Caergyd Point (Complete)

Since this is fairly big, here’s the cave and the castle separately.

I just have one piece of advice for any DM whose party takes up residence in this castle: that cave is not a safe place to dock a ship. It’s out of sight and it gives a group of thieves plenty of time to get it ready to sail without anyone seeing. So, if they don’t station a guard down there to watch it, have somebody steal it. Maybe one of the PCs wakes up in the middle of the night and sees their ship pulling out of the cave.

It doesn’t have to be more than a short encounter. You could give them enough time to grab their swords and leap for the mast as the ship is pulling away. I’m just saying, a completely unexpected, butt-naked pirate battle in the middle of the night sounds like some pretty good D&D to me. Worth considering, at least.

Next, I’ll be updating the Tir Thelandira map with all the locations I’ve got planned. I just want to give everybody a better idea of what the island is going to look like once it’s finished. I’ll post that tomorrow, along with a brief description of what I’m planning to do with each of the locations. After that, I’ll pick one and draw it. Okay, see you then!

Caergyd Point

Caergyd Point was inspired, in part, by Conwy Castle in Wales. “Caergyd” is my attempt at a made-up Welsh castle name. All I really know about Welsh is that there are several castles with names that start with “Caer” and that a lot of Welsh words have a Y in them. This is the culmination of those two pieces of knowledge. Hopefully it’s passable.

This map was largely designed to be an ideal castle for a party to buy or otherwise acquire. To that end, it’s got a lot of things a party would want in a castle: a smithy for repairing equipment, a laboratory/study for the wizard, a chapel for the cleric, a kennel for whatever filthy creature follows the ranger around, a secret room, a tavern, a trading post to unload loot, and several empty rooms for the party to do what they want with.

There’s one more part of this map to finish: the sea cave underneath. I decided to make it separate in order to keep the map from being too huge. It’s about half-finished already and I should have it up tomorrow.

There are only three things in the cave: a dungeon, storage space, and a parking spot for a ship. Still, for parties that do a lot of sailing, it’ll be pretty useful. Or if you want to use this place as a pirate fort. Or if you want to have the party storm the castle to kill the bad guy, but leave a way for them to escape. I guess it opens up a few options.

Anyway, I’m gonna wrap that last bit up. Let me know what you think!

Ponte di Palladio

Ponte di Palladio means “Bridge of Palladio.” I hope. Apologies to the Italians out there if I screwed it up, but can I promise you that, as we speak, there are dozens of people at Google Translate working hard to improve my fluency.

This bridge was Andrea Palladio’s design for what later became the Rialto Bridge in Venice, Italy. They ended up going with a different, single-arch design, in part because they wanted more space for boats to pass under it. It’s genuinely tragic when practical concerns get in the way of doing something awesome, but I suppose that’s life.

Anyway, having drawn two Venetian-inspired maps in the last month, I think it’s time to take a break from Italy for a moment (although the Castel Sant’Angelo has been calling out to me, so we may be heading back before long).

Next, I’ll be drawing a keep that’s largely designed as an adventurers’ base. It’ll be the kind of place a party might buy once they get to the point where they’re dragging around an ox-cart with 100,000gp piled onto it and one of them starts wondering if this is a financially responsible course of action.

So this place will have all the things a party would want, like a laboratory for the wizard, a kennel for the ranger, and a dungeon for whoever the party has kidnapped recently (for good reasons, I’m sure). I’ll also put in a secret chamber because literally 100% of players will want one. There will also be space for various services the party might need, such as a blacksmith to do repairs and a trading post so they can turn all the jade statuettes and ruby earrings they find into cash. I’ll also include 3-4 empty rooms for the players to use how they want, since every party has their own particular needs.

Anyway, that’s it for now. Let me know what you think of the map (and my Italian).

Palazzo di Nettuno

I think Venice is the kind of place a fantasy writer would come up with. “It’s this city in a harbor, you know? Trade port, super rich. Really beautiful. And get this: the streets? They’re made of water.” It’d be a really cool concept if it weren’t for the fact that it actually exists.

Of course, not everyone has a fantasy version of Venice in their game world, but I think this could be used as a palace with a moat as well. And I’m going to make a dry land version, which I should have up by tomorrow. Someone suggested turning the boathouse into a stables, which sounds good to me. I’ll draw in a few bushes, a happy little tree, it’ll be great.

