Image 1 — Lion's Gate of Hlammach (Impiltur)
Image 2 — Lion's Gate of Hlammach (Impiltur)
Image 3 — Lion's Gate of Hlammach (Impiltur)
Image 4 — Lion's Gate of Hlammach (Impiltur)
Image 5 — Lion's Gate of Hlammach (Impiltur)
Image 6 — Lion's Gate of Hlammach (Impiltur)
Image 7 — Lion's Gate of Hlammach (Impiltur)
Image 8 — Lion's Gate of Hlammach (Impiltur)
Image 9 — Lion's Gate of Hlammach (Impiltur)
Image 10 — Lion's Gate of Hlammach (Impiltur)
Image 11 — Lion's Gate of Hlammach (Impiltur)
Image 12 — Lion's Gate of Hlammach (Impiltur)
Image 13 — Lion's Gate of Hlammach (Impiltur)
Image 14 — Lion's Gate of Hlammach (Impiltur)
Image 15 — Lion's Gate of Hlammach (Impiltur)
Image 16 — Lion's Gate of Hlammach (Impiltur)
Image 17 — Lion's Gate of Hlammach (Impiltur)
Image 18 — Lion's Gate of Hlammach (Impiltur)
Image 19 — Lion's Gate of Hlammach (Impiltur)

Lion's Gate of Hlammach (Impiltur)

Short summary:

City of **Hlammach (**and Impiltur) were parts of one of my PCs (now DMPCs) background. I've made some research and concepts about realm and city look.

I'm aware that this particular walls and gate will fit other places - for example Suzail in Cormyr - better, and you're welcome to use it as you'd like ^^.

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SOURCES:

Bloodstone Lands by R.A. Salvatore (TSR09267) - short description of a city, it's economy and some threats that the country faces.

Dragon Magazine 346 - history and more in-depth description of Impiltur.

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Lore:

Impiltur is a rich and powerful land - with feudal lords and ruling dynasty bound by a strict code of laws (King's Code). It fluorishes due to resources (mines in Earthfast Mountains provided silver, gold and bloodstone) and trade (serving as a major hub in the eastern Faerun).

Despite wealth, power and laws - the Impiltur remains a frontier nation, with hordes of humanoids, fiends and vicious cults (with occasional dragon) threatening the land and it's citizens. That constant threat was a reason to homebrew fortification system pictured above.

Hlammach is a fortified port located at the coast of Sea of the Fallen Stars. While not a capital city - Hlammach is a major economic centre, and a location for Impiltur's Royal Mint (which is an impenetrable fortress on it's own). It rivals city of Lyrabar and has cold relations with Sarshel (the rivalry predates the founding of a kingdom). This rivalry - and a presence of major wealth concentration - were another reasons for making imposing fortification system).

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Inspiration:

Theodosian walls of Constantinople.

I've envisioned the names of the gates as related to heraldic animals - with carvings of them serving as "mouths" for chains of drawbridge. Hence "Lion's Gate" ^^.

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What's inside:

  • Outer wall
  • Drawbridge and gate
  • Inner wall
  • Portcullis tower
  • Side towers
  • Misc (archery range, training grounds etc.)

Inside corridors and spaces are recreated.

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LINKS:

Supporters (Cartographer level) got access to 300DPI no watermark maps and VTT ready files (roll20, Foundry, UniversalVTT), as well as an alternative night variant.

__________________________________________________________________________________________________________

^(Credits and attribution:)

^(Created in Dungeon Alchemist, with additional assets.)

^(Thanks to DA asset creators: Tavaron, smashbear76, MACx3D, SAC, DallasRT, CentimarDeVarion, varkas.amdir, swedish.cook and others)

^(Thanks to sketchfab creators: eucocker, Stephengury, kEam, demidrew, wolfgar74, Lessien and others)

^(This map was created by hand, with assets placed carefully together. I don't use generative AI and I did my level best to avoid using AI-generated assets.)

Cheers

Zaganza

u/DarthAvernus — 6 days ago

Diplocaulus class shuttle - free map, gallery and VTT files

Hello there

It's my third attempt to create spelljammer vessel - this time I went a bit more towards arcane magitech (shiny).

With more steampunk-ish [and yeah, that shape...] Hammerhead and a bit biological Corbina already completed I'm still far from full theme set - fortunately the upcoming major Dungeon Alchemist update should provide tools for creation of more traditionally naval-themed vessels.

Therefore expect classic flying ships - perfect to use both in traditional Realms (with magiocracy of Halruaa, Shandalar's home and so much more) and in spelljammer-themed campaigns - in the future.

This one was inspired by extinct amphibian from the Permian/Carboniferous period. I made some changes (sailwings are bigger than OG limbs, tail/stern section is much shorter) - but it's there.

There are variants - with folded/unfolded sailwings, green screen (for using as a token) and a "magical submarine/moored spelljammer vessel" variants.

