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.
I kinda like leaving it unlabeled and without towns. It feels like it has more possibilities this way. And it has nothing to do with me being lazy and not wanting to deal with labels and whatnot. Or being too cheap to buy Photoshop.
I’ll confess that the first version has the “dramatic warm” filter on it. The real color is a bit more chipper.
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.
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)
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
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
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
Upriver from the violent coastal tides
Happychance straddles the water where three rivers merge
Northern most settlement in the Valley of Lakes
Large bridge over the Al’alwan River leads into Psíanth from the east
In the center of the Valley Loslagos
On the banks of Kershmire Lake
Does a lot of trading with Xan and Zemr
South eastern coast is primarily dry, arrid steppe land
Hate Kalenar and deny that Kalenar has any sovereignty over them
Monokron Isle (Between Northern Yewnaria and the Mainland)
This once beautiful isle changed … elementals battle … death … dispair …
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
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
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
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
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
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
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
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)
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
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.
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.
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.
On this fantasy map, I dipped my toe into the excitement of adding color.
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.
When the light hits the paper, the colors look shiny from the sparkly bits in the eyeshadows. Yay! Finally a use for makeup!
The Dungeon of Dori is an idea percolating in my head for a Dungeons & Dragons session (could be used for any RPG, really). This is the initial sketch of the dungeon/castle/place-to-cause-mayhem including hidden doors and a huge slime monster … or maybe a water feature … who knows?!
I picture a drab, gray stone castle with odd nooks on the outside, leading visitors to think they’ve found an entrance only to find it’s an architectural feature of the insane Dori. There are a couple of exterior doors, which are hidden … naturally (the squiggly lines are hidden doors). Even the interior is full of hidden doors, which make for quicker movement for those who are familiar with the interior.
The inside is dark and cold, with a constant echo of dripping water. I also like the idea that the filled in areas area actually pillars hiding secrets inside of them.
And Traps? Oh yes. How could the insane Dori not have wicked traps?!
I found myself alone with grid paper and idle time back in October 2016. I couldn’t help but want to start creating a maze-like dungeons, possibly reliving some of my 80s childhood at the same time. While sketching, I imaged dimly lit stone hallways with sweaty, slimy walls. And secret doors. Clever traps. Wondering monsters. The big baddie waiting in the center for the big showdown. And marvelous treasures!
It occurred to me that I’m always looking for maps to snag for my game, so it occurred to me that I should share what I’ve made too. Here’s a result of that particular compulsive sketching, available for noncommercial reuse to the interwebs: maze-with grid [PDF version]
For those of you who prefer computer generated maps, with or without a grid, Donjon’s Random Dungeon Generator is a really awesome, free tool for making random dungeons. Along with detailed maps of varying sized and shapes based on your selections, the generator creates encounters for the party size and level you need in your chosen environment.
I will caution that for a 1st level dungeon, DCs (Difficulty Classes) of 20, 25, and 30 felt really unrealistic if you want your first level players to have a chance of success. So read over the included encounters and modify as you see fit.