Remy Monsen | March 7, 2018 | CC3 Plus, Tutorial, update
Campaign Cartographer 3+ is a product in constant evolution, with new features, both small and large, typically gets added for every update. For this article, I want to have a look at some of these features and give a short introduction on how you can start experimenting with them.
Some of the new features have already been covered in other places. For example the new improvements to the Symbols Along command where documented in the February 2018 Annual – Dungeon Walls and I wrote a Command of the Week article on the new Symbols in Area command. For those into macro writing, I have also covered the new Get Extents commands.
Perspective Scaling
Probably the largest addition in the latest update is the new PSCALE commands. These haven’t been added to the menu yet, so you need to type them in on the command line, but they are a series of commands that are intended to help you make pseudo-perspective maps by automatically changing the scale of a symbol depending where it is on the screen. This command was developed in response to several such maps appearing in the forums. Let us start with an example image to show what the command can do.
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So, looking at this image, you can see that the symbols closer to the bottom of the image is larger than the ones near the top, which provides a pseudo-perspective look on things. While it is certainly possible to do this manually, this example was made by using the PSCALE commands.
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ralf | March 7, 2018 | guest article, Jon C Munson II, Mike Schley, Symbol Set 4, symbols, Tutorial
Jon C. Munson II
Background
The mapping style of Mike Schley is, simply put, beautiful. It is no wonder that Wizards of the Coast sought him out for many of the maps used in their products. His use of line, shading, and slightly muted color do a fantastic job of creating the illusion of a truly hand drawn map with dimensional objects. And, well, for the most part that is exactly what they are – hand drawn, albeit done using programs like Adobe Photoshop and/or others. If you haven’t seen his maps, you really owe it to yourself to take a look at them.
I had always liked Schley’s maps, and wanted to produce a few maps for a module I had in mind for the Dungeons & Dragons group that I run. Knowing how many hours it would take to hand-draw the maps, I looked for a way to cut down some of the time required. Enter ProFantasy’s Campaign Cartographer 3+ (“CC3+”). The program uses a number of Schley’s symbol packs (for example Symbol Set 4 – Dungeons of Schley), and that was perfect for me. Well, almost – I needed further symbols to suit my module. Now I had to figure out how to both create symbols and emulate Schley’s style to produce the symbols I needed. And, I also had to figure out how to get those into CC3+. It turns out it isn’t a hard job, but, it is a bit tricky, and most of the effort is in creating the symbols themselves. Schley’s style seems to be fairly involved, and that complexity is what makes them so appealing.
Personally, I have no idea how Mike Schley goes about making his symbols or drawing his maps. I have, however, studied his symbols and maps to try and figure out how he makes his creations. Despite many hours, I’m still uncertain of his exact process, but I think I have at least a little idea. I discerned enough to be able to put together symbols that are “close enough” to Schley’s style to be good compliments (at least I think so). Frankly, my goal in trying to figure out his methods wasn’t to be a forger, but, rather, to emulate – I had no desire to be “Mike Schley,” though he is an excellent talent to learn from!
Equipment Needed
Though it is entirely possible to use a mouse to create symbols, I strongly suggest obtaining a graphics tablet. I use a Wacom myself, and highly recommend their tablets. I know of others who use Asian variants with success (depends upon which ones though), so you might be able to get a less-expensive tablet to start.
You’ll also need both raster & vector editing software. While I have Adobe CC, there are other alternatives out there such as Gimp and Inkscape. I have briefly used those in the past, however, as I use Photoshop and Illustrator, I’ll be discussing things from the point of those tools. Most of that discussion should translate to another tool, and you may have to improvise with those other tools.
One thing I cannot get into in this article are the components that make up each symbol – you’ll have to experiment and decide what elements make up your objects. A bit of mechanical drawing is quite helpful, and understanding perspective will come in very handy too. Everything is made up of either, or any number of, rectangles, circles, lines, arcs, etc. Do experiment, and use the Internet to find samples, etc.
Image Sizing
CC3+ symbols have four sizes – Very High, High, Low and Very Low. You want to create symbols at the Very High resolution, and CC3+ will take care of the other sizes when you import them. See the CC3+ documentation for details. In fact, reading through the CC3+ documentation, and consulting the forum, concerning creating symbols is definitely in your interest as well.