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Best part - they're available completely for free (although some resources are locked behind free patreon subscription - no strings attached though).

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LINKS:

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^(Credits and attribution:)

^(Created in Dungeon Alchemist, with additional assets.)

^(Thanks to DA asset creators: SAC, DallasRT, greywind12.ab, [DE]SunWatcher, smashbear76, Normandiai, varkas.amdir and others)

^(Thanks to sketchfab creators: MAR.COS., Lessien, Derlvenner, Bwinji Shamutete, Thangzy, kenchoo, Jungle Jim, CatLoveCheese, commonfactory and others)

^(This map was created by hand, with assets placed carefully together. I don't use generative AI and I did my level best to avoid using AI-generated assets.)

Cheers

Zaganza

u/DarthAvernus — 22 days ago
▲ 21 r/DungeonAlchemist+1 crossposts

Ancient Gate [20x20] - multiple variants

The canyon, with its towering, sheer, and slippery walls, stretches on for miles. The ground is paved with ancient stone slabs—eroded and weathered by the passage of time, yet still impressive—and the silence is broken only by the party’s footsteps and the occasional cry of a bird of prey....

Finally, another bend brings a change—looming above you stands a monumental stone gate... but wait, what's under the arch?

Roll for initiative...

Variants:

  • Ruined gate with camp at the top of the wall (day/night)
  • Ruined gate with camp under the arch.
  • Pristine gate, with roof-covered fortified bastion on top of the wall
  • Ruined gate with a barricade and few "evil" additions
  • Runied gate, no camp nor anything else.

Proposed use:

  • a safe (or a bit less safe...) space for a camp
  • area of confined, fast and brutal fight (with cover for defenders)
  • a bit of negotiations with guards on top of pristine gate...
  • a place for party's best climber to shine... or fail miserably
  • A perfect occasion to roleplay taunting frenchman from Monty Python and the Holy Grail
  • ...or just a point of interest for a further journey

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LINKS:

Supporters (Cartographer level) got access to 300DPI no watermark maps and VTT ready files (roll20, Foundry, UniversalVTT) - and additional "evil gate" variant.

____________________________________________________________________________________________________

^(Credits and attribution:)

^(Created in Dungeon Alchemist, with additional assets.)

^(Thanks to DA asset creators:SAC, DangerWeasel, tinman4700, Centimar DeVarion, varkas.amdir, DallasRT, swedish.cook and others)

^(Thanks to sketchfab creators: kEam, Domenico Bianco - Pizza&Games, demidrew, wolfgar74, pgonarg, kenchoo, Aliaksandr.melas, DJMaesen, Virtual Museums of Małopolska and others)

^(This map was created by hand, with assets placed carefully together. I don't use generative AI and I did my level best to avoid using AI-generated assets.)

Cheers

Zaganza

u/DarthAvernus — 25 days ago

Coast of Thesk - fortified fishing village

Short summary:

I'm creating detailed maps and lore for Thesk - my campaign is set in 1368DR, but they should be valid in later editions as well.

This map is part of the coast, with pirates and Great Conflagration in the background.

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SOURCES:

  • I'm using Unapproachable East (WOC17665) by Richard Baker, Matt Forbeck, and Sean K. Reynolds for geography and "modern" Thesk history
  • Lost Empires of Faerûn (WTC 17738) by Richard Baker, Ed Bonny, Travis Stout for deeper look into remnants of Great Conflagration and relics of fallen Narfell and Raumathar empires.

With this being said: a lot of it is homebrewed with campain goals and a rule of cool in mind, so - while I appreciate any feedback about inaccuracies - take into consideration that It's not exactly true to canon.

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Geography:

Norhern parts of Sea of Falling Stars (Easting Reach) is described as calm, predictable and well suited to trade. However the part of the coast between Dragonjaw Mountains and River Eth is empty, with Cape Dragonfang described as important navigational point for sailors.

I took advantage of that to create treacherous and dangerous bay, full of shifting currents and reefs - and limited by steep cliffs, rising steadily from mouth of Eth to the southern mountains (and I place Culmaster as a small port south to Eth river mouth as well).

This sea goes extremally well with pirate activity described in sourcebooks - providing both hiding spots for ambush and safe havens from pursuit (although copper dragons from Cape Dragonfang can have a word of two about that...) - and is a good enough explanation for Teflamm being the main coastal trade hub even while being a bit far north from Golden Way proper.

With pirates being the constant threat and inhospitable coast behind - there's always a place for crafty and brave locals...

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Village:

Purpose:

I homebrewed it for my players to create a safe haven from pirate activity, source of information about the coast and said pirates - and as a potential starting point for a "lost artifact from Great Conflagration" subplot.

