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.

New Giltwater – A Gold Mining Colony

Here’s a version without the mines.

New Giltwater is a gold mining colony in Tir Thelandira. After the last colony was burned to the ground by the island’s native wood elves, the colonists have taken a few more precautions this time around, building a palisade and keeping a few companies of mercenaries close by.

There are only three more maps to draw before Tir Thelandira is finished. After that, I’ve got a few ideas on what to start on next and I’ll probably let patrons vote on which one you want to see first. Here’s what I’m thinking about:

  1. Dhasra. An incredibly wealthy city built across a river delta. The main location on the island would be the White City of Dhasra and I’d draw an overview of the city, then detailed maps of different locations within the city. There might be a couple other locations on the island as well.
  2. A very bleak island whose noble families all became vampires long ago. The peasants are little more than livestock for the nobles, who have established an upper caste of commoners to keep the rest in line. The nobles live in lavish palaces with fountains of blood, while the serfs live as prisoners in their own lands. A few groups of wanderers roam the forests, living free from the predation of the nobility. Deep in the shadows, there is talk of an uprising.
  3. A new version of Tortuga. I’ll redesign it and it’ll probably be a bit smaller, but the same basic idea. Since I’m drawing a world full of islands, it seems like an interesting way to travel between them. It lets the party stay on the move, while also having a community of people they know around them.

By the way, the runoff vote for the next location in Tir Thelandira is open, so if you’re a patron, go over there and participate in democracy. It’s really close right now, so your vote very well might change the outcome.

Anyway, I’d love to hear your thoughts on those three ideas. What you like, what you don’t or what might make them better. I really want to draw all three, but I’d like to hear your opinions first.

The Brass Koi: Spelljammer Version

As promised, here’s the spacefaring version of the Brass Koi submarine. I don’t know how many Spelljammer DMs were specifically looking for an amphibious ship, but it does open up a few interesting possibilities. And, in any case, it’s another spelljammer map, which there still aren’t a ton of out there. It’s unfortunate that Spelljammer gets so little support in terms of maps, but I’m trying to do my part.

One thing I wanted to say about this version is that the engines and propeller are only used for underwater propulsion and wouldn’t be necessary for space travel. Now that I think about it, would they be necessary underwater? Could a spelljamming helm drive the ship underwater as well? I’m not sure, but maybe. I’m going with a definite maybe on this one. If you know your Spelljammer physics better than I do, let me know.

Next I’ll be drawing another map from Tir Thelandira. We’ve got 4 left to go, including two which patrons will be deciding on. Which reminds me, if you’re a patron, the vote is open on location #3, so cast a vote and tell me what you’d like to see there. I’ll be drawing the Dhasran colony next, which is a small mining colony that’s producing absurd amounts of gold. It’ll include the colony itself as well as the mines.

Anyway, I think that’s it for now. I hope everybody who was asking for a submarine is happy with the Brass Koi. Let me know what you think!

The Brass Koi

When I first started drawing this map, I was trying to avoid making it look too modern, since most people are probably going to use it in a fantasy setting. Then I saw a picture of a fighter jet and I thought about how cool a canopy like that would look on a submarine, so I drew one in. I still think it’s within the realm of “something a gnomish inventor might build,” but I apologize if I went too far. You’ve gotta admit, though– that canopy is pretty sweet.

I’m giving out the annotated version of the map to everyone so I can explain the various parts of the sub, since not everyone knows how a submarine works. Let’s start with the ballast tanks (5). In order to make the sub dive, you have to make it heavier. You do this by opening the ballast tanks to fill them with water. To ascend, you force the water out with air tanks and pumps (6, 11). This is how you control the depth of the submarine.

If your party has a submarine, they probably need to be able to get out of it underwater. That’s what the lockout chamber (16) is for. You enter from the top, seal it shut, then open the door to the outside. The lockout fills with water, but the rest of the sub doesn’t.

And then there’s the light (3). Gnomish inventors probably aren’t building you a sonar system, so you’re piloting this thing the old-fashioned way. And since it’s dark underwater, you need a lamp. The Koi has a lamp and reflector in the bow so you can avoid crashing into rocks or running over any passing kuo-toa. Or maybe you want to splatter the kuo-toa. It’s up to you, but you need to be able to see them either way.

I hope that helps everyone understand the map a little better. As I said before, I’m going to make a spelljammer version of this map as well. You know, the more I think about it, the more I like the idea of an amphibious spelljammer. Anyway, I’ll have that for you tomorrow. Until then!

The Tower of the Moon

The elves of Tir Thelandira don’t know much about arcane magic. The magic that priests and druids can do? They understand that just fine. Basically, god does magic for you*. Simple. But wizard magic is something they don’t understand. And if you don’t understand it, you can’t teach it. And, in a society that can’t teach magic, there’s only one type of mage that can exist: wild mages.

A wild mage named Selaira lives here. She wasn’t the first to be born with an innate gift for magic, but she’s the first to really investigate it, to try to learn how it works. She’s the first to do experiments and write books about her findings. At the moment, she’s teaching other wild mages to better harness their abilities, but she’s starting to suspect that she can teach magic to people without an innate gift. If she figures that out, magic might go from being a rare gift to a widespread ability that affects every part of society.

Considering the major role that magic plays in other elven societies, this is a bit like peanut butter being mere moments away from the discovery of jelly. A very exciting moment in history, to say the least.

