This is the final floor of Brazenthrone’s common quarter, capping off the local shopping center arcade market and the presumably-expensive apartments to the north. Speaking of which, I don’t add a compass to my maps, but if you ever want to know which direction a map is facing, there are always two possible answers. Choose the one that satisfies you the most:
Whichever way is most convenient for you to use it in your setting.
The top of the map is north.
Another thing I want to mention, which also applies to all my maps (aside from region maps): the scale is always 5 feet. I don’t always include a scale, but it’s the same for all of them. I’ve had people tell me they use certain maps at a 10′ scale (particularly Brazenthrone and Finbarr’s Marsh) because they like a little more room, which I can understand, especially if you have a big party and you need to fit 8 or 10 players into one place for a fight. But, since 5′ is pretty much the “standard” and because so many people have a strong preference for it, I won’t be drawing maps at any other scale.
Alright, next up is the Assassins’ Keep, chosen by last month’s Cartographic Congress. Then I’m thinking I’ll knock out one of the residential districts of Brazenthrone, which will give me time to take on one of the bigger maps chosen in the Great Vote.
There’s DM notes for this map, VTT versions and all the usual stuff available to patrons. The annotated version is the same.
The Great Library is a fantasy version of the Great Library of Alexandria. The historical Library of Alexandria is famous for being the largest repository of knowledge in the ancient world. Its construction, ordered by the Pharaoh Ptolemy II, was probably the greatest accomplishment anyone who slept with their sister has ever made.
In addition to its large collection of books, scrolls and maps, the Great Library features living facilities for resident scholars, a lecture hall, shrine, scriptorium and more. It truly is a great milestone in mankind’s eternal quest for knowledge. You should send your players to burn it to the ground.
There will be one more level of Brazenthrone‘s Common Quarter, then it’s on to the next chamber. I originally planned for this to be three levels and it looks like I managed not to go crazy and make it into some 800-floor monstrosity. Which leaves me feeling strangely both proud of myself and disappointed. Hmm.
So, in news you don’t care about, I just bought new paper. AMAZING paper. If you’re someone who makes fantasy maps that are so large you need huge-sized graph paper, this is what you’re looking for: Rhodia. This one. I haven’t drawn a map on it yet, but I’ve tested my pens on it and it is GLORIOUS. We’ll see how much of a difference it makes in the end next time. Until then, back to work.
There’s an expanded annotated version of this map and DM notes available to patrons.
This is the second of the maps chosen by patrons in the Great Vote. The Tempest of Reckoning is like the Goodyear blimp’s crazy older brother who got mixed up with the wrong crowd and is serving 40 to life for a triple homicide.
If you’re in the market for an airship for your players, the Century Pelican might be more your speed. It has 2 fewer engines, 29 fewer ballistas and, crucially, 1 less bomb bay. Do think carefully before giving your players a bomber. It’s your game, of course, but… I’m just saying.
I didn’t do four different engine variants for this like I did with the Pelican, but here’s an alternate version with the engines removed. If your setting features airships powered by sails, you’re good to go. Or you can draw in your own zombies-on-a-hamster-wheel or whatever. Or you can just tell your players the power plant is there and leave it at that.
Next up is the second level of Brazenthrone’s Common Quarter. After that, the Library of Alexandria, as chosen by the Cartographic Congress. Then it’s the third and final level of the Common Quarter, then the map just chosen by the Cartographic Congress, a Persian-inspired Assassins’ Keep. I need to catch up on that and this seems like a good time to do it.
As usual, there’s an annotated version of this map and DM notes available to patrons.
This is the first of three levels of Brazenthrone’s common quarter. This is the central hub of most of the city’s residential areas. The Amethyst Arcade in the lower right is a large arcade market with all kinds of shops and vendors’ stalls, built to keep the Quarter’s merchants in one place (and off the streets). There’s also a theater, a park, two fountains and a variety of bars for all your drinking needs.
There will be two more floors for this map, but it’s pretty big, so I’m going to do them separately. Next up will be the Airship of the Line, chosen by you in the Great Vote. After that, we’ll come back to the Common Quarter with the second (and maybe third) levels. Then it’s last month’s Cartographic Congress winner, the Library of Alexandria.