Lore:

While technically it's located beyond the Narfell/Raumathar territory described in sources, I see no reason prevent presence of a temple dedicated to one of the Raumatharan's main deities - Istishia, primordial King of the Water. With Great Conflagration bringing an end to both empires (and havoc to the East) - that temple was abandoned, ruined and partially sunk.

Rewind to 14th century DR - and we're seeing Thesk fluorishing, with waves of settlers and pioneers - and constant threat from the sea scourge. Location of the temple was discovered by local fishermen - and it's natural defences (both reefs/rocks and sea currents) combined with source of fresh water made it prime location for a village.

The most treasured possesion of it's inhabitants is the map chamber - with knowledge providing safety of sailing in the treacherous waters of the bay. The possible artifacts, hidden in the ruins of the partially sunken temple, are sprinkle on the top.

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What's inside:

  • Naust/Boathouse - built on a ruined, sunken temple.
  • Fortifications, with armory, ballistas and beacon tower.
  • Blacksmith and carpenter
  • Waterfall
  • Gardens with fruits and vegetables
  • Small tavern and communal kitchen
  • Map chamber and treasury
  • Warehouse, pantry and water reservoir

.... plus coral reefs, fishes, seagulls and cats!

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LINKS:

72DPI maps are available for free here: https://www.patreon.com/posts/169330359

150DPI maps, large gallery, description and plot hooks are available for free subscribers here: https://www.patreon.com/posts/169330365

Supporters (Cartographer level) got access to 300DPI no watermark maps and VTT ready files (roll20, Foundry, UniversalVTT) - and additional "festive night" variant.

_____________________________________________________________________________________________________

^(Credits and attribution:)

^(Created in Dungeon Alchemist, with additional assets.)

^(Thanks to DA asset creators:) ^(SAC, DallasRT, Centimar DeVarion, [DE]SunWatcher, SketchyCleric, smashbear76, swedish.cook, Normandiai and others)

^(Thanks to Sketchfab creators:) ^(Opus Poly, Derlvenner, 00amza, kEam, Bwinji Shamutete, 3D Creator, Al-Deezel and others.)

^(Special thanks to Library of Congress for public domain maps.)

Cheers

Zaganza

u/DarthAvernus — 27 days ago
▲ 489 r/DungeonAlchemist+1 crossposts

Fortified Fishing Village [60x60] - day/night

At the foot of an impassable cliff, surrounded by treacherous sea currents and rocks—a small fishing village built upon the ruins of a submerged temple.

  • Use the fortifications for your advantage - or crush them, if you decide that there's something odd about villagers...
  • Investigate the ruins...
  • Discover maps kept hidden in a village treasury...
  • Enjoy the charm of warm, shallow sea, with coral reefs and marine life...

What's inside:

  • Naust/Boathouse - built on a ruined, sunken temple.
  • Fortifications, with armory, ballistas and beacon tower.
  • Blacksmith and carpenter
  • Waterfall
  • Gardens with fruits and vegetables
  • Small tavern and communal kitchen
  • Map chamber and treasury
  • Warehouse, pantry and water reservoir

.... plus coral reefs, fishes, seagulls and cats!

____________________________________________________________________________________________________

LINKS:

72DPI maps are available for free here: https://www.patreon.com/posts/169330359

150DPI maps, gallery, description and plot hooks are available for free subscribers here: https://www.patreon.com/posts/169330365

Supporters (Cartographer level) got access to 300DPI no watermark maps and VTT ready files (roll20, Foundry, UniversalVTT) - and additional "festive night" variant.

_____________________________________________________________________________________________________

^(Credits and attribution:)

^(Created in Dungeon Alchemist, with additional assets.)

^(Thanks to DA asset creators:) ^(SAC, DallasRT, Centimar DeVarion, [DE]SunWatcher, SketchyCleric, smashbear76, swedish.cook, Normandiai and others)

^(Thanks to Sketchfab creators:) ^(Opus Poly, Derlvenner, 00amza, kEam, Bwinji Shamutete, 3D Creator, Al-Deezel and others.)

^(Special thanks to Library of Congress for public domain maps.)

^(This map was created by hand, with assets placed carefully together. I don't use generative AI and I did my level best to avoid using AI-generated assets.)

Cheers

Zaganza

u/DarthAvernus — 1 month ago

Fortified Fishing Village [60x60] - day/night

At the foot of an impassable cliff, surrounded by treacherous sea currents and rocks—a small fishing village built upon the ruins of a submerged temple.

  • Use the fortifications for your advantage - or crush them, if you decide that there's something odd about villagers...
  • Investigate the ruins...
  • Discover maps kept hidden in a village treasury...
  • Enjoy the charm of warm, shallow sea, with reefs and marine life...

What's inside:

  • Naust/Boathouse - built on a ruined, sunken temple.
  • Fortifications, with armory, ballistas and beacon tower.
  • Blacksmith and carpenter
  • Waterfall
  • Gardens with fruits and vegetables
  • Small tavern and communal kitchen
  • Map chamber and treasury
  • Warehouse, pantry and water reservoir

.... plus coral reefs, fishes, seagulls and cats!

