest of the Western Golsmar Islands

General Artist Notes

This was my first try at adding buildings and labels to a map. I can’t draw consistent, level squiggly horizontal water lines, but otherwise I think it’s coming along nicely.

As with the map of Bealdunagaen, I used a combination of pencils, gel pens, crayons, eyeliner, eyeshadow, and a wee bit o blush in the creation of this map.


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Bealdunagaen – fantasy map sketch

Update: March 29, 2018

Fearing the River Police would find me and confiscate my map drawing tools, I went back and added some rivers and made sure none split after downriver. I went pretty light on the rivers on this one, so it wasn’t too bad.

Hand drawn Fantasy map in color

Getting crazy with some color

This island-heavy map was inspired by the area around Bealadangan on the west side of Ireland, thus the name Bealdunagaen.

Color hand-drawn map with islands and mountains of imaginary Bealdunagaen

On this fantasy map, I dipped my toe into the excitement of adding color.

Color Creativity

I used a variety of media for coloring the map, wanting to used what I had on hand. In the end I used graphite pencils, sharpies, highlighters, gel pens, and crayons. But I wasn’t getting the quality of blending I wanted.

I was cleaning out a drawer in my bathroom and found a bag of makeup that I hadn’t touched in years. Mmmmmmm… So the brown of mountains is an eyeliner pencils. The shading is a combination of crayons and eye shadows. I like the way the land and mountains turned out. I eventually gave up on the water. It’s a mixture of highlighter and crayon trying to hide the highlighter.

Bealdunagaen sketch and various media used

When the light hits the paper, the colors look shiny from the sparkly bits in the eyeshadows. Yay! Finally a use for makeup!

Bealdunagaen map cropped to show shiny reflection
Orignal pencil sketch of Bealdunagaen

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Bestosa – pencil sketch fantasy map

Bestosa is a map of a fantasy continent pencil sketch

Continent of Bestosa

With this fantasy map, I added tunnels through caves. Fun.

I like the chain of islands, but adding topography into those the small areas seems impossible. I’m drawing on letter-size sheets. Do other people use bigger canvases?

Wavy ocean lines … got a bit carried away there. Also keeping them on the same horizontal plane was a bit challenging.

In regards to topography, I notice that I have a tendency to put the mountains smack dab in the middle. Gonna have to work mixing that up.

Still struggling with buildings and shields and labeling. They’d need to be so tiny!

I’m enjoying creating  these sketches, so I’ll keep at it.


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This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.