By the way, I’m not sure if this map is supposed to be in daytime or a brightly moonlit night. I just started coloring without really thinking about it and this is what happened. Anyway, if you figure it out, let me know.

Okay, I’m gonna go draw some grass on this thing. Be back with that soon!

The Elven Tree Fortress of Oakenhold

After an absolutely enormous amount of work, the new and highly improved Oakenhold is finished. Moreover, I’ve written the history and lore of the island of Tir Thelandira. The TL;DR is this:

The elves of Tir Thelandira were nomadic tribes, but giant bears appeared and a lady killed them, unifying the tribes and becoming the queen. Then, humans showed up to mine gold, which was fine because the elves were pretty cool people. But the humans started logging the forest and the elves killed them all because they’re not actually all that cool. Later, the humans came back. People are probably going to die soon.

That’s the gist of it, anyway. I like settings where there isn’t a clear bad guy and I tried to write it that way. I mean, the Dhasrans did intrude on the elves’ land, but they weren’t there for conquest. They just wanted gold, which the elves didn’t really care about. And yeah, they shouldn’t have logged the elves’ forest, but the when the elves responded by going full-on North Sentinel Island on them, that may have been a slight overreaction.

There are a lot of angles to see things from and different kinds of adventures to run here depending on how you want to present the situation. Or you could just ignore my story and do something else entirely. That’s frequently the best option.

Anyway, I’ll have an updated map of Tir Thelandira for everybody tomorrow, as well as DM notes for Oakenhold for patrons. After that, I’ll be working on the map chosen by last month’s Cartographic Congress. This will be a palace in a Venetian-style canal city, drawn in a gothic/dark fantasy style. Prepare your eyeliner.

So, what do you all think of the new Oakenhold? I certainly think it turned out better than the original version and I hope you agree (I mean, I really do. That’s not a high bar to jump over). Anyway, let me know what you think!

The Green Eye Oasis

The Green Eye is a village and caravanserai built around a small oasis in a sinkhole. The place has everything a traveling merchant needs: camel parking, a room for the night, baths, a tavern and a provisioner. Oh, and water. Merchants need that to live. I mean, everybody does, but merchants do too.

I think this would be a really great place for a battle, especially if the party was inside the village while getting attacked by archers around the edges of the sinkhole. That’d create a really nasty situation, since the place is kind of… what’s the word? The opposite of defensible. It’s an easy place to attack. Making the party fight their way out of here could be an interesting challenge.

Next, I’ll be getting to work on the second map for Tir Thelandira. I’ve got a few different maps planned for the island, but I really want to draw Oakenhold next. Oakenhold is a giant tree fortress which serves as the wild elves’ capital. This will be the first time I’ve ever redrawn a map. If you want to get an idea of what it’ll look like, here’s the original. I’m fairly confident that the new version will be better than that. It certainly won’t be in black and white, anyway. I’ll also write some lore for Tir Thelandira to go along with it and I’ll make some more concrete plans for the rest of the island as well.

All right, hope that sounds good to you! Let me know what you think of the oasis!

The Two Palms Tavern

Well, I decided to draw a palm tree on the map and call it the “Two Palms Tavern” after all. I’m not proud of having drawn a dad joke into the map, but it felt like the right thing to do at the time. I won’t make a habit of it, I promise.

The vote for the second civilization of Tir Thelandira is still open and I wanted to give patrons another chance to cast a vote before I end it in a few days, so if you haven’t cast a vote, please do! Once it’s decided, I’ll write some lore for the winner and start getting to work on the maps.

Next, I’m going to draw a few maps based on an idea I’ve been sitting on for a long time. The maps will be secret rooms. Not maps with secret rooms, just secret rooms connected to nothing. They’re meant to be used along with some other map that you wish had a secret room, but doesn’t. I’ll make versions with different entrances so you can have it behind a wall or under a trap door in the floor.

These will be small maps with 1-2 rooms and they should only take 2-3 days each. I’ve got three secret rooms in mind: a hidden prison, a psycho killer murder cellar, and a cultists’ shrine/summoning circle. Those seem like they’d be fairly useful, but if you’ve got any better ideas, let me know. I might draw more later depending on what you all think of these.

Anyway, that’s it for now. If you’re celebrating a holiday soon, I hope you have a great one! Relevant holiday greetings to one and all!