Analysis
Let’s take a look at a simple chair:
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There are several things to note about its construction. First, note that the linework of the object forms the description of the object, and the value variations within the object gives a 3D impression. Many of Schley’s symbols don’t include the value, thus producing the “ink” symbols. Second, note the border around the object, and sometimes an inner border around other objects (like a book on a table), is a little thicker than the detail linework. Third, note that the detail linework, when there is value applied, is usually surrounded by a slightly darker value of the “main” value of the object.
Fourth, note that the object itself has variations in value (mimicking “wood” in this case), as well as descriptive value to indicate 3D depth. Finally, note the color – intentionally set to mimic watercolor, the colors are a bit desaturated (wood also has a desaturated tone by virtue). This does not, however, detract from the richness of the symbols, but rather forms a complimentary feel to the heavier linework. The effect is, in essence, a watercolor wash, and is an important element in Schley’s style.
The linework here is really something to be admired – quite a lot of variation in thickness and style. This gives the hand-drawn look to the symbols and is important in order to be able to produce symbols that would compliment Schley’s style.
Now that we have an idea of how Schley creates his symbols in terms of components, we can proceed with creating our own.
Making Our Own
Creating symbols that emulate Schley is actually not a trivial task. There is quite a lot involved, depending upon the complexity of the object, and does require a little artistic flair – not that one must be an artist to create symbols of course. With a bit of effort, you can get pretty close! The real trick is rendering a 3D feel – perspective is something that really “sells” these symbols. The beauty of working on the computer is you can simply delete or undo as much as you like and try again. You may also find that sketching on a piece of paper to be useful practice too. I did just that with a few symbols I made as I found that easier.
The first thing to do is to on the object to be drawn. I will start with an object I created for my symbol set – a cabinet. This symbol doesn’t involve perspective, so is much easier to create.
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After a few experiments with creating these symbols (remember, I’m not attempting to “be” Schley), I decided that I would start with vector outlines for my symbols, and that was more easily accomplished in Illustrator (or a vector program of your choice). Illustrator also has a method by which variation in line can be achieved (through a little deformation) that does a good-enough job of giving us a hand-drawn result.
Now, as with any object, we have to draw out the components. If you look at the cabinet carefully, you can see that it can be broken down into a few rectangles, some circles, and some lines. Draw out the components of the cabinet, don’t worry about making it “look like” the symbol I’ve created – just concentrate on the basic shapes. For the sake of learning, you could just create a simple rectangle for now. Be mindful of the width of the stroke – you don’t want anything too wide, nor anything too narrow. The size of your object will dictate the width of the border strokes. Use Schley’s symbol as a guide for border line thickness ratio.
Once you have the shape(s) defined, the next step is to change the line shape from obviously vector to something a little more hand-drawn in appearance. For that, we’ll use the Effect->Distort & Transform->Roughen. In the next dialog, you’ll first want to check the Preview box so you can see what effect changing the command’s parameters has on your object. The Size slider dictates the amount of “wobble” in the line – go ahead, play with it, can’t hurt anything right now. I use a value between 2 and 4 pixels. The Detail slider dictates the frequency that the Size slider occurs. Again, experimentation is key here. The last option, Points, needs to be set to Smooth. You might, on occasion, use the Corner option, but in this case we want Smooth.
As you can see from the preview, your object looks a lot more hand-drawn. If you like your changes, click OK, and move on to the next step.
Once you’ve gotten your basic outlines created and your object defined, export that out as a PSD and open the file in Photoshop. You should then have a “Layer 1” group that is your vector artwork (now rasterized). If your line work is not grouped, create a new group from those layers (you can name it anything you like of course).
In the case of the cabinet, I wanted to make it appear to be made from wood – you could choose other materials, like various kinds of stone, or clay, etc. Creating the subtle impression of wood grain could be a daunting task – there’d be lots of hand-painting to do. However, there is an easier route – using a color fill and a texture to produce the illusion. So, I first used a Color Fill, choosing a wood-like value. Be careful here, wood is not highly saturated, so stay on the desaturated side of the color picker – less saturation is more. Set the blend mode to Multiply, and set the layer as a Clipping Mask on top of the linework layer. This color will help re-value the texture and give a little more room for experimentation. Then I used a free wood texture set to Multiply (there are loads of these on the Internet). You might notice this will make your image a little darker, etc. Using both Levels and Hue/Saturation, I adjusted things to taste. You do not have to use a Color Fill as I did, you could just as easily re-color the texture using adjustments. How you follow what I’ve done is completely up to you.