____________________________________________________________________________________________________

LINKS:

72DPI maps are available for free here: https://www.patreon.com/posts/169330359

150DPI maps, gallery, description and plot hooks are available for free subscribers here: https://www.patreon.com/posts/169330365

Supporters (Cartographer level) got access to 300DPI no watermark maps and VTT ready files (roll20, Foundry, UniversalVTT) - and additional "festive night" variant.

_____________________________________________________________________________________________________

^(Credits and attribution:)

^(Created in Dungeon Alchemist, with additional assets.)

^(Thanks to DA asset creators:) ^(SAC, DallasRT, Centimar DeVarion, [DE]SunWatcher, SketchyCleric, smashbear76, swedish.cook, Normandiai and others)

^(Thanks to Sketchfab creators:) ^(Opus Poly, Derlvenner, 00amza, kEam, Bwinji Shamutete, 3D Creator, Al-Deezel and others.)

^(Special thanks to Library of Congress for public domain maps.)

^(This map was created by hand, with assets placed carefully together. I don't use generative AI and I did my level best to avoid using AI-generated assets.)

Cheers

Zaganza

u/DarthAvernus — 1 month ago
▲ 66 r/DungeonAlchemist+1 crossposts

Shipwrecked on Skeleton Island [40x40]

Small, isolated island in the middle of nowhere. Rickety vegetation, dried-out trees, scuttled rowboats - just about what you can expect as a shipwrecked sailor...

What's not to be expected, however, is a giant skeleton - partially incorporated into the sand and rocks of the island. With two sets of petroglyphs hidden around island - this can provide at least a bit of confusion for the unlucky PCs, and distract them from usual survival attempts...

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  • Make your players realize, that giant skull on the map was not, in fact, pirate symbolics - but proper cartography....
  • Go wild with "Speak with the dead" on a giant skeleton (there's a jaw there, just buried):
    • either make your players dig through rock to free the jaw...
    • or decide that the skeleton is an undead - and describe shattering of rocks when he unburies himself...
  • There's a scuttled rowboat under skeleton's hand - will it react if it's taken away?

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LINKS:

____________________________________________________________________________________________________

Credits and attribution:

Created in Dungeon Alchemist, with additional assets.

Thanks to DA asset creators: DangerWeasel, DallasRT and others.

^(This map was created by hand, with assets placed carefully together. I don't use generative AI and I did my level best to avoid using AI-generated assets.)

This map was designed with golden hour in mind - there are, however, day/night versions as well. Use it as you'd like.

Cheers

Zaganza

u/DarthAvernus — 1 month ago

Shipwrecked on Skeleton Island [40x40]

Small, isolated island in the middle of nowhere. Rickety vegetation, dried-out trees, scuttled rowboats - just about what you can expect as a shipwrecked sailor...

What's not to be expected, however, is a giant skeleton - partially incorporated into the sand and rocks of the island. With two sets of petroglyphs hidden around island - this can provide at least a bit of confusion for the unlucky PCs, and distract them from usual survival attempts...

____________________________________________________________________________________________________

  • Make your players realize, that giant skull on the map was not, in fact, pirate symbolics - but proper cartography....
  • Go wild with "Speak with the dead" on a giant skeleton (there's a jaw there, just buried):
    • either make your players dig through rock to free the jaw...
    • or decide that the skeleton is an undead - and describe shattering of rocks when he unburies himself...
  • There's a scuttled rowboat under skeleton's hand - will it react if it's taken away?

____________________________________________________________________________________________________

LINKS:

72DPI maps (day/night/golden hour) are available for free here: https://www.patreon.com/posts/168705064

150DPI maps, gallery and plot hooks are available for free subscribers here: https://www.patreon.com/posts/168712769

____________________________________________________________________________________________________

Credits and attribution:

Created in Dungeon Alchemist, with additional assets.

Thanks to DA asset creators: DangerWeasel, DallasRT and others.

^(This map was created by hand, with assets placed carefully together. I don't use generative AI and I did my level best to avoid using AI-generated assets.)

This map was designed with golden hour in mind - there are, however, day/night versions as well. Use it as you'd like.

Cheers

Zaganza

u/DarthAvernus — 1 month ago

Temple of Chauntea [40x50 map with gallery]

^("Let no day pass in which you have not helped a living thing flourish...")

^(Dogma of Chauntea) ^(- source:) ^(Faiths and Pantheons) ^(by Eric L. Boyd and Erik Mona)

One of the oldest deities of the Realms, Chauntea (chawn-TEE-ah) is a benevolent and friendly goddes, helping to grow, nurture and preserve life. Education of farmers and gardeners holds important place in religious rites, but clerics of Chauntea felt responsible for protecting the nature from overexploatation as well. Patience, hard work and wisdom are cherished, with no strict hierarchy or central authority.

