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#Inktober2017 - Map 16 - "Fat"

I'm not sure how my pens wandered from the prompt of "Fat" to drawing what is distinctly an alternate Village of Hommlet, but I try not to second guess them and will instead write up a connection after the fact. Like this:

Rosnar Hill is named after the first mayor of the small settlement, who's family still owns the inn at the crossroads bridge. The settlement is home to Lord Veleydem who owns the small stone tower on the hill and who tries to make himself important to the Cities of the Lords by keeping a close eye on Satrapy merchants and others travelling along this border region. Most think of Veleydem as a bloated parasite, a massive man of not insignificant girth and appetite. However, he is actually quite clever and significantly more skilled than most would believe as he hides his history as a successful adventurer in his youth who has decided to settle here, spend his money quietly on good food, and still keep an eye on things for the Cities of the Lords where he was born.
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At the edge of the woods behind the manor house is the old family tomb with stairs leading down to the crypts below. Except the stoneworks beneath are evidently not a family crypt.

What we find under the old tomb is a reliquary of objects and remains of those dedicated to various dark masters through the history of the family. In the four “corners” of the reliquary are statues of demonic creatures fierce and bizarre – each with descriptions of their names and alternate forms, how to contact them, and what they prefer as sacrifices and gifts. The one statue in the lower right of the map has had most of its names and summoning details destroyed – chiseled away in an aggressive and fast fashion with no effort to disguise the vandalism except that someone then cleaned up the debris leaving none on the stone floors.

However, that dark lord’s lore is not truly lost, for a secret door leads to a further chamber that has all the information replicated there (probably by the same person who had it destroyed in the outer chamber) as well as a prepared summoning circle and a collection of scrolls and books on the demon’s lusts and desires.

On the upper right side of the map we come across an area dug out by another member of the family who went insane in the service of the Bloated Lord of the Seventy One Forms of Corruption. It is claimed that this area was dug out by hand and that the creator died here long ago, or that he lives on still as an emaciated derelict still not quite consumed by the Lord of Corruption.

You can download this map from the blog post at https://rpgcharacters.wordpress.com/2017/10/17/four-demon-temple/
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#Inktober2017 - Map 15 - "Mysterious"

The eight stones loom around Prior's Hill. Grasses never grow tall here, and the druids' paths lead here according to those willing to track their travels through the forest.

On the right nights, with the right rituals, you can open the portal on Prior's Hill and climb down the stairs to the black dungeons below.
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#Mapvember 2017 is on the way!

My goal between #Inktober and #Mapvember is to produce 61 inked maps in 61 days.

http://www.miskafredman.com/mapvember/

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#Inktober2017 - Map 14 - "Fierce"

The Manticore Peninsula wasn't named at random. Many explorers of the region looking for the ancient temples and treasures of the Tauvec have encountered the fierce beasts. The Manticores' Teeth is a cavern on a cliff face that peeks out over Hadrow's Woods where a small family of manticores are known to roost. The cavern is or particular note because of the two natural-looking pillars of stone that cut across the entrance (thus the "teeth").

The cave beyond isn't actually a natural cave, but an old Tauvec temple of the Lord who Listens to the Winds. The lower entrance to the temple has been completely covered by scree that has fallen from the cliff face, making the upper gallery the only viable entrance - which is of course the home of three manticores.
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I was just messing around with +David Millar's DavesMapper.com today and marveling that my claim to fame for some time was these geomorphs.

I spent a bunch of time testing different geomorph configurations before starting on the project that became the massive collection of morphs on Dave's site. If I did it again today, in hindsight I would have gone with a "looser" configuration 14 squares by 14 squares with entrances at squares 4 & 11 instead of 10 x 10 with entrances at 3 & 8.

But really, what struck me is how much my mapping has improved in the last 8 years.
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#Inktober2017 - Map 13 - "Teeming"

Since the Day of the Green Sun three weeks ago, the catacombs of Olik Gullar have been teeming with the undead. A sanctified necropolis, Olik Gullar contains untold numbers of the dead from the city above. The catacombs have been locked down now, but some worry that it is only a matter of time before the restless dead claw their way through to the cobbled streets of the city proper...

This map is a "proof of concept" of what I wanted a previous catacomb & sewer map to look like. I just didn't have the skill at the time to pull it off. This will still require some amount of post-production to make it more legible - moving the closeup of Section A further up to make space between it and the catacombs, and making a bit more room between the closeups of sections E & G. Basically a full reshuffling of the closeups can be done in order to make the map easier to layout and parse.
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The Poisoner keeps to himself and is a hard man to find. Few know that the studious sage in the tower outside of town is the old assassin and that the plants he grows are almost all poisonous, venomous, or both.

Most people coming to visit the tower do so seeking the sage’s advice – officially usually political or botanical, but often looking for access to the assassin’s guild or to acquire poisons and antitoxins.

The structure contains large window boxes for growing poisonous plants, some lab space to work on the poisoner’s craft, and the usual things you’d expect to find in an odd home (bedroom, study, secret basement with even secreter basement with a nice sturdy locking closet for keeping people against their will, or for locking yourself into to pretend to be someone needing rescue, etc.)

You can grab the map for your personal or commercial use from the post at https://rpgcharacters.wordpress.com/2017/10/13/the-poisoners-tower/
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#Inktober2017 - Map 12 - "Shattered"

Originally I was planning to make a whole set of these islands instead of just one, but a map of this detail level doesn't lend itself well to being made huge during an event like Inktober.

So for now I'm settling with the one. But there are more of them waiting in my head.

To most seagoing vessels, the Shattered Isles just seem like an unlikely collection of very close islands with unusually straight waterways between them. It doesn't take long to figure out that they were once a single larger island. But it takes a bird's eye view to get a real appreciation for the way the island has been shattered - quite precisely into 2 mile hexagons. Evidently some strange magic was afoot here in the untold past - powerful magic that was able to tear the island apart methodically, as if for some massive wargame.
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#Inktober2017 - Map 11 - "Run"

After a few too many games of Assassin's Creed, or just lovely flashbacks to the starter adventure scene in the original Warhammer Fantasy RPG, sooner or later you are going to want to run a rooftop chase scene.

Dashing on a 30 degree slope can be difficult, might take a few rolls. And the general rule of thumb for a snowy climate is that roofs slope up six to nine inches for every foot they cover, so assume that the peak of a roof is 1/4 to 1/3 the total width of the building above the level of the edge of the roof. So on a 20 foot wide building, the roof slopes up to 5-7 feet in the centre.

(numbers on the roofs indicate the height of the building in storeys)
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