After that, I added a new layer on which to create the interior linework. Using the standard round brush, keeping my brush size smaller than my border with (about 1/2 or so, adjust to your needs), I drew in the planks and interior borders of the cabinet. This is where studying Schley’s artwork comes in handy. Notice how he created his lines – where it is long, short, dots, etc. Pay attention to how he demarcates curves, grades, slopes, etc. You want to approach that same style to be in keeping with his overall look. Take your time, and feel free to clear the layer and start over. When you want straight strokes, use the Shift key. Otherwise, feel free to “freehand” the line – we are creating hand-drawn symbols after all.
Once you have your linework completed, add an Outer Glow effect set to Multiply, and choose a color that is close to the wood color you are using. Experiment with how strong you want that by changing the Opacity slider. Use Schley’s symbols as a guide, and, of course, these are your symbols, so make them as you wish.
Your interior linework layer should almost always be your top layer – you don’t want to hide those lines beneath other opaque layers, so most of your work from here will go below that layer in the stack. The reason for this will become apparent as you work, however, what will happen is the painting you do will subtly change the linework appearance in ways that are not desirable. Opaque layers and Screen layers will overwrite/lighten your linework. The linework provides a guide for the shading and highlights, that’s why the layer needs to be near topmost in the stack and the other layers lay below.
If you feel you need more shading in places, create another layer, set its Blend Mode to Multiply, and using a more desaturated color, fill in your shading. You should use the Soft Round brush for this to get a feathering effect.
After that, the next step is to add selective highlights. You want to add subtle “high spots” to various portions of the symbol. Create a new layer and set its Blend Mode to Screen. Using the Soft Round brush again, create those highlights. If you are using a tablet, you may wish to set the brush size to pressure to help create variable line widths.
Now, as the vector linework comes in as a group of vector outputs, you want to make a Copy Merged copy of the vector linework to place on top of the interior linework you completed. This way all of your linework will be topmost – ensuring any painting below does not unduly affect it. If the layer is filled with white, just set the Blend Mode to Multiply (Multiply ignores white).
The last thing I added, and you won’t do this to all symbols, is a little bit of drop shadow. Sometimes this is helpful, but can interfere with CC3+ shading algorithm, so be careful how much you apply. A little drop shadow can help “bed” the symbol in your drawings, so they appear to be a part of the map instead of just a “sticker” upon it.
Once done, you’ll save out your symbol as a PNG file (otherwise you won’t get transparency). The next step from there is to import your symbol into CC3+, and that’s beyond the scope of this article – consult the CC3+ documentation for that, and/or search the forum for assistance.
What I’m Doing With My Maps
The module I’ve created was born from a Wizards of the Coast campaign upon which I started my group. There was a nice hook within for a personal offshoot, so I ran with it and created a 4-map, 80+ page dungeon that my players are still trawling (and thoroughly enjoying). The “Munson’s Mines” symbol set was born from this module.
While I don’t have Fantasy Grounds, or a fancy in-table monitor to display my maps to the players, they do receive a copy of the level once they’ve completed it (and explored enough that I don’t mind if a few areas are “uncovered” as a result). I do rather prefer they do things the old-fashioned way and map their way by hand – provides more immersion factor I think. After they’ve explored everything, I don’t mind handing them a “player copy.” They get to see just where they got confused with directions, and how accurately they rendered the location. They have really enjoyed the module, and really like the maps. I should probably print them larger, as much of the details I’ve put in get lost on an 8.5×11 (A4) sheet.
CC3+ is a fantastic CAD program for mapping our fantasy worlds as it is feature- and, most importantly, symbol-rich, and I hope this article inspires you to create your own symbols to add to it.
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ralf | February 21, 2018 | battle map, Christina Trani
by Christina Trani
High in the peaks beyond the Hills of the Seven Sisters is the luminous, dark tower said to be the home of an evil Lich King, named Drech Za’Uul. A dark, cursed land beyond the shores of the Brimspire River, few dare cross to stop the wizard and his evil doings and none have survived and returned to tell tales. Ghosts, ghouls, and wights feed on souls who get lost among the Forest of the Dead. Hordes of zombies and skeletons wander the Hills of the Seven Sisters. Who dares seek the hidden Phylactery of the Lich King and destroy it, so once and for all the evil Drech Za’Uul can be killed and free the land from this curse of evil and darkness?
