Fort Bourtange

In the 1500s, the Netherlands were ruled by the Habsburgs. The Habsburgs were an astoundingly inbred German noble family with faces that were about 85% chin. For some reason, they were the rulers of the Spanish Empire.

The people of the the Low Countries didn’t want to be ruled by German people, Spanish people or inbred people, let alone a combination of the three. They wanted self-determination, a republic and the right to worship the protestant version of God. So, in the mid-1500s, the Dutch Revolt began.

The Spanish Empire ruled Spain, part of Italy, Austria, and– you know the countries that speak Spanish today? All of those. It was a daunting enemy, but the Low Countries had one thing going for them: stupefying amounts of money. And they planned to leverage that to win.

One of the things the Dutch spent that money on was Fort Bourtange. Since the Spanish were allied with the Holy Roman Empire, they’d need a way to protect the Dutch land from the Deutschland. One of the main roads to Germany passed through a marsh, so the leader of the revolt, Willem van Oranje, ordered the construction of a fort across it.

Building a star fort with forty buildings, a crownwork, four ravelins and two moats is an expensive operation. But not only did they build it, they built it on a sandbar in the middle of a marsh.

Fort Bourtange was such an obvious deathtrap that not many people were inclined to order their armies to assault it. But, about 100 years after its construction, Bernhard von Galen, the Prince-Bishop of Münster, came along to give it the old college try. During a parley before the attack, he told the fort’s commander, Captain Protts, he had 200,000 guilders for him if he’d surrender Bourtange. Protts famously responded by telling von Galen he had 200,000 bullets for him and his men. Von Galen decided to send his soldiers to go receive them, which resulted in a crushing defeat for his army. He then went on to besiege the nearby city of Groningen, which he also failed at.

In later years, the fort began to transition into a village, where the soldiers of the garrison lived with their families. Then, in the 1800s, the fort was turned into a village for local farmers.

Well, this map was a ton of work, but I hope you like it! I’m going to make a roof-level version of the fort next, which should only take a couple days, then I’ll be moving on to the next map. I plan to make a big push on getting some Black Loch maps done over the next few months as well.

Anyway, let me know what you think of Fort Bourtange!

There’s an annotated version of this map and DM notes available to patrons.

Glogdolp – Roofs

Not too much going on in the roof level, but there is one thing I wanted to mention. If you look around the buildings, you’ll see little triangles pointing to the walls. Those are to indicate where the doors are. It occurred to me recently that that might be useful for some people, so I decided to try it and see what you all think.

Anyway, next I’ll be drawing some tokens for the Black Loch. Drow and kuo-toa and Lim the Big Dumb Ogre and so forth. Those will probably be done in a day or two. After that, I’ll be drawing the map chosen by last month’s Cartographic Congress: a wizard’s casino. I’m thinking this is going to be more Monte Carlo than Vegas, but let’s see how it goes. In any case, after that, I think we’ll be headed back to the loch!

Glogdolp: A Kuo-Toa Village

Here’s the annotated version.

Glogdolp is a kuo-toa village in the Black Loch. The main things they do here are mollusk farming and slaving. That big jail isn’t there to deal with widespread naughtiness.

Glogdolp is at the tail end of a larger kuo-toan nation called the Bluescale Empire, which stretches down the river to the south. They don’t have much of a presence in the Loch at the moment, but they have plans to change that. Those plans aren’t really happening in Glogdolp, but when we get to the nearby kuo-toa stronghold, you’ll get a look at the kind of nonsense they have in mind.

Basically, it’s crabs. Huge crabs. Like, stupidly huge crabs. Siege crabs. The Bluescale Empire is secretly breeding them and, at some point, they intend to use them to take over the loch.

Personally, I think Glogdolp would be a good place for a rescue mission. The kind that starts with a few potions of water breathing, so the party can sneak in through the underwater caverns. Or you could even have the party stop here to ask about something, then have them happen to see a bunch of slaves getting led into the cells. You know, start pushing some emotional buttons, get an argument going between the paladin and the rogue. We have to save them! We totally don’t. My god says we do! I don’t care about your god. You did when he was curing your Thayvian Crotch Leprosy!

Next, I’m going to draw a roof-level map of Glogdolp, which should only take a day or two. After that, I’m going to draw some tokens. Specifically, I’m going to make tokens pertaining to the Black Loch. So, kuo-toa, Lim the Ogre,  the orogs and drow of the Deep Spire, and so forth. If I’m going to draw all the places in the Black Loch, I might as well draw the people as well. That shouldn’t take long either.

By the way, if you don’t know about the tokens I made, there are around 270 of them and they’re free. You can download them all here.

Anyway, I hope you like the map! Let me know what you think of the Black Loch so far!

There are DM notes for this map available to patrons.

Kuo Toa-Village – Work-In-Progress

I’m in the middle of coloring this at the moment. There are also a series of underwater caverns below, but I’ll show you those when it’s done.