  • Chauntea (known locally as Bhalla) is part of the a triumvirate of goddesses (alongside with Mielikki and Mystra) known as "The Three", revered in Rashemen.
  • Her primal aspect - Earthmother - is a local deity of the Moonshae Islands. Her power there is focused through three agents, known as her "Children": Leviathan (great whale), Kamerynn (giant unicorn) and The Pack - dire wolves merged into one, unstoppable horde.

Her temples are often serving as granaries, libraries and seed banks - as well as orphanages.

This is one of such places - with Moonwell and the statue of goddess, greenhouses as a secondary chapels, seed bank, agricultural library and scriptorium - as well as with windmill, farm building (with school and orphans quarters), fields, gardens and orchards.

  • Moonwell - magical pond, connecting the spirit of Earthmother to her land. Source of clean water, often glowing with subtle blue or white light - with certain warmth and calming radiating from it.
    • Described in "Moonshae Trilogy" by Douglas Niles (and in Darkwalker on Moonshae campaign) - they seem to be bound to isles. In my campaign there are all around Toril.

For IRL inspirations - I drew inspiration from ancient and medieval churches of Armenia for general shape (although there are significant modifications), as well as from medieval monastic academies of Georgia.

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Sources:

  • 3.5e "Faiths and Pantheons" by Eric L. Boyd and Erik Mona (WOC88643)
  • 2e "Faiths & Avatars" by Julia Martin with Eric L. Boyd ***(***TSR 09516)

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LINKS:

Supporters (Cartographer level) got access to 300DPI no watermark maps and VTT ready files (roll20, Foundry, UniversalVTT).

_____________________________________________________________________________________________________

^(Credits and attribution:)

^(Created in Dungeon Alchemist, with additional assets.)

^(Thanks to DA asset creators: SAC, DallasRT, Spyke, Kitrik, varkas.amdir, Centimar DeVarion and others)

^(Thanks to sketchfab creators: Alben Tan, Rukh3D, CharlieCatling and others.)

^(This map was created by hand, with assets placed carefully together. I don't use generative AI and I did my level best to avoid using AI-generated assets.)

Cheers

Zaganza

u/DarthAvernus — 1 month ago

Temple of Chauntea [40x50]

"Let no day pass in which you have not helped a living thing flourish..."

^(Dogma of Chauntea) ^(- source: Faiths and Pantheons by Eric L. Boyd and Erik Mona (WOC88643))

One of the oldest deities of the Realms, Chauntea (chawn-TEE-ah) is a benevolent and friendly goddes, helping to grow, nurture and preserve life. Education of farmers and gardeners holds important place in religious rites, but clerics of Chauntea felt responsible for protecting the nature from overexploatation as well. Patience, hard work and wisdom are cherished, with no strict hierarchy or central authority.

Her temples are often serving as granaries, libraries and seed banks - as well as orphanages.

This is one of such places - with Moonwell and the statue of goddess, greenhouses as a secondary chapels, seed bank, agricultural library and scriptorium - as well as with windmill, farm building (with school and orphans quarters), fields, gardens and orchards.

Inspired by early armenian churches and medieval georgian academies - It's a quiet, peaceful place, perfect for for rest and recovery.
_____________________________________________________________________________________________________

LINKS:

Supporters (Cartographer level) got access to 300DPI no watermark maps and VTT ready files (roll20, Foundry, UniversalVTT).

_____________________________________________________________________________________________________

^(Credits and attribution:)

^(Created in Dungeon Alchemist, with additional assets.)

^(Thanks to DA asset creators: SAC, DallasRT, Spyke, Kitrik, varkas.amdir, Centimar DeVarion and others)

^(Thanks to sketchfab creators: Alben Tan, Rukh3D, CharlieCatling and others.)

^(This map was created by hand, with assets placed carefully together. I don't use generative AI and I did my level best to avoid using AI-generated assets.)

Cheers

Zaganza

u/DarthAvernus — 1 month ago
▲ 185 r/DungeonAlchemist+1 crossposts

Temple of Chauntea [40x50]

"Let no day pass in which you have not helped a living thing flourish..."

^(Dogma of Chauntea) ^(- source: Faiths and Pantheons by Eric L. Boyd and Erik Mona (WOC88643))

One of the oldest deities of the Realms, Chauntea (chawn-TEE-ah) is a benevolent and friendly goddes, helping to grow, nurture and preserve life. Education of farmers and gardeners holds important place in religious rites, but clerics of Chauntea felt responsible for protecting the nature from overexploatation as well. Patience, hard work and wisdom are cherished, with no strict hierarchy or central authority.

Her temples are often serving as granaries, libraries and seed banks - as well as orphanages.