When I was first approached by Ralf to do an issue for the ProFantasy Annual, I realized quickly that I had no talent in drawing, so I set out to create a series of maps for an adventure featuring a Lich King.
The maps, I knew first off, should be created with just the core products, CC3+, DD3 and CD3. Considering I am known for being one of the faster mappers among the ProFantasy Forum users, I am also known for my use of the photorealistic symbols provided by the free CSUAC, Bogie’s, Dundjinni Archives downloads, and other purchased artwork, so going back to basics and using only the core products would most certainly be outside my comfort zone of mapping.
Always up for a challenge I set out to create a regional map first. As some of the forum members may recall, I often mention overland and regional mapping is “not my bag” and quickly found myself frustrated and deleting a lot of maps. Then, while perusing the forums, as I do daily, a fellow member made a map using the 2011 Overland Perspectives Annual and posted it. Well, his map inspired me to try that perspective using the Mike Schley and Herwin Wielink styles and came up with The Realm of the Lich King. In this map, I muted the color palette using the Adjust Hue/Saturation effect to get the look I was hoping for with this perspective style.
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Remy Monsen | February 1, 2018 | atlas, community
The February mapping competition, as announced back in January, has now officially started.
Hoping to see lots of people contribute to this event.
And remember, this is open all CC3+ users, new and old alike. You don’t have to be an expert or an artist, there are prizes both for best map, as well as randomly drawn among all participants.
Head over to the forum and read the forum post for the full details.
All maps will also be showcased in that thread as they are submitted, so keep an eye on it to follow the competition.
Big thanks to ProFantasy for sponsoring this contest.
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Remy Monsen | January 5, 2018 | atlas, community
So far, the community atlas has been a huge success, with over 110 maps added so far. These maps are available for anyone to use for personal use, and can be downloaded in either the native .fcw file format of CC3+, or in high resolution png image files for use without CC3+.
In February, it turns one year old, and in celebration of that occasion they will hold a mapping contest.
Put simply, all maps submitted in to the atlas during the month of February will be participating in the contest, where you can compete to win one of three $30 ProFantasy Store vouchers. You can check out the rules and conditions the announcement over at the forum, where you should find all the information needed to participate.
You do not need to be a forum member to participate, that post is open for everyone to read, and also contains contact information for participating via email. The forum post will contain the official copy of the rules however.
Note that while this competition is open to everyone, the community atlas is in Campaign Cartographer 3+ format, so you will need to use CC3+ to make your map. You are however welcome to use any of the official addons for CC3+, as well as the four community addons, so you should have a wide range of map styles to choose from in your map, and you can of course combine these as you choose.
Read the forum post for the full details.
Big thanks to ProFantasy for sponsoring this contest.
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ralf | December 20, 2017 | Updates
Ongoing development and bug-fixing for CC3+ has resulted in plenty of material that we are making available with Update 14 for CC3+. You can download it from your registration page. Try out the new Symbols in Area command and see the the long list of updates and changes:
CC3+ Version 3.80
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– Added SYMFILL, SYMFILLM, SYMFILLOPT, SYMFILLLOAD, and SYMFILLSAVE commands as analogs to the ESC* commands for 2D elements. This feature allows creation of map features analogous to those generated by the FOREST tool, but with frilled edges and sparsely-placed internal symbols.
– Added SYMSORT option to FOREST to provide an option to make the output a little cleaner-looking.
– Added ESCM, ESCOPT, ESCLOAD, and ESCSAVE commands to allow use of ESC in drawing tools in a manner similar to FOREST and to create libraries of ESC options.
– ESC can now use the width of symbols as the distance to place them apart.
– Added MKDIR command to allow creating a directory from a macro.
– Modified bitmap options dialog to support display of dpi and resolution information.
– Updated system so that all list boxes (including owner-draw ones) will use the operating system listbox drawing color rather than color 16 (which gets to be a light gray on Windows 10) or the previous value of color 20 (which can be modified by users).
– Added GETGXRETCODE command to support accepting default values in macros
– Added ZOOMSEL and ZOOMSELM commands to allow zooming to the currently-selected entities.