The Barre Sinister: A Spelljammer Pirate Tavern

I’ve made some fairly strange maps, but we might have a new champion today. The Barre Sinister is a tavern built on a giant, stone hand… in space. I also made a version with just the hand, which is arguably weirder. I suspect at least one of you has a use for that.

If you don’t play Spelljammer and you’re wondering how this place could possibly exist, allow me to explain the first rule of Spelljammer: Never ask questions about how things work. They just do. That’s a very important rule. No one’s trying to play Spelljammer with Neil DeGrasse Tyson.

Of course, not everyone is running a campaign in which the players can escape the gravitational influence of their planet, so I’m going to make an island version of this map next. That shouldn’t take long, since I mostly just need to change the background and draw a bit of land around the hand. Maybe I’ll throw a palm tree on there, who knows. Wait… would that constitute a pun in this situation? Maybe I’d better not.

Anyway, I’m gonna get to work on that and I’ll be back with it in a day or two. By the way, if you’re the person who actually has a use for the empty space hand, I’d love to hear what you plan to do with it!

The George and Dragon Inn – A 17th-Century Coaching Inn in Southwark, London

This map is based on a historic inn in Southwark, London. The establishment’s original name was The George and Dragon, although it’s known today as The George Inn. Personally, if it was up to me to abbreviate the name, I’d have kept the Dragon part and sent George packing, but I suppose that’s not the way the owners decided to go with it. They did keep the dragon on the sign, at least.

The George and Dragon was originally a coaching inn, which is an inn designed to accommodate stagecoach travelers, with large stables and space for carriages. Not many coaching inns survived the transition from stagecoaches to train travel, but The George was fortunate enough to be close to London’s railroad, which enabled it to stay in business. Lucky guy, that George.

I’ve gotten quite a few comments and messages with ideas about Tir Thelandira and the second civilization that will be living on the island. Tomorrow, I’ll start working your ideas into 3 or 4 different proposals, which I’ll put up for patrons to vote on.

Each of the proposals will be inspired by things you suggested and will probably contain suggestions put forth by several people. I won’t be able to work everything in, but I do appreciate all of your contributions. Some ideas, like an aquatic civilization, won’t make it onto the ballot, but I do absolutely want to include those in this world eventually.

Anyway, I’ll get those ideas fleshed out and post a vote in the next day or two. After that, I’ll be drawing the Barre Sinister, which is a Spelljammer-themed map that isn’t actually a spelljammer. It’s a tavern floating on a giant, stone hand that floats through space. So that should be a little something different. For those of you whose parties aren’t capable of generating enough Delta-V to reach a place like that, I’ll be making a sea version of the map as well.

All right, hope that sounds good. Let me know what you think of the map!

Frog’s Haven Crannog

In the last post, I talked about my plans for the first island of the as-yet-unnamed big project. There will be two civilizations living on the island, one of which will be a kingdom of wild elves.

Over the past century, the wild elves have been shifting from a tribal, nomadic society to a settled one. While the elves have become better at building large structures of timber and stone, their skills at architecture are still well behind those of other civilizations. To reflect this, many of the wild elves’ settlements will be inspired by Iron Age Celtic buildings from Ireland and Scotland. Here’s a breakdown of what I have in mind:

Crannog – A crannog is a man-made island with one or more houses on it. The island was often surrounded by a wooden palisade and had either a narrow causeway or a path of stepping stones leading to the shore. Crannogs were most common in Ireland and Scotland. Frog’s Haven will probably be the only one.

Broch – A broch is an old style of Scottish towerhouse, which looks like this. I think I’d draw this fairly similar to the one pictured, perhaps with some farmland around the walls. I’d also give it a slightly more elven, tribal look.

Motte and Bailey (or something similar) – A motte and bailey is an old style of wooden castle, which looks like this. I’d probably use a more elaborate version of the design and I’d make it more of a walled village rather than a fort. Again, it’d have an elven style to it as well.

OakenholdThis is one of the first maps I ever posted. I’ve never redrawn a map, but I want to redraw this one and I want it to be the seat of power for this wild elven civilization. I’ll change plenty about it, but it’ll be the same basic design. This is where the king or queen lives.

That’s the plan so far. There will probably be other locations as well, but I want to get your opinions on these ideas first. If the response is largely negative, I’ll come up with something else. If it’s positive, I’ll get started on a map of the island and we can start figuring out where things are and who the elves are sharing the island with.

Anyway, let me know what you think of the Celtic wild elves. Positive or negative, I really want to hear your opinions!