This is one of such places - with Moonwell and the statue of goddess, greenhouses as a secondary chapels, seed bank, agricultural library and scriptorium - as well as with windmill, farm building (with school and orphans quarters), fields, gardens and orchards.

Inspired by early armenian churches and medieval georgian academies - It's a quiet, peaceful place, perfect for for rest and recovery.
_____________________________________________________________________________________________________

LINKS:

Supporters (Cartographer level) got access to 300DPI no watermark maps and VTT ready files (roll20, Foundry, UniversalVTT).

_____________________________________________________________________________________________________

^(Credits and attribution:)

^(Created in Dungeon Alchemist, with additional assets.)

^(Thanks to DA asset creators: SAC, DallasRT, Spyke, Kitrik, varkas.amdir, Centimar DeVarion and others)

^(Thanks to sketchfab creators: Alben Tan, Rukh3D, CharlieCatling and others.)

^(This map was created by hand, with assets placed carefully together. I don't use generative AI and I did my level best to avoid using AI-generated assets.)

Cheers

Zaganza

u/DarthAvernus — 1 month ago

Thayan Tax Station [65x65] - remake of classic map from "Spellbound"

First shown in appendix to "TSR 1121 - Spellbound" by Anthony Pryor (1995), Thayan Tax Station was recreated in Dungeon Alchemist by yours truly.

It's a small, but heavily guarded fortress, used for:

  • Collection of taxes.
  • Tariff/toll collection.
  • Border control (one does not simply walk into Thay)
  • Interior security.

For biome - Thay weather is shaped by magic (which cause serious problems in neighbouring regions, e.g. eastern Thesk...), but not every region is equal - I went with a backwater part, with less rain and worse overall habitability.

The map consists of:

  • Main Keep:
    • Ground floor - mess hall, kitchen/pantry and staircase.
    • First floor - luxurious commandants office, bedroom and bathroom
    • Second floor - Treasury, dovecote and cipher station
    • Third floor - commandant's luxurious tent for less formal work and meetings.
  • Barracks: two companies' rooms and armory
  • Counting House:
    • Toll booth/chamber
    • Temporary treasury
    • Accountant quarters
  • Stables
  • Slave quarters.

While I've made a bit of changes to overall shape and size of the buildings and created the interiors from scratch - it's still an old-fashion map, using basic shapes in order to create a game-friendly space. Hope I did not ruin that ^^
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LINKS:

Due to map being a remake of TSR-published content, this map is available completely for free on my Patreon.

_______________________________________________________________________________________________________

Credits and attribution:

Created in Dungeon Alchemist, with additional assets.

Thanks to DA asset creators: SAC, DallasRT, SketchyCleric, smashbear76, DangerWeasel, swedish.cook and others.

Thanks to sketchfab creators: emptypen2477, CharlieCatling, michael50, KOREA HERITAGE SERVICE [KHS] and eb78

This map was created by hand, with assets placed carefully together. I don't use generative AI and I did my level best to avoid using AI-generated assets.

_________________________________________________________________________________________________________

Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. "Thayan Tax Station" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards.

u/DarthAvernus — 2 months ago

Thayan Tax Station [65x65] - free remake of classic map from "Spellbound"

One does not simply walk into Thay - borders are strictly monitored, and uninvited visitors are dealt with swiftly. For those allowed to enter local tax stations are obligatory places to visit - to pay the fees, check the invitations and discourage from visiting prohibited parts of Land of Red Wizards.

These places are a grim sight for an outlander - with rampant slavery, monsters used as soldiers, undead - and the entire social structure built on power and fear. Corruption is common as well, and local commanders often try to abuse the travellers...

________________________________________________________________________________________________________

First shown in appendix to "TSR 1121 - Spellbound" by Anthony Pryor (1995), Thayan Tax Station was recreated in Dungeon Alchemist by yours truly.

It's a small, but heavily guarded fortress, used for:

  • Collection of taxes.
  • Tariff/toll collection.
  • Border control.
  • Interior security.

The map consists of:

  • Main Keep:
    • Ground floor - mess hall, kitchen/pantry and staircase.
    • First floor - luxurious commandants office, bedroom and bathroom
    • Second floor - Treasury, dovecote and cipher station
    • Third floor - commandant's luxurious tent for less formal work and meetings.
  • Barracks: two companies' rooms and armory
  • Counting House:
    • Toll booth/chamber
    • Temporary treasury
    • Accountant quarters
  • Stables
  • Slave quarters.

While I've made a bit of changes to overall shape and size of the buildings and created the interiors from scratch - it's still an old-fashion map, using basic shapes in order to create a game-friendly space. Hope I did not ruin that ^^
________________________________________________________________________________________________________

LINKS:

Due to map being a remake of TSR-published content, this map is available completely for free on my Patreon.

_______________________________________________________________________________________________________

Credits and attribution:

Created in Dungeon Alchemist, with additional assets.