– Added SETFLATTOOLBARS command to allow setting flat toolbar styles from the command line.
– Added GETVIEWL, GETVIEWW, GETVIEWX, and GETVIEWY macro commands to allow getting the current view window from macros.
– Added GETSELL, GETSELW, GETSELX, and GETSELY macro commands to allow getting the current selection extents from macros.
– Added GETDISTFMT to allow saving the DISTFMT state. This command simplifies use of the GET family of commands by allowing the units formatting to be changed and restored.
– Added PSCALESETUP, PSCALEON, PSCALEOFF, and PSCALEX commands to allow for pseudo-perspective scaling of symbols and entities.
– Added SIMPLIFY command to allow simplifying paths to a specific feature size.
– Added support for mouse scroll wheel on symbol catalog and LIST (i.e. text) windows.
– Added “Save to clipboard” operation to text windows.
– Fixed bug that was preventing regular scrolling from using the thumbwheel in text windows.
– Fixed a memory leak in drawing filled multipoly with many nodes that was causing some complex FT drawings to crash CC3 in a matter of a few redraws (e.g. panning the screen for a few seconds).
– Fixed dpi issues in CCL and GLS dialogs as part of the perpetual dpi-related cleanup.
– Fixed system hang when window size reduced to zero height.
– Fixed system crash when drawing area window is minimized.
– Fixed problem where final partial row of symbol catalog would not draw.
– Fixed GOSHEET command to match behavior of SNEXT and SPREV commands.
– Fixed missing COASTLINE sheet in CC3 standard overland template.
– Changed CC3 standard overland style coastline to solid fill to avoid pixelation error
– Fixed Perspectives House Outlines not show on startup
– Fixed Floor fill style selection in PEROPTB (Advanced) not updating preview)
– Fixed problem with IPROJ not working with entities freshly-drawn from a drawing tool
– Fixed problem with EFFECTSCACHE showing wrong sizes on 64-bit Windows.
– Fixed problem where using a space character in FRX settings names would cause XML parser failure and CC3+ collapse at startup. System now correctly sanitizes FRX names so that they are valid XML tag names. – Fixed CC2 references in labels such as Open dialog filters to read CC3+.
– Fixed problem where IPROJ was changing entity color to unexpected value when shaded polygon option was used.
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ralf | October 2, 2017 | Annual, Modern, Overland map
New Zealand is one of the most avid sailing nations of the world and while traveling along it beautiful coasts I often came across marine charts detailing the waterways. I always loved these maps and decided at some point I’d have to create a CC3+ style that recreated their detail and beauty. This is the month where it happened!
The vector style “Marine Maps” let’s you recreate navigational marine charts within CC3+. With three dozen news symbols and drawing tools and a 5-page mapping guide it’s snap to produce a detailed picture of your real or fictional coastline.
The October issue is now available for CC3+ from the registration page for all subscribers. If you haven’t subscribed to the Annual 2017 yet, you can do so here.
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ralf | May 23, 2016 | Kelleemah, user maps, world building
If you’ve been following the blog posts collecting user maps from the Profantasy forum, you’ve no doubt come across the maps of Charles W. Robinson who has been meticulously mapping his game world in CC3+. We asked him to write a few lines about his world and mapping project(s). Thanks, Charles!
The Ramblings of an Old Gamer
My name is Charles W. Robinson. Ralf recently asked me if I would like to submit an article for the blog about my world, and I am so honored to do so. I did not really know what to talk about and Ralf said to simply talk about whatever I wanted, hence my title above. I have only been mapping for about a year, and I really like the new Campaign Cartographer 3+ software. I also love the interaction and the great new friends that I have made on the forum.
The History
The name of my fantasy world is Kelleemah. It was originally created way back in junior high school in 1982. The original world was slowly built up from a host of regional maps that I created for my gaming group. Each region was created as the group explored the world and we played all the way through high school. I had joined the military in 1986 and I made my first world map for Kelleemah in 1987 for my new gaming group. It was a paper and pencil map and I placed all the regions that I had created before, within this new map and made changes as needed. I also added a lot of additional regional maps. All of these were done on the old square grid paper that was popular during the heyday of fantasy roleplaying. The world map was huge and consisted of several sheets, duct-taped together. I had army green duct-tape all across the back. We jokingly referred to it as green dragon skin. After many years of running campaigns and building up the mythology and history of my world, I finally put it to the side in 1996. It had become harder and harder to find gamers.