The main thing the kuo-toa in this village do is capture travelers to serve as slaves or sacrifices. This is one of the reasons people stay at the godawful inn nearby. When the choice is either sleeping on a bed that smells like weapons-grade cat urine or getting brutally sacrificed to an imaginary fish goddess, most people would choose the former.

The Vale of Pentandra

The Vale of Pentandra was a map chosen by the Cartographic Congress. Ben, who proposed it, wanted an elven city in the rainforest with a magical portal in the center, surrounded by two huge trees arching overhead.

The more I’ve thought about it, the more I like the portal. Sometimes, as a DM, you want your players to be somewhere really far away. And you don’t want to say, “You get on your horses, clap the coconuts for two months and you’re there,” but you also might not want to do three sessions of “stuff happens while you’re on the road.” Having a way to avoid either of those things in a way that feels natural can be nice. Ready to stop doing Chult stuff and start doing Waterdeep stuff? This might be a nice place for the party to hear a rumor about.

I apologize for this taking so long, but I wanted to get it looking right and that required a lot of changing things around this time. Also– feel free to laugh at me– I got everything done an hour ago, was ready to post this, and realized I forgot to put a scale on it. I managed to forget about that for the entire week and a half it took me to plan, draw and color this. YEP THAT’S ME PROFESSIONAL FANTASY CARTOGRAPHER RIGHT HERE.

Anyway, I’ll be getting to work on the Black Loch next. I’m going to draw the inn on the left side of the map. I know there are a million maps of inns out there, but this one is going to be a little unusual, because this place is owned and operated by a clan of ogres. And it features only the finest ogre furnishings. Ogre-crafted tables. Ogre-crafted bar. Ogre-crafted doors and walls. Starting to get the picture? Your players think they’ve stayed at a crappy dump of an inn before. They have no idea.

The Deep Spire: All Levels

Here are the non-annotated version and the unfurnished version. Also, here are the DM notes in case you missed the last post.

Sorry, this took a bit longer than I expected, mostly due to the Photoshop-crashingly large size of the image file. As soon as the stores open back up, I’m buying a new computer. I bought my current one when my previous machine died and it’s still kicking, but it’s time for an upgrade. I haven’t bought anything other than food in almost a year, so as soon as the stores open back up, I’m going to the local indie computer place with the name that probably sounded super hi-tech in 1989 and I’m gonna tell them I need a machine that will literally melt a hole through my desk the second the video card starts running. I’m “supporting local businesses,” or at least that’s my excuse.

Anyway, there are a couple more things I still need to make for this, including some multi-floor maps. You can use this one with all the floors, of course, but I’m going to make some maps with three levels each as well. I think I can get all that posted later today.

Well, I hope you like the Deep Spire! It was a month’s work, but I think it’s a pretty good start to the Black Loch. Let me know what you think!

The Deep Spire: 6th Level and the Citadel

Here are the annotated version and the unfurnished version. And here are the  DM notes.

The last part of the Deep Spire is done and so are the DM notes, which… well, they started off as “notes” but, by the end, they were somewhere between a “lengthy screed” and a “borderline manifesto.” Anyway, they go pretty deep into the history of the spire and the people who live there.

For those disinclined to read them, the TL;DR is this: a clan of orog raiders called the Tideborne settled the place, a drow noble house rescued the orogs from disaster and moved in, then they opened the place up to settlers and traders to make money.

If you’re not familiar with orogs, they’re The Other Underdark Race. I like them for when I want an NPC who isn’t a duergar, drow or deep gnome, but I also don’t want them to be some weird crap like a cloaker or whatever. Orogs are basically orcs, except better. They’re Orcs 2.0. They’re bigger, as smart as humans and have sophisticated, well-organized societies.

Of course, they’re not any less into the raiding scene than orcs are, but, to be fair, that’s a very practical trade in a society where everyone is the size of Andre the Giant.

Anyway, the DM notes will give you plenty to read, so I’ll leave the post at that. There’s a few more things to make for the spire, including some tokens I mentioned previously and an assembled map with all of the spire in it. I’m going to make an annotated version of that as well, which will have a little more flavor to it, now that I’ve got more of the lore figured out. It shouldn’t take more than two days, so I’ll be back with that soon. Hopefully a few people will have made it through the DM notes by then, haha.

All right, back to work!

The Deep Spire: 5th Level

Here’s the annotated version and the unfurnished version.

This part of the Deep Spire looks a little different from the rest. I’ll talk about why in the DM notes, which will be coming with the next map, but I’ll explain it a bit here.

So, this part of the spire is occupied entirely by a drow noble house: House Vaerixas. They were once the ruling house of the city of Vlyn’darastyl, but they now live here in exile.