Thanks to DA asset creators: SAC, DallasRT, SketchyCleric, smashbear76, DangerWeasel, swedish.cook and others.

Thanks to sketchfab creators: emptypen2477, CharlieCatling, michael50, KOREA HERITAGE SERVICE [KHS] and eb78

This map was created by hand, with assets placed carefully together. I don't use generative AI and I did my level best to avoid using AI-generated assets.

_________________________________________________________________________________________________________

Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. "Thayan Tax Station" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards.

u/DarthAvernus — 2 months ago
▲ 34 r/DungeonAlchemist+1 crossposts

Thayan Tax Station [65x65] - free remake of classic map

First shown in appendix to "TSR 1121 - Spellbound" by Anthony Pryor (1995), Thayan Tax Station was recreated in Dungeon Alchemist by yours truly.

It's a small, but heavily guarded fortress, used for:

  • Collection of taxes.
  • Tariff/toll collection.
  • Border control.
  • Interior security.

The map consists of:

  • Main Keep:
    • Ground floor - mess hall, kitchen/pantry and staircase.
    • First floor - luxurious commandants office, bedroom and bathroom
    • Second floor - Treasury, dovecote and cipher station
    • Third floor - commandant's luxurious tent for less formal work and meetings.
  • Barracks: two companies' rooms and armory
  • Counting House:
    • Toll booth/chamber
    • Temporary treasury
    • Accountant quarters
  • Stables
  • Slave quarters.

While I've made a bit of changes to overall shape and size of the buildings and created the interiors from scratch - it's still an old-fashion map, using basic shapes in order to create a game-friendly space. Hope I did not ruin that ^^
________________________________________________________________________________________________________

LINKS:

Due to map being a remake of TSR-published content, this map is available completely for free on my Patreon.

_______________________________________________________________________________________________________

Credits and attribution:

Created in Dungeon Alchemist, with additional assets.

Thanks to DA asset creators: SAC, DallasRT, SketchyCleric, smashbear76, DangerWeasel, swedish.cook and others.

Thanks to sketchfab creators: emptypen2477, CharlieCatling, michael50, KOREA HERITAGE SERVICE [KHS] and eb78

This map was created by hand, with assets placed carefully together. I don't use generative AI and I did my level best to avoid using AI-generated assets.

_________________________________________________________________________________________________________

Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. "Thayan Tax Station" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards.

u/DarthAvernus — 2 months ago

Thayan Tax Station [65x65] - free remake of classic map

First shown in appendix to "TSR 1121 - Spellbound" by Anthony Pryor (1995), Thayan Tax Station was recreated in Dungeon Alchemist by yours truly.

It's a small, but heavily guarded fortress, used for:

  • Collection of taxes.
  • Tariff/toll collection.
  • Border control.
  • Interior security.

The map consists of:

  • Main Keep:
    • Ground floor - mess hall, kitchen/pantry and staircase.
    • First floor - luxurious commandants office, bedroom and bathroom
    • Second floor - Treasury, dovecote and cipher station
    • Third floor - commandant's luxurious tent for less formal work and meetings.
  • Barracks: two companies' rooms and armory
  • Counting House:
    • Toll booth/chamber
    • Temporary treasury
    • Accountant quarters
  • Stables
  • Slave quarters.

While I've made a bit of changes to overall shape and size of the buildings and created the interiors from scratch - it's still an old-fashion map, using basic shapes in order to create a game-friendly space. Hope I did not ruin that ^^
________________________________________________________________________________________________________

LINKS:

Due to map being a remake of TSR-published content, this map is available completely for free on my Patreon.

_______________________________________________________________________________________________________

Credits and attribution:

Created in Dungeon Alchemist, with additional assets.

Thanks to DA asset creators: SAC, DallasRT, SketchyCleric, smashbear76, DangerWeasel, swedish.cook and others.

Thanks to sketchfab creators: emptypen2477, CharlieCatling, michael50, KOREA HERITAGE SERVICE [KHS] and eb78

This map was created by hand, with assets placed carefully together. I don't use generative AI and I did my level best to avoid using AI-generated assets.

_________________________________________________________________________________________________________

Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. "Thayan Tax Station" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards.

u/DarthAvernus — 2 months ago

Dwarven realm of Ahruukar - Bridge District [85x85]

Dwarven realm of Ahruukar ("Ar-ROOk-har") is a Gold Dwarf town located in Thesk Mountains.

Originally described by Ed Greenwood (indirect source) as a home to trade-oriented Ruuk clan, tied with Thesk city of Phsant.

The bridge district is a location connecting individual districts of the city.

