Brazenthrone – The Iron Mines

 

First, here’s the non-annotated version. The grid size for VTT is in the filename. You knew that, right? Just checking.

I’ve never lost my enthusiasm for drawing Brazenthrone, but I am looking forward to the next big project, which makes me somewhat glad to be wrapping it up soon. Also, when Brazenthrone is done, I get to take this map and make it about 60% bigger. Because apparently I drew all that and it wasn’t enough, so I drew a whole lot more, haha.

So what’s the next big project? It’ll be a map of an entire setting. That setting will be a sea in the Underdark called the Black Loch. I’ll talk more about it soon, but you can read about it in this post.

Before I get started on that, I’ll also be finishing the Great Vote maps. The ones left to draw are:

  1. Fortified Oasis – The middle of the desert. The only water for days. And someone built a stone fortress around it. This will be a middle-eastern design.
  2. The Fallen Tower – A large, broken tower. Part of it remains standing, the rest lies on the ground in several large segments.
  3. Aarakocra Village – Aarakocra are avian humanoids. This will be a cliffside or mountain community of them, featuring various things unique to a community of people who can all fly.
  4. Floating Market – This is a real thing. I’ll make a map of one.
  5. The Deepspire – A fortress city in the seas of the Underdark, carved into the sides of a massive column of rock stretching from the sea floor to the roof of the cavern.

In fact, I’ll be drawing the Fallen Tower next. After that, I’ll be doing the second-to-last chamber of Brazenthrone, Freeholders’ Hall (27 on this map). If you’ve got any questions about the Black Loch or my plans for the post-Brazenthrone world (or anything else), just ask!

Brazenthrone – Greenstone Hall

Greenstone Hall is a residential district of Brazenthrone with a large, green crystal formation embedded in the floor. Discovered when the chamber was excavated, not much is known about it other than the fact that it’s magical. Once seen as a cause for concern, it’s managed to blend into the background after eight centuries of not causing any apparent problems.

With this chamber finished, we’ve got three more parts of Brazenthrone left to do, the next of which will be the Iron Mines. But before that, I’ll be drawing last month’s Cartographic Congress winner, a hanging wizard’s tower built into a stalactite. It’s a concept that allows for some unusual design decisions compared to your standard tube of rocks poking out of the ground. I think it might lead to something pretty interesting when it’s finished. Well, I’ll be back with it in a bit and we’ll see!

There are DM notes for this map available to patrons.

Brazenthrone – The Mushroom Farms – Ground Level

Here’s the non-annotated version and here are the DM notes, which I’m giving out to everybody because there are some unintuitive things about the Mushroom Farms and I want everyone to understand why they are the way they are.

One of the buildings here is Meard’s Dwarven White Whiskey distillery. White whiskey is a thing I came up with while thinking about dwarven liquor. I thought, “Dwarves are known for drinking really strong ale, right? So what is their liquor like? How strong is that?” This was my answer.

I introduced white whiskey to my players at a tavern once. The bartender told them it’s too strong for anyone but dwarves, so, of course, everyone HAD to try it. He put a tiny metal cup in front of each of them, filled them up and backed away. When the players threw their drinks back, I told everyone who wasn’t a dwarf to make a CON save. Those who failed vomited immediately, violently and copiously.

Later, they came to find out what’s in white whiskey: alcohol. And nothing else. It’s just a bottle of ethyl alcohol. That’s dwarven liquor.

The second (and final) level of the Mushroom farms is close to being finished and I should have it up later tonight, tomorrow at the latest. It’s just roofs, but that’s part of the protocol.

After that, I’m drawing the floating fortress warship that was voted on as an honorary Great Vote winner several months back. It’s been a while since I’ve done a ship map and it’s about time for another one. Unless the half a ship in Whiskey Point counts, which it doesn’t. Okay, I’m gonna go finish up the mushroom farms!

Brazenthrone – The Hollows

Here’s the non-annotated version and the DM notes.

The Hollows are the closest thing Brazenthrone has to slums. They’re the poorest neighborhood in the city and, secretly, the home of the local Thieves’ Guild. They also have the lowest ceiling of any chamber in the city.

Rising only seven feet above the floor, the walls of the buildings here go from the ground to the chamber’s roof, making the streets more like winding tunnels. The second level is actually a separate chamber altogether, located directly above the first. Imagine going to work in the mines, then coming home to a place every bit as cramped. That’s life in the Hollows. There’s more information about the area– particularly the Thieves’ Guild– in the DM notes, if you’re interested.

There are five more parts of Brazenthrone to go and I think the next one will be the Mushroom Farms. There’s going to be a distillery there that makes something called “Dwarven White Whiskey,” which is a drink my players encountered once at a tavern. I’ll explain more about it when the map is done.

But before that, I’ll be drawing last month’s Cartographic Congress winner: an abandoned fortress with a lighthouse at the end of a peninsula, taken over by pirates and turned into a black market trading port. Well, I’m gonna start sketching that out! See you in a bit!

