Scaligero Castle – Sirmione, Italy

So, there are eight buildings called Scaligero Castle in Italy. They were built by the Scaliger family, who ruled over Verona and were not very creative at naming castles. I mean, being fond of your own last name is fine, but maybe mix it up a little.

This is the Scaligero Castle in Sirmione, which has a very unusual feature: a fortified port. The port once held a fleet which the Scaligers used to control Lake Garda and its waterways. It’s mostly a fortification rather than a noble residence, so it’s fairly utilitarian in design, with most of the castle being defensive structures. The only two buildings inside are a barracks and a tower.

If you’re looking for a way to use this map in your game, allow me to suggest pirates. That’s what I’d use it for and something tells me I’m not alone there.

Next, I’ll be drawing a map I’ve been looking forward to making for a while now: the Château de Brézé. This is a French castle that looks like it was made for RPGs. There isn’t one photo that can explain this place, so let me walk you through it:

  • This is the Château from above. Note the dry moat surrounding it.
  • At the bottom of the dry moat, the walls of the moat are lined with tunnels and caverns. Here’s a photo of these. Here’s another.
  • Some of these lead to very long tunnels. A lot of them are interconnected. And a lot of them predate the castle, having been dug as an underground settlement in the 1100s.
  • So, to recap: people dug tunnels, creating an underground settlement. 400 years later, someone built a castle over that settlement. Then, they dug more tunnels. This place is unbelievably fascinating.

So, that’s the place I’m going to draw for you. I’ve been wanting to draw the Château de Brézé for years and it is time. Wish me luck.

The Digging Machines

This map is an underground mining complex run by mechanical constructs. It has equipment for stamping and smelting ore, as well as a factory for making more constructs. I imagine this place being built by deep gnomes or duergar, since they are:

A) Good at engineering, and

B) Crazy enough to think building self-replicating machines is a good idea.

For patrons, I’ve got a version without the machines in case you just want a regular mine. And there’s the unfurnished version as well for anyone who just wants some caves.

There’s some good stuff coming up, so let’s talk about it. Do you like castles? I hope the answer is yes, because castles are happening. Bullet list mode, engage.

  • Next up is Scaligero Castle, a very unique Italian fortress with its own walled harbor.
  • After that, I’ll be drawing the Chateau de Breze, a French castle with a complex network of tunnels running underneath it. I visited this place a while back and took hundreds of photos of these tunnels so I could make a map of them one day. That day is soon.
  • A few months back, the Castel Sant’Angelo came in second to the Chateau de Breze in a vote for the next big historical map. But Shawn proposed the Castel Sant’Angelo to the Cartographic Congress last month and won, so I’ll be drawing that too. In case you’re unfamiliar with the place, it was originally built as the tomb of the Roman Emperor Hadrian, but was later turned into a fortress by the pope. It’s another very unique place.

So, that’s our future: a France sandwich with two slices of Italy. How’s that sound?

The Vagabond Queen, or “The City of Sails”

If you’re planning to run an adventure on the Vagabond Queen, here’s a good way to kick things off:

  1. When the party boards the ship, have an NPC mention that there’s a tavern on board.
  2. The players will head there because 90% of all D&D characters are degenerate alcoholics.
  3. When they walk in, there’s a bard in the corner tuning up his harp. After the players sit down, the bard gently runs his fingers across the strings of his instrument and he begins to sing this song…
  4. Play the song “I’m On A Boat” by The Lonely Island.

If you’re at work, be sure to unplug your headphones and max out the volume before clicking that link.

I’ve got a bunch of ideas for adventures involving this map in the DM notes, along with a list of possible backstories about who built this ship and why, so if you’re a patron looking for inspiration, you may want to have a look.

I’ve got a few more things to make for this map, but I wanted to get it posted anyway. I should have the Foundry module and the Roll20 wall commands done later today. I’m also making some tokens for the smaller boats and some artillery. And, of course, there’ll be a spelljammer version of the map.

In a couple days, I’ll be leaving to see my family for a week, but I should be able to get the spelljammer version up the day I get back. Everything else should be done before then.

Well, drawing this map has been a ton of work, but I really think it turned out well. I’d love to hear what you think. And if you’ve got any questions, feel free to ask!

Valley of the Five Mages

The Valley of the Five Mages is the last map for Tir Thelandira and, while it’s mostly independent from the rest of the lore, I think it’s a nice addition to the island. The basic story is that five mages have come here from far away to study a mysterious hole in the ground that radiates an intense magical energy.

I wrote some thoughts about what might be down there in the DM notes for the map, but the best option is to have the wizards tell the party they believe there’s a powerful, arcane entity living down there. Then, when the players go down to check it out, it turns out to be a 50-foot-tall prairie dog jacked up on potions of growth. They won’t see that coming, I’ll tell you that much.