As with most drow cities, the dominant deity of Vlyn’darastyl was Lolth. But, unusually, the deity revered by their ruling family was not. For ages, House Vaerixas worshipped Eilistraee, the drow goddess of freedom and beauty, instead. While the other nobles may have preferred a ruling house that was more in line with the others, they had grown accustomed to it and, for their part, House Vaerixas made no attempt to impose their goddess or her rules on the rest.

Then the Matron Mother died and her daughter Ysri took her place. While the old matron was devoted to her goddess, Ysri Vaerixas was a zealot. Under her rule, the will of Eilistraee would never be denied or compromised. After abolishing slavery– an institution abhorrent to Eilistraee– the other houses rose up against Ysri, forcing her to flee with the surviving members of House Vaerixas.

They came to the Deep Spire, occupied at the time by a gang of raiders in need of protection from a coming assault. Ysri made their leader an offer: she would establish a home in the spire and an arrangement of co-rulership would be created between her house and the bandits. In exchange, the renowned and feared Darksong Knights of House Vaerixas– paladins of Eilistraee– would stand in their defense. The bandit leader reluctantly agreed and their agreement has stood ever since.

Many things have changed in the spire since then, but Ysri’s burning need for retribution has not. She resides in the spire for now, but she doesn’t plan to forever.

So, the story of the spire is coming together. You are, of course, free to tell your own, but I feel like a map this big needs to have some lore in order to make it easier to use for those DMs who don’t have the time to worldbuild it all from scratch.

The next map will be the last part of the spire and will include the floor above this, as well as the citadel, which you can see here. After that, I’ll put the whole thing into one big image. I didn’t think that’d be a usable size for VTTs, but I just found out that Foundry can handle maps up to 50MB. Like, 50 megs. Fifty. Holy crap. So, I’ll make a VTT version of that as well.

Also, I’m in the process of fixing up the public Foundry module. There’s nothing new in there, but I’ve been tidying it up, so you may want to update it if you’re using it soon. There’s more tidying to do and I’ll let you know when it’s finished.

Man, I can’t wait for the other VTTs to catch up to Foundry’s file size limit. I’ve got 50MB ideas and, if you give me a 50MB canvas, I am just going to take my foot completely off the brakes. We will be on the autobahn to Crazy Town.

The Deep Spire: 4th Level

Also, here’s the annotated version and here’s the unfurnished version.

Higher and higher we go! I usually crop my maps closer to the edges, but I want to leave in all of the background so you can see the lower levels spiraling below. It should be fine, since this is only 44×43 anyway, which is fairly small as my maps go.

This level of the Deep Spire is predominantly inhabited by deep gnomes and has a gemcutter’s workshop, a tinkerer and the spire’s second tavern, where the locals drink. The tavern is hidden away from the main walkway in order to keep the visiting sailors from finding the place.

There’s also has a big, open plaza, which is a good spot for an encounter that requires a little more space than you’d find in most of the spire. And it’s still located conveniently close to the edge, meaning your players can chuck the enemies over the side. Or, if your players are being all “Phoenix Wright, Rules Attorney,” you can have the enemies chuck them over the side. Plenty of exciting possibilities.

The next level will be the drow neighborhood, which will have, among other things, the estate of a drow noble house living in exile. The last level will begin with a gatehouse, which guards the barracks on the other side and the citadel beyond that. I’ll probably just make the 6th level and the citadel one single map, so there will be two more to go.

Well, despite my repeated requests, this map refuses to draw itself, so I’d better get back to it!

The Deep Spire: 3rd Level

Here’s the unfurnished version.

I haven’t written the DM notes for the Deep Spire yet, but I have been thinking about what will be in them. Particularly the lore.

My story about this place– and, of course, everyone is welcome to replace any or all of it with their own– is that it’s a community of exiles. Drow, duergar, deep gnomes and other underdark denizens who fled or were cast out of their own societies come here to live among the other undesirables.

Here’s a few of the ideas I’ve come up with for residents of the spire:

  • A duergar married to a mountain dwarf from Brazenthrone.
  • A friendly, outgoing deep gnome merchant who’s responsible for seven murders in his hometown.
  • A duergar paladin of Moradin, god of the mountain dwarves.
  • A completely sane and reasonable derro.
  • A male drow who fled his abusive family and fell in love with a human who was the most compassionate, caring woman he’d ever met. She’s actually a semi-notorious ex-pirate with a vengeful disposition, but she is very kindhearted by drow standards.

While the locals generally tolerate other races fairly well– a necessity for living here– language and culture have led to some parts of the spire being predominantly one race or another. The third level here is mostly duergar. There are quite a few of them in the spire, largely due to the fact that their strict societies reject anything but total obedience and conformity. And any sort of fun is basically illegal.

The levels above this will be predominantly deep gnomes and drow. The top level, which connects to the citadel, will be devoted to the guards. I’ve got some thoughts on who the guards will be and who’s in charge of the place, but it’s still pretty nebulous, so I’ll talk more about that once I’ve worked it out a bit more.

Anyway, I hope you like how it’s coming along. Let me know what you think so far!