I came back to fantasy roleplaying in 2007 during the 15 month surge in Iraq. I had ran into some fellow old school gamers and we started up a campaign. I had my spouse send me all of my old roleplaying stuff and I redid my world using a spreadsheet program of all things. My green dragon skin map was reborn. We had a lot of fun and I continued to play when I moved to Hawaii. I have retired from the military now and live back home in Southern Illinois. I have not had time to play since retiring, but I still love fantasy roleplaying.
I had originally found the Profantasy website while I was in Hawaii, and I purchased the old Campaign Cartographer 3, but I did not do much more that make a couple of islands. When I saw that the new version had come out, I decided to purchase it. Since last year, I have been remaking my old world again. As such, I have been exploring the software to see what I can do with it and have been making a lot of regional maps. So far, I don’t have a group of gamers yet. I have just been too busy. I really like the software and have been having an absolute blast!
I have become known for my detailed maps over the last year and have been working at a small scale. Some really like my maps and others have not. That is okay. Everyone has their own tastes. As a piece of advice for mappers out there; I say, make the map for yourself or your client. If it meets your/client’s needs then that is what matters. Don’t worry about trying to please everyone. A second piece of advice is; make it your own. Explore and find out what works for you. Develop your own style.
Setting the Stage
I went through a very specific design process for my gaming world. During the mid-80’s, roleplaying games were under attack by many religious leaders that did not really know much about it. I am a Christian and have obviously played for a long time. As such, I wanted to design a world that my religious friends could feel comfortable in playing in. This overriding goal drove the creative process and overall theme of Kelleemah. In addition, I also wanted to represent several historical cultures in my world. My father was also military and I have lived many years of my young life in Europe. For me, I felt that developing the mythology was central to creating the maps. I wanted the maps to reflect the cultures and their mythology.
The following is a very abbreviated overview of the key mythologies that I developed for my world. The central concept of my world is focused around the Grigori. For those who do not recognize the term, it relates to Christian mythology about angels that rebelled against God and took human wives among men. They brought a lot of bad things to the world and God had to send his angels to defeat them. In my fantasy world, the Grigori, which means the watchers, were banished to this world after they were defeated. This world was cut off from the rest of the Planes/Worlds and the Grigori named it their Kelleemah (their Shame). Most of them repented and tried their best to atone for their sins. The reason for this design idea was simple; this gave religious players that did not feel comfortable having their characters worship “false” gods to be able to worship the “Hidden God” of the Grigori. Since this takes place before the coming of Christ, it worked well for my Christian, Jewish, and Muslim friends. This became my Creation Mythology.
The second part, I call the Migration Mythology. This covers the arrival of four groups to Kelleemah. The central concept is that a great earthquake struck Eden and a great chasm swallowed up the tree of knowledge and damaged the tree of life. The tree of knowledge has never been found and the tree of life has been slowly dying. There are no longer any leaves upon the tree. It is believed that this event may have damaged the barrier between worlds. After the earthquake, dragons and giants appeared in the lands of the Kelleemah. Since this first event, a great storm of heavenly lights has enveloped the world three times. The span of time between each of these events has been hundreds of years. With each one, new beings are drawn onto Kelleemah. The first one brought the beasts and their gods (Such as Centaurs and Minotaurs), the second one brought the fey and their gods (Such as Elves & Dwarves), and the last one brought man and their gods. In addition, several foul beings were also drawn to Kelleemah along with their gods during these events (Such as Goblins and Orcs). This Migration Mythology brings the other races, besides the Grigori into the mix.
Another aspect of the Migration Mythology are the Shedim Wars. Shedim is the term used for Devils and Demons of all kinds. With each migration, Shedim have also come into the lands. But, unlike the other races, the Shedim came organized for war. Never has Demons been known to work alongside Devils, but this has been happening here in Kelleemah. Each time, they came from the most southern lands. Hordes of Demons swarming out in front of organized formations of Devils. The Demons wreaking havoc and panic while the Devils enslaved survivors and destroyed any organized resistance. Some believe that the Shedim actually arrived the same time as the Dragons and Giants, but used dark magic to hide, plan, and organize. Each time, they have been defeated, but at terrible costs. The first Shedim War was led by the Devil known as Satan. He was killed by the “