Next, I’m going to make separate maps of these five towers. Not everyone needs a valley full of towers, but almost everyone does need towers from time to time, so I thought I’d chop this up into single servings. That shouldn’t take more than a day, so they’ll probably be up tomorrow.

After that, I’ve got to finish up a few things for TIr Thelandira, like updating the History and Lore overview and the island map with the new locations, then putting it all together in a Tir Thelandira Codex, similar to what I made for Brazenthrone and the Black Loch. Once Tir Thelandira is officially done, I’ll be starting on the megaproject I’ve been talking about. Here’s the description I posted before:

Imagine a ship, like a galleon or a ship of the line, but much bigger. Bigger than any sailing ship ever built. 400′ (130m) long and 140′ (45m) across the beam. Eight masts, thirty sails. But this isn’t just a ship, it’s a town with hundreds of residents. Across the ship’s 5-6 full decks, there are shops, craftsmen, a marketplace, a tavern, an inn, a temple, gardens, a library, a mill and a lot more. There are cabins for the middle class, luxury apartments for the rich and hammocks for the poor. This is a ship you could get lost in. It could be a community of traders, explorers, pirates or wanderers.

I’ve been looking forward to drawing this for a while now and I think it’s going to be the kind of map you could work into a lot of adventures or even plan an entire campaign around. In any case, I’ve never seen anything like the map I’m imagining and I think it needs to exist, so I’m going to roll up my sleeves and draw it.

Well, I think that’s it for now. I’m gonna finish wrapping up this megaproject so I can get started on the next one. If you’ve got any thoughts, by all means let me know!

The Monastery of Varlaam in Meteora, Greece

Whew, this thing was a ton of work, but it’s finally done! This is a place I’ve wanted to draw for a long time and I was really glad to see someone propose it to the Cartographic Congress and win.

There’s something I didn’t realize about this place until I started working on it, though. I knew there was a mountaintop monastery in Meteora, Greece, but when I started looking for floor plans of the place, it turned out there are six. And there used to be twenty-four.

Imagine something for a moment. It’s the middle ages and you’re Greek. But the big city lifestyle was never for you, so you and a couple other fellas go out to the middle of nowhere, climb to the top of a giant rock formation and start building a monastery. Here, you can devote your life to God, get away from the rest of the world and live in quiet peace. And then some other people show up and start covering every rock in sight with twenty-three other monasteries. I mean, the first few are probably fine, but once they start hitting double digits, you’re probably ready to throw your hands up and move back to Athens.

So, here’s what I’ve got planned: I’m going to make a small map next. It’ll be something to do while I’m waiting for the last Tir Thelandira map to be decided on. If you’re a patron, the runoff vote is now open. After that, I’m going to finish Tir Thelandira and get started on that giant city-ship map I was talking about in this post. That’ll probably take a month or so to finish. It’s absolutely a megaproject and it’ll be bigger than any ship map I’ve ever seen by an order of magnitude or more.

Anyway. that’s what’s in the works. Hope it sounds good! Let me know what you think!

Wait, one last thing: if you’re a patron and you use Foundry, I just started a new Foundry module. Because Patrons’ Module 2 got so big that Foundry couldn’t export it without crashing. Not a joke. Anyway, you can find the link to install Patrons’ Module 3 on this page.

Ethermont House

Ethermont House is the guildhall of the Imperial Society of Extraordinary Adventurers, who have done pretty well for themselves over the years. As it turns out, breaking into the homes of evil wizards, killing them and selling all their stuff is a fairly profitable line of work.

When the job is done and you’ve finally cleaned all the little chunks of Saruman off your battleaxe, Ethermont is a great place to go and relax with some friends. Then, after a night in the beer hall and the billard room, you can go up to the guildmaster’s office, pick up another contract and head out to smoke Voldemort.

So, I started my patreon 5 years ago this month and it feels like I should do something special. So I’m going to hold a vote for all patrons on which historical map I should draw. The options will be:

  1. Château de Brézé – A French castle with an elaborate network of caves and tunnels dug around and underneath it.

  2. Stack Rock Fort – A British sea fort off the coast of Wales.

  3. Church of St. George, Lalibela – A very unique church carved into the bedrock in Ethiopia.

  4. Castel Sant’Angelo – Hadrian’s Tomb, which later became the pope’s castle.

These are places that have been on my to-do list for a while now and I think they will all make amazing maps. One of the monasteries of Meteora, Greece would have been on the list as well, but it just won last month’s Cartographic Congress vote, so I’m drawing it next. Between that, the giant ship and whatever wins the vote, there’ll be some cool stuff coming up.

I want to say thank you to everyone who’s supported my art over the last five years. Being able to wake up and draw maps for you every day is the best way I can imagine to make a living and I appreciate it more than you will ever know. Thank you all.