  • The Great Chamber (a monumental hall stretching through the entire length of the dwarven realm) ends with a small fortified gate and a bridge leading to the fortress.
  • To the right we've got farming district (mushroom caves, crop chambers with artificial light and irrigation, processing chambers),
  • To the left - a bit of residential district (with individual houses, dining rooms and tavern)

To make living near the lava possible (it's not only heat, but toxic fumes as well) the sophisticated ventillations system is constantly working, providing dwarves with cold, fresh air.

_______________________________________________________________________________________________________

  • This map is directly connected to Dwarven Fortress map (reddit link) (Patreon link - free)
  • It features large, 85x85 district map and smaller, 38x46 bridge map (3 levels).

_______________________________________________________________________________________________________

LINKS:

Supporters (Cartographer level) got access to 300DPI no watermark maps and VTT ready files (roll20, Foundry, UniversalVTT).

_________________________________________________________________________________________________________

^(Credits and attribution:)

^(Created in Dungeon Alchemist, with additional assets.)

^(Thanks to DA asset creators: SAC, DallasRT, Gently Applied Heat, Vaako, soundphantom and others)

^(Thanks to sketchfab creators: Blackarus, Lessien, MattDonlan, Maxim Mavrichev)

^(This map was created by hand, with assets placed carefully together. I don't use generative AI and I did my level best to avoid using AI-generated assets.)

u/DarthAvernus — 2 months ago
▲ 76 r/DungeonAlchemist+1 crossposts

Dwarven realm of Ahruukar - Bridge District [85x85] and bridge [38x46]

Dwarven realm of Ahruukar ("Ar-ROOk-har") is a Gold Dwarf town located in Thesk Mountains.

Originally described by Ed Greenwood (indirect source) as a home to trade-oriented Ruuk clan, tied with Thesk city of Phsant.

The bridge district is a location connecting individual districts of the city.

  • The Great Chamber (a monumental hall stretching through the entire length of the dwarven realm) ends with a small fortified gate and a bridge leading to the fortress.
  • To the right we've got farming district (mushroom caves, crop chambers with artificial light and irrigation, processing chambers),
  • To the left - a bit of residential district (with individual houses, dining rooms and tavern)

To make living near the lava possible (it's not only heat, but toxic fumes as well) the sophisticated ventillations system is constantly working, providing dwarves with cold, fresh air.

_______________________________________________________________________________________________________

  • This map is directly connected to Dwarven Fortress map (reddit link) (Patreon link - free)
  • It features large, 85x85 district map and smaller, 38x46 bridge map (3 levels).

_______________________________________________________________________________________________________

LINKS:

Supporters (Cartographer level) got access to 300DPI no watermark maps and VTT ready files (roll20, Foundry, UniversalVTT).

_________________________________________________________________________________________________________

^(Credits and attribution:)

^(Created in Dungeon Alchemist, with additional assets.)

^(Thanks to DA asset creators: SAC, DallasRT, Gently Applied Heat, Vaako, soundphantom and others)

^(Thanks to sketchfab creators: Blackarus, Lessien, MattDonlan, Maxim Mavrichev)

^(This map was created by hand, with assets placed carefully together. I don't use generative AI and I did my level best to avoid using AI-generated assets.)

u/DarthAvernus — 2 months ago
▲ 16 r/dndmaps

Dwarven realm of Ahruukar - Bridge District [85x85]

Dwarven realm of Ahruukar ("Ar-ROOk-har") is a Gold Dwarf town located in Thesk Mountains.

Originally described by Ed Greenwood (indirect source) as a home to trade-oriented Ruuk clan, tied with Thesk city of Phsant.

The bridge district is a location connecting individual districts of the city.

  • The Great Chamber (a monumental hall stretching through the entire length of the dwarven realm) ends with a small fortified gate and a bridge leading to the fortress.
  • To the right we've got farming district (mushroom caves, crop chambers with artificial light and irrigation, processing chambers),
  • To the left - a bit of residential district (with individual houses, dining rooms and tavern)

To make living near the lava possible (it's not only heat, but toxic fumes as well) the sophisticated ventillations system is constantly working, providing dwarves with cold, fresh air.

_______________________________________________________________________________________________________

  • This map is directly connected to Dwarven Fortress map (reddit link) (Patreon link - free)
  • It features large, 85x85 district map and smaller, 38x46 bridge map (3 levels).

_______________________________________________________________________________________________________

LINKS:

Supporters (Cartographer level) got access to 300DPI no watermark maps and VTT ready files (roll20, Foundry, UniversalVTT).

_________________________________________________________________________________________________________

^(Credits and attribution:)

^(Created in Dungeon Alchemist, with additional assets.)

^(Thanks to DA asset creators: SAC, DallasRT, Gently Applied Heat, Vaako, soundphantom and others)

^(Thanks to sketchfab creators: Blackarus, Lessien, MattDonlan, Maxim Mavrichev)

^(This map was created by hand, with assets placed carefully together. I don't use generative AI and I did my level best to avoid using AI-generated assets.)

u/DarthAvernus — 2 months ago