• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Cartography - Why the focus on Renaissance?


log in or register to remove this ad



We also did something like less than properly acrobatic Parkour, err building climbing on the fronts and backs of the Student Union building and the like.
 

These are all from RuneQuest/HeroQuest, which has always had a strong grounding in real world culture, geography and religion. The main focus of its setting, Glorantha, is the conflict between the Lunar Empire, which is somewhat similar to the Roman Empire, and the Orlanthi barbarians of Sartar, who are somewhat similar to the Celts.

Map Boldhome final work copy with labels wip4 low def 3.jpg


Source

clearwine map olivier final wip 2 low def copyright.jpg


Source

Screenshot (72).png


Screenshot (66).png


Screenshot (67).png


Screenshot (69).png


Screenshot (70).png


Screenshot (71).png
 

Attachments

  • Screenshot (67).png
    Screenshot (67).png
    956.1 KB · Views: 198
Last edited:

I'm not sure whether most of the Sartarite settlements above are based on Celtic oppida or Saxon burhs. (Probably a bit of both.)

This is a Celtic hill fort from the Osprey publication The Forts of Celtic Britain (2006) Angus Konstam.

Screenshot (74).png


And this is a Saxon burh from Fortifications in Wessex c. 800-1066 (2003) Ryan Lavelle.

Screenshot (73).png
 
Last edited:

I'm not sure if my point is getting across.

For example, if you look at most fantasy cartography, you'll see buildings with slate roofs. Virtually no thatched roofs (just as a single example). Most fantasy city maps will show sewer grates, something that's wildly out of place. And, most urban maps will have no locations for housing animals. Just as a few examples of things you would expect to see (or not see) in a pre-Renaissance town or city.

I think it's just a lack of knowledge honestly. It has been the default art style for the history of D&D that I know, so people just perpetuate the style.

As to sewers... if you don't have sewers how does a thieves guild operate?? ;)
 


Starts to raise hand, lowers it while looking around ... college was a weird and fun time. ( and it wasnt exactly sewers)
Steam tunnels?

I've been thinking "after my current, oh-so-modern campaign wraps, I kinda want to run something like a semi-mythical mega-dungeon, where the whole campaign is delving deep into one ancient labyrinth, each level deadlier but more rewarding than the one above."
Now I really want to.
 
Last edited:

I've been thinking "after my current, oh-so-modern campaign wraps, I kinda want to run something like a semi-mythical mega-dungeon, where the whole campaign is delving deep into one ancient labyrinth, each level deadlier but more rewarding than the one above."
Now I really want to.

Yep. My plan was to make all levels this large, also as in Bottle City, Horsing Around, OZ, Dungeon of Krazor the Mad, the Orky Level, etc. Those were all fanfold with the Orky Level being two side by side fanfold (8sq/in). I had grown very tired of 8x11s within the first 6 months of crafting dungeon maps. Not enough room for bigger concepts! :)
 

Remove ads

Top