Next, I’ll be drawing the Chateau D’If. This is a 16th century island prison just south of France. Part of the book The Count of Monte Cristo takes place there. I’ll be drawing it as best I can with the limited amount of reference material available. Which is to say, I can’t find a proper floor plan, so I’m going to have to make some stuff up. Still, I think it’ll make a great map.

Anyway, I’m gonna get to work on Classy French Alcatraz. Let me know what you think of the map!

*I know this isn’t how everyone interprets it, but that’s how it works in my games.

Auld Mithrilsides: A Dwarven Sternwheeled Steamship

This was intended to be the ship from Thanesridge Landing. But that ship was crap, so I redrew it. I like this much better. I will always redraw and rework a map rather than knowingly put out something that sucks, even if it takes a bit longer. Also, I’m going to replace the ship in Thanesridge with this one, but give me till tomorrow to get that done.

So, the map. Dwarves aren’t known for their love of ships, but I felt like this is the kind of ship a dwarf would build. With a coal-fired steam boiler for propulsion, they don’t have to worry about “learning to sail” or whatever. Just fuel it up and point it where you want to go. Which way is the wind blowing? Who cares. Plus, the burning coal makes it smell a bit like home.

I’d like to remind any DMs considering using this map that the ship’s speed is entirely dependent on how hot the boiler can get. So if the party starts summoning fire elementals in the fuelbox, things could get pretty interesting. Of course, the ship is made mostly of wood, so hopefully they don’t get too interesting. Anyway, something to think about.

Next up, I’ll be drawing the next map for Tir Thelandira. This will be the map proposed by Shawn and voted for by patrons. It’s called the Tower of the Moon and I’m imagining it like this: a round, wooden tower that snakes upward, curving and branching off in a few places. It’ll be kind of like a large, hollow tree. I haven’t drawn it yet, but it looks really good in my head.

Anyway, I think that’s it. Let me know what you think of the ship!

 

Hohenzollern Castle

Here’s the annotated version. No reason both of us should have to type a bunch of text from old, German maps into Google Translate.

I’ve had a few people working on academic papers message me about my historical maps and I want to make something clear for anyone who googled their way here: FOR THE LOVE OF GOD, DO NOT USE MY MAPS AS REFERENCE FOR ACADEMIC RESEARCH. If you can’t find a complete, contemporary floor plan, I probably didn’t either. And– this is important– I’M ALLOWED TO FILL IN THE GAPS BY MAKING STUFF UP. The idea that I might inadvertently rewrite history by making D&D maps is slightly hilarious, but ultimately something to avoid.

*ahem*

With that out of the way, Hohenzollern Castle, in Baden-Württemberg, Germany, was the ancestral seat of the Hohenzollern Dynasty. The Hohzenzollerns were the rulers of Prussia and, later, Germany. They also produced some of the most potent mustaches in Central Europe. Without getting too far into it, let’s just say things went well for the Hohenzollerns right up until they didn’t.

This map turned out to be a ton of work, but I hope you like it. Next, I’ll be drawing the map chosen by the last Cartographic Congress: a small, fortified dwarven port town. Erik, who proposed the idea, plans to use it as a part of Brazenthrone, so I guess you could consider this an unofficial expansion of the dwarven city.

Okay, that’s it. I’d love to hear what you think of Hohenzollern Castle!

The Blackboots’ Camp

This is the encampment of the Blackboots mercenary company in Tir Thelandira. The Blackboots are from all over the place. so the camp is filled with tents from all over the place. You’ve got ridge tents, pup tents, tipis, a marquee and, of course, yurts. If tents had a hierarchy, yurts would be the king.

The Blackboots are meant to be everything Glaver’s Regiment isn’t. They’re a cavalry company made up largely of former bandits, known for their dubious loyalty and their habit of killing more civilians than enemy soldiers. Hired after the wood elves destroyed the first human colony, the Blackboots are in Tir Thelandira to commit atrocities and read poetry. And they don’t know how to read.

The next map is something I’ve been asked to draw by several people over the years. I told them it wasn’t time. It’s time. I’m drawing Hohenzollern Castle. Strap on your spikiest helmet, things are about to get Prussian.

Laon, France

I don’t draw a ton of city maps and this is the first one that I’m really happy with. Hopefully you like it too, or at least agree that it’s less crap than usual.

Laon has been around for a long time and, if you’re going to draw a map of it, you have to pick a specific point in time to depict. Well, in theory you do. I didn’t. I used several maps from various points in time as reference and, as a result, this is a sort of mash-up of several centuries of the city’s history. I don’t think that’ll be a problem for most people, but, you know, don’t use this in your Master’s thesis on the history of the Kingdom of West Francia.

Next, I’ll be drawing another map for Tir Thelandira. This time, it’ll be the Blackboots camp. The Blackboots are a mercenary company with a nasty reputation and they’re basically the other side of the coin from Glaver’s Regiment. Whereas Glaver’s Regiment is well-organized, professional and honorable, the Blackboots are filthy, drunk and cruel.

I don’t know exactly what the Blackboots camp will look like, but I can tell you two things right now:

  1. There will be yurts
  2. You can probably use it as an orc village if you want

After that, I’ll probably draw whichever map wins the vote for Tir Thelandira’s location #1. If you’re a patron and you haven’t voted in the runoff, go do that.

Anyway, I hope you like the map! Also, does Laon look like the Italian Peninsula to anyone else? I just noticed it. The bottom-left part is Sicily, tell me I’m not crazy.