Here’s a version of this map without annotations. There’s an expanded annotated version of this map and DM notes available to patrons.
This map was chosen by the Cartographic Congress, based on the proposal by Senator Parker. Originally, I wasn’t sure how I’d combine a castle and a lighthouse, but I really like how it turned out.
Torchguard is built on a rocky outcropping in the middle of a harbor. This puts it in a good position to defend against attacks by sea, but it also makes it a thing that ships might run into at night. Thus, the lighthouse atop the keep. An array of artillery, as well as docks to host its own fleet, help Torchguard keep unwanted ships from marauding the surrounding city.
Next up is Brazenthrone’s Common Quarter. It’s one of the bigger parts of the city and it’ll take a little while to draw, but I’ll give you some work-in-progress pics along the way.
Also, something I wanted to share: the other day, I went to the dentist and I had to fill out a form, which had a space for “occupation.” Writing “Fantasy Cartographer” on that line was one of the sweetest, most delicious moments of my life. I still can’t believe I do this. My god. Thank you so much.
There’s an annotated version of this map and DM notes available to patrons.
This is the bottom of Brazenthrone, as far down as the city goes. While dwarves aren’t typically a nautically-inclined people, they’re happy to trade with those who are and deep gnome, drow and orog merchants come here to do business. The thing across the harbor’s entrance is a chain boom, which can be raised or lowered to control access to the outpost.
Next up is the map chosen by last month’s Cartographic Congress, the harbor fortress of Torchguard. Like the Underdark Outpost, it’s looking like it’s going to be bigger than I’d originally planned. It might actually be approaching the size of Neuschwanstein.
I suppose it wouldn’t be the first time I made modest plans and then went way overboard. I originally planned for the Great Hall of Brazenthrone to be four floors before I added another two. And that’s the biggest map I’ve ever made. How do you look at that and think, “It could be bigger?” Well, anyway, I hope you’re cool with that because I’m probably not going to stop.
This is the first of the maps chosen by patrons in the Great Vote. It’s been in my idea book since just after I started the website and I’m glad to see Old Madeleine’s turn finally come around. If you’re looking to make a pit stop for a little booze and violence in your campaign, maybe consider having your players drop by. As Old Madeleine herself always says, “There’s nothing better than sitting by a warm fire, eating a nice, home-cooked meal and watching two people fight to the death.”
So, next up is Brazenthrone’s underdark trading outpost. After that is last month’s Cartographic Congress winner, the harbor fortress of Torchguard. Then it’s back to Brazenthrone with… I haven’t decided yet. Probably either the Noble, Common or Anvil Quarter.
There’s an annotated version of this map and DM notes available to patrons.
This is where Brazenthrone sends the few criminals whose crimes are deemed too severe for a flogging, yet not quite warranting execution (they do love a good flogging).
The prisoners are housed in a series of oubliettes, sleeping in the narrow alcoves around the sides. Those deemed especially naughty are placed in the isolation pits. Gates at the entrance and the guards’ area prevent access by potential escapees. This could be an interesting place to have your players escape from or stage a rescue.
Next up is Old Madeleine’s Inn and Fighting Pit, then we’re finishing off the lower part of Brazenthrone with the Underdark Trading Outpost. If you’re a patron, there’s still time to vote in the runoff between the Airship of the Line and the Aarakocra Village in the medium category (the vote ends later tonight). When it ends, the large-ish category vote will begin.
Normally, when I finish a map, I just open up my ideas notebook and pick another to do next. This time, as soon as I picked it up, I realized that all those ideas were up for a vote and I couldn’t draw them yet. So, I came up with this.
This is something I thought would be an interesting place to run an adventure. I didn’t have any particular sort of story in mind. Mainly I thought it’d make a unique lair for goblins, bandits or whoever else is getting their ass kicked this week. If you’re using it as an uninhabited ruin, here’s a version without the bridges.
After this is the Pits of Justice, then I think I’ll get started on Old Madeleine’s Inn and Fighting Pit. That’s an idea that’s been in the book for a long time and I’m really glad you guys picked it.
There are DM notes for this map available to patrons.