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.
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.
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.
Well, there it is. A little later than I’d hoped, but with my computer degenerating into a mass of dysfunctional electronics that necessitated several full hard drive wipes, I suppose that’s to be expected. You know what’s funny? I wiped my SSD several times over and you know what’s still there? Two things: Europa Universalis 4 and Stellaris. Apparently Paradox Interactive makes some highly resilient software.
Anyway, I need to get caught up, so I’m going to do the bridge map that I promised next, then the Cartographic Congress map, which will be a mine and mining camp. After that, more Brazenthrone. I’m not sure what part yet.
This is the first map I’ve ever made of a real place. It was built by King Ludwig II of Bavaria, who was known as “the Mad King.” He was born in the 1800s and was really into Middle Ages architecture, so he had this built as a sort of idealized fantasy castle. I’ll be honest, I can relate to this guy. Except I’m not the king of Bavaria and I can’t afford to build these things for real.
My understanding is that most of the rooms of this place are empty and I wasn’t able to find information on what a lot of them were actually meant to be, but since most people won’t be using this map as Actual Neuschwanstein Castle, I figured I’d come up things to fill them with.
Also, the cellar is completely made-up. There is a door there, which is visible in photos and the place does have a cellar, but I wasn’t able to find any information or floor plans to indicate what it looks like, so I just made it up. Everything else is drawn from various floor plans I found.
I’ll draw the rest of it next, but I thought I’d drop this off for now.
This map was chosen by the Cartographic Congress last month, based on the proposal of Senator Tim. If you’ve ever wondered where all those potions the PCs keep finding come from, this is the place. How they got into a ghoul’s pocket or a goblin’s treasure stash is another question.
This place doesn’t necessarily have to manufacture potions, though. There are all kinds of scientific pursuits these guys could be engaging in, from inventing gunpowder to cooking 99.6 percent pure crystal meth. It’s all up to you.
An annotated patrons’ edition of this map and DM notes are available on the patreon, if you’re interested.
“How big is Brazenthrone going to get,” you ask? This is just the door.
The next part will be the entrance tunnel and the fortified inner gates (marked as 3 here). They’re the fallback defensive position in case the main gates are taken and they’re basically a meat grinder. You’ll see why.
Before that, we’ve got an Alchemists’ Guildhall and Manufactory, the map chosen by the Cartographic Congress last month.
Finally, here’s the non-annotated version and the black and white. DM notes for this map are available to patrons. Also, starting with this map, I’ll be making VTT versions of all maps, sized for Roll20, for patrons.
This map was chosen by last month’s vote of the Cartographic Congress (although there was only one member at the time, so it was more of a Cartographic Tyranny, really).
Anyway, the idea of this map is that a necromancer (probably of an aquatic species) who lives in some caves beneath a lighthouse has managed to gain control of the lighthouse keeper (or become the lighthouse keeper, if you prefer) and is doing a really terrible job of keeping the fire lit. As a result, the necromancer has a ready supply of corpses to… you know, necromance. Build an army of the dead, make Frankensteins, whatever they’re into. The rest of the details are up to you!
This map has an annotated version and DM notes for patrons.
This is an abandoned village in the woods. If you want, it can be no more than that. Or you can send your PCs underground to find their creepy little secret. The nature of that secret is up to you, of course. Dark gods and demonic summoning? Opening a gateway to another world? Trafficking Eastern European prostitutes?