The Hall of the Bearded Men

This is the ancient ruin found on Tir Thelandira. The wood elves who inhabit the island don’t know who built it or why, only that it was here before they were. The “Bearded Men,” as the elves call them, are a great mystery. They certainly weren’t elves and they don’t look like humans, either. A few claim to have seen a Bearded Man who arrived on a ship centuries ago, but few believe them. Perhaps, one day, another Bearded Man will arrive, if any still exist.

This map is the ancient, mysterious ruin that patrons voted for. I hope you like the way I went with it. I thought it’d be funny to put this big, obviously dwarven ruin on an island full of elves who don’t know what a dwarf is and think of them as an almost mythical race.

There’s one more map to draw before Tir Thelandira is finished and I’ll be sending out a message to patrons asking for proposals for what it should be as soon as I post this.

The next map will be the guildhall of the Imperial Society of Extraordinary Adventurers, including their library, vault and exhibit hall. If that doesn’t sound like something you’ll need, don’t worry. It’ll basically be a large, well-appointed mansion and that’s something everyone’s got a use for. “Adventuring” usually involves a lot of burglary, in my experience.

Anyway, I hope you like the map! I used to draw dwarven stuff a lot and it felt good to be back in that saddle again.

Fiachna’s Knoll

Fiachna’s Knoll is an elven town in Tir Thelandira. With this done, there are only two more maps to draw before the island is finished. The next will be the one proposed by Magpie and voted for by patrons: the ruins of a monument built by a civilization so ancient that it preceded even the elves’ arrival on Tir Thelandira.

I’ve been thinking about what this place should be and I’ve decided to make it the absolute last thing you’d expect to find on an island full of wood elves. And what would that be? The most dwarven thing ever. These ruins are going to be more dwarven than a drunken axe-throwing contest. Of course, the elves of Tir Thelandira have never actually seen a dwarf, so they wouldn’t know what to make of it, which could lead to an interesting conversation if a party with a dwarf passes through.

After that, there’s still one more map to go. I’ll be sending out a message to all patrons asking for proposals for location #2 in the next few days. Here are a couple guidelines: first, the location can be anywhere on the northern island. And second, Tir Thelandira is very isolated, so the location can’t be a major city.

Anyway, this megaproject should be wrapping up soon and then I’ll get started on the next one, which will be that giant ship I mentioned earlier. Hopefully that sounds good to everyone!

Driftport 40K: In the grim darkness of the open sea, there is only fog.

The other version of Driftport is a pretty nice place. This is the version for DMs who imagine it as a place where the residents might drink turpentine, engage in cannibalism and sacrifice outsiders to an ancient abomination lurking deep beneath the waves. Or it can just be the night version, I suppose. Your call.

Drawing this gave me an idea for a map of another large, seafaring settlement and I wanted to get your opinions. Imagine a ship, like a galleon or a ship of the line, but much bigger. Bigger than any sailing ship ever built. 400′ (130m) long and 140′ (45m) across the beam. Eight masts, thirty sails. But this isn’t just a ship, it’s a town with hundreds of residents. Across the ship’s 5-6 full decks, there are shops, craftsmen, a marketplace, a tavern, an inn, a temple, gardens, a library, a mill and a lot more. There are cabins for the middle class, luxury apartments for the rich and hammocks for the poor. This is a ship you could get lost in. It could be a community of traders, explorers, pirates or wanderers.

I don’t know what the biggest ship map ever drawn is, but I’m fairly sure this would be larger by an order of magnitude. It would probably take around a month to draw and color. Anyway, is that something you’d be interested in?

The Floating Town of Driftport

I’m going to say something wildly controversial. I probably shouldn’t, but I’m going to anyway and I hope it doesn’t offend anyone. I liked Waterworld. I haven’t seen it in years, but I watched it a few times as a teenager and I thought it was a pretty good movie. Feels good to get that off my chest.

Driftport was sort of inspired by the town in that movie. It’s the kind of town people might build if there was no land. A collection of salvaged ships and scrap wood Frankensteined together into a floating community.

There are a few things that might need an explanation here. The first is the building at the bottom right. This is a trywork. It’s a stove used to harvest oil from blubber. Since wood, coal and peat are hard to come by in the sea, I’d imagine whale oil would be the common fuel used for cooking and heating.

The other two unusual buildings are a ropemaker and a distillery. Rope and rum seem fairly mission critical for a place like this. You need rope for fishing nets, boats and to hold this place together. And you need rum because… well, in the Age of Sail, every ship brought loads of it on every voyage. They considered it a necessity and I’m going to assume they knew what they were doing.

I’m going to make an alternate version of the map next. It’ll be a grimmer, darker sort of place. I’m just going to adjust the colors, add some fog, stuff like that. Anyway, I’ll have it done by tomorrow. Hopefully, I’ll still have patrons at that point after what I said about Waterworld.