Sarissa Square Market

Sarissa Square is an arcade market with a variety of shops, vendor stalls and a tavern. It’s a place where your players can have a drink, get pickpocketed, browse a few shops and steal, like, 1gp worth of rope or something despite the fact that they drag a giant wagon full of cash around wherever they go.

Some of you may be asking, “Is this a mall?” Well, it isn’t not a mall. But it’s less of a mall than another map I drew and that one was based on a real design that was almost constructed in Venice in the 1500s. Also, there’s a place called the Chester Rows in Cheshire, England, which is pretty much just a shopping mall that dates back to the middle ages. So, look, if Middle Ages Italy and England can have malls, Waterdeep can have a mall. Or, excuse me, an “arcade market.”

By the way, this was inspired by Pike Place Market in Seattle. The part of it the map is based on is fairly new, so I had to medieval the hell out of it, but I think I got the basic design of the place in there. Also, they do have a bar in there, so the tavern is accurate.

Next up, I’ll be drawing an orcish fortress that walls off a mountain pass. I’ve actually been meaning to draw a fortress in a mountain pass for years now and I can’t believe I actually haven’t drawn one yet. That madness is about to end. After that, I’ve got one or two more maps to draw and then we can get started on the next megaproject: a complete map of the Vatican. Because screw it, let’s draw a whole country. Are you in? I hope so, because this is happening.

I’m back! Vayl’s Firth is Finished!

  

You can download all these maps here.

It’s been over a month since I posted for non-patrons, but, as promised, here’s the complete city map and the upper levels.

If you want to become a patron, there are individual maps of all the islands, plus unfurnished versions, annotated maps, DM notes, a Foundry module and various other stuff. There’s a lot. It took me three hours to upload all the patrons’ edition maps. Admittedly, I’m on a trash-tier internet connection at the moment, but still.

For anyone who can’t afford that, every part of the map is here for you to use and I hope you enjoy it.

With Vayl’s Firth finished, I’m going to get caught up on all the Cartographic Congress maps that have been chosen since I started drawing this. And then, at some point, I’ll get to work on the next megaproject: The Vatican.

Well, that’s about it. So, what do you think of Vayl’s Firth? I hope it lived up to your expectations. In any case, let me know what you think!

Vayl’s Firth – The Trade Port, Fishing Port and Small Market

Here’s are the first three islands of Vayl’s Firth finished. I’ll have another three up in a few days. Since the map is already about half-colored, they should be coming at a pretty good pace. Most of these smaller sections of the map will be for patrons, but I WILL post the full-size map for everyone once it’s finished.

Next, I’ll be drawing the three islands below these: the poor district, the barracks and the temple. After that, I’ll probably just work my way around the map, finishing each section in turn.

I know I’ve gone over my estimated 2 months to finish this project, but it’s officially delivering maps now and it’ll keep doing so every few days until everything is done. Despite going into overtime, I hope you consider it time well spent.

Well, I’ve got some chairs and crates to color, so I’d better get back to work. If you’ve got any thoughts or questions about the map, by all means let me know!

Alverfjord

So, I mainly see Alverfjord as three things potentially:

  1. A village where a land-dwelling race lives alongside an aquatic race (such as sea elves, tritons, merfolk, etc). This was the original idea.
  2. A village whose residents are covertly controlled by someone living below. This could be an aboleth, a group of illithids or a coven of sea hags.
  3. A village whose residents are secretly up to some shady stuff, which they do in the tunnels below. Maybe this is a cult or some kind of criminal activity, like smuggling, fencing pirate loot or running ye olde meth lab.

For patrons, I’ll be making a low-tide version of this map, which should be up tomorrow. Most of the underground level is dry in that version and I suspect it’ll be better for people who want to use this for option #3 above.

Also, thanks to everyone for the feedback about the Vatican megaproject! The response was overwhelmingly positive, so I will be drawing that later this year. First, however, I’ll be drawing the river delta city project, which I should be able to start on in the next few months. I want to get a few maps drawn first, but I don’t think they’ll take too long. One of those is a spelljammer and I’ll be holding a vote among patrons to find out what kind of vessel you’d like to see. I haven’t drawn one in a while and it’s probably time.

Anyway, I think that’s it for now. I’ll be back with the low tide version for patrons tomorrow. Let me know what you think of the map!

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 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!

The Ruins of the Torre Scola – Dehumidified Version

As promised, here’s the alternate version of the Torre Scola. It’s occurred to me that I draw quite a lot of islands and that I should probably draw non-island versions of those maps as well for those DMs whose campaigns involve ungulate-based travel.

So, the voting has ended and the final map for Tir Thelandira will be a valley of wizards. This will be a small community of 3-5 wizards, each with their own tower. I’ll probably make a map of the whole valley as well as individual maps of the towers for anyone who wants to use them separately.

After that, I’ll get started on the giant ship megaproject that I talked about in this post. I’ve been champing at the bit to start on that for a while now and I’m really looking forward to it. Anyway, that’s it for now. Let me know what you think of the map!

The Ruins of the Torre Scola

The Torre Scola (“Scola Tower”) is a ruined tower off the coast of La Spezia, Italy. Built in the 1600s, it was heavily damaged during the Napoleonic Wars, then later used for target practice by the Italian Navy in the early 1900s.

Personally, I think the historical value of this place should’ve been enough to keep people from pounding it with naval guns. But even if we ignore that– even if we say, “It’s fine, there’s no shortage of old stuff in Italy and it’s not like this is the Colosseum,” there’s still one more important thing to consider: THIS THING IS ONLY 200 METERS OFF THE COAST. So, you know, try not to miss. No pressure.

Anyway, I’m going to make a non-island version of this map as well, which should be done later tonight. So I’ll be back with that in a bit and we’ll talk about what’s next.

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.