I’m channeling my inner Dungeon Master! The rest of October’s roleplaying posts will all be connected. With this first post, there are three maps for a farm and its farmhouse. All have been hand drawn by me, so Leslie can focus on other projects. As usual, you are welcome to use these maps for any of your own games. Next week, we’ll be posting an adventure module set at this farm. The following week will detail the final boss of the module. And, finally, on Halloween itself, the treasure hidden within the farmhouse will be revealed!
In the first of the three maps, there is an overview of a farm in Radun, a farming settlement in the fictional world of Vallonde.
I have started experimenting with map making. After poking around Pinterest for a while, I came across a post from fantasticmaps.com. It was exactly what I needed. The ideas for Vallonde were ready to take shape.
So I made my very first map! I started with the coastlines then added in mountain ranges, rivers, and forests. After the natural landscape was set, I placed a handful of cities and towns throughout the map. I used a name generator from The Hypertext d20 SRD site to fill in the names of the cities and towns. Sorry, working on naming my own world and needed assistance to get these named. The descriptions, however, are completely made up and even offer a few adventure hooks. You are, of course, welcome to use this as it is for your game’s setting or change whatever you need to fit a current campaign.
Cities of Vallonde
The Great City of Sabryeg. The Northern capital.
The Sentinel City of Webrook. Statues of bygone heroes loom over the wide, carved streets of this mountain based metropolis.
The Astral Port of Hellonde. Boats, as far as the eyes can see.
The Elemental City of Fastedalr. Houses a reputable magic school.
The Ethereal Port of Paburh. A picturesque city by the sea.
The Divine City of Unsfalls. Most of the city is found in the branches, high above the ground.
Labrook, the City of Bridges. Situated between two mighty rivers.
The Garden City of Naramunz. Farming, elevated to an art form.
Barakib, the City of Song. The sea breeze sings through the elaborate architecture.
The Great Ports of Weeford. The Southern capital.
Towns of Vallonde
A: Neathy. Quiet fishing town, with paranoid residents.
B: Bastow. Home of the largest lighthouse.
C: Iggardlundr. A monastic order resides in the peaks of the mountain range.
D: Tiregal. Largest horse ranch in the land.
E: Cawold. Frequent sightings of strange things in the river.
F: Radun. Simple farm lands.
G: Heriklif. A growing fish market.
H: Bacot. Residents are afraid to leave their homes after sunset.
I: Ukkhizdil. Filled with soldiers’ barracks, to protect Naramunz.
J: Teegrove. Herb growers. Source of the area’s medicines.
K: Olfalls. Rumors often reference a mighty wizard.
L: Castow. Claims of sea beasts sinking ships.
M: Nalukkhel. Rumors of legendary treasures in the nearby forest.
N: Wanderer’s Stop. A small town where travelers meet before exploring the Southern Reaches.
O: Scamor. Frequent mermaid sightings.
P: Tumunzar. Pirate haven.
Q: Mithloriand. Reclusive folk look suspiciously upon newcomers.
R: Worminster. Legends of dark magic always accompany this town.
I definitely plan to keep working on maps. I am working hard to shape my own world that will feature a deep, rich history and amazing characters. We’ve provided a slight glimpse into that world with the introduction of Brix and Gregor. I’m really excited to bring this world to life and share it with you all. I truly hope you enjoy.
This map can be used for any of the Star Wars RPG games. With this type of layout, we would usually run an undercover op gathering info, weapons, or just mess around and sabotage. This map can also be used if someone accidentally gets caught and taken prisoner. Like all role-playing games, anything is possible.
Cartography for Beginners by Emily Hasler (via The Guardian)
First of all, you will need to choose the correct blue
to indicate water. This should not be too watery.
You must remember: people do not like wet feet.
If there is no water to indicate, no matter,
you must still elect a blue. Let me recommend
eggshell, at a push, azure. Choose a symbol
for church/temple/mosque/synagogue. Choose
a symbol for pub. Dedicate your life
to the twin and warring gods of Precision
and Wild Abandon. People do not like
to be lost. Buy Mandelbrot’s 1967 paper
on the coastline paradox, put it on the highest shelf –
but get a stepladder. Take a little licence with rivers,
especially their curves and estuaries. Add
an oxbow lake if at all possible. If the area you
are mapping has no seas/lakes/rivers/streams,
I have to question why you are bothering. You
won’t get to use that lovely blue you spent so long
deciding upon. Do the Norfolk fens instead. Better
yet, East Anglia in its future state, quite utterly
submerged like a sodden Constable. Come on,
get your coat, I’ll show you. You won’t need your shoes
Wanderer’s Stop is a setting used in one of our own Dungeons and Dragons campaigns. Two of our characters got their start in that very inn/tavern. There’s a much larger area that they have traveled thus far, with many more adventures always on the horizon.