Brazenthrone – The Oreworks – Third Level

And here’s the last level of the Oreworks. Is there much here on the third floor? No. Is there a hole through which your players can drop someone into a blast furnace? Yes sir, there is.

Honestly, I think the real potential of the Oreworks is that there’s all kinds of dangerous stuff sitting around that can make a fight here a lot more interesting. Furnaces, molten metal, an assortment of smashing machines… there are a lot of hilariously terrible ways to die here. Something to think about.

Anyway, next up is a mountaintop airship port. A place to gas up the ol’ flying machine, make some repairs, sell off some loot, have a few drinks and get in a fight. It’s not going to be nearly as much like a truck stop as I’m making it sound. After that, it’s back to Brazenthrone. I’m not sure what I’m doing next, but it’s not the Old Palace. I’m saving that for last to make sure it ends on a high note.

Brazenthrone – The Oreworks – Second Level

Here’s the second floor of Brazenthrone‘s Oreworks. Not too much going on, but now you know what those horses are walking around in circles for. Also, the Miners’ Guildhall isn’t just a bar, even though it is mostly a bar.

I’ve actually got the third level done as well, I just need to make the VTT and print versions and so forth. I’ll have it up later tonight. All right, I’m gonna grab something to eat and get on that.

Brazenthrone – The Oreworks – Ground Level

First, here’s a few things:

This is the first of three levels of Brazenthrone‘s Oreworks. This took a bit of research to draw, since– like most people– I wasn’t all that familiar with the processes and equipment involved in pre-modern ore processing and steelmaking.

It took some reading, but I got the basic idea and there’s an explanation of all the equipment depicted here in the DM notes, which I’m giving out to everyone so you don’t have to spend half the day on Wikipedia just to understand this map. I’m not sure my explanation of this stuff is completely accurate, but it’s accurate enough for D&D purposes. If you’re a welder or a steelworker or someone else who actually knows about this stuff… I mean, I don’t think you’ll facepalm, but I also can’t guarantee you won’t facepalm.

There are a few different methods of steelmaking that I could’ve chosen for the dwarves of Brazenthrone, but I decided that they used a Bessemer Converter. Having been invented in the mid-1800s, this is somewhat advanced technology for a middle-ages setting, but dwarven steelmaking is meant to be advanced and, more importantly, I think it looks cool.

I’ve got the second and third levels of this mostly drawn and I’ll have them up in the next few days. After that, I’ll be drawing last month’s Cartographic Congress winner: a mountaintop airship port.

Well, I’ll be back with the rest of the Oreworks. There’s a lot going on in this map, so if you have any questions about it, just ask!

Brazenthrone – Burke’s Hall

An explanation of who Burke was and why there’s a chamber of Brazenthrone named after him is in the DM notes, which I’m giving away to everyone. As with most of the other residential chambers, all the buildings in Burke’s Hall are houses, so there’s no annotated version.

Next up is the Great Garden, which I described in the last post. I’m still not completely sure what it’s going to be like, but I’ve got some ideas and I should be able to turn them into something cool. After that, we’re doing Brazenthrone’s oreworks (at 26 on the city overview).

The oreworks is the area outside the iron mines, where ore is stamped, smelted and made into steel. This is a map that’s going to take a little research, since I want to get things right and, like most people, I’m not especially well-versed in the details of the medieval steelmaking process.

Also, I’m making some more tokens for my game and I’ll post those once they’re done. I’m not going to lie, they’re some pretty weird stuff. The most normal thing might be an ice troll. The weirdest? A horse-drawn sleigh. Yeah, like Santa. Except the surprises in the back of this one are going to be mind flayers. My game is going to some strange places, haha.

Eldfjall – A Perfectly Safe Place to Live

The annotated version is here.

Eldfjall is an arctic island in the northern seas, a bountiful hunting ground for whaling and seal-hunting. But it’s so far north that crops can’t grow and even a fire won’t keep away the bitter, year-round cold. Still, one brave group of settlers found a way to make it habitable: they built their homes in the caldera of the island’s volcano, using the heat it gives off to stay warm and grow small gardens to supplement their diet of fish, seals and whale. This town wasn’t built around a volcano by chance, but by necessity. It’s not a threat to the town, it’s the heart of the town. It’s what gives it life and, without it, the town couldn’t exist.

Eldfjall is the Icelandic word for “volcano.” I don’t know much about the Icelandic language, but that word is so Skyrim it makes my brain tingle. Also, Eldfjall is a pretty Icelandic place. Cold, volcanoes, whaling? That’s everything Iceland is famous for minus Sigur Ros.

Next up is Brazenthrone‘s Burke’s Hall, at 23 on the overview map. Then it’s the Great Garden: a huge, elaborate garden with ponds and a great sacred tree.

DM notes for this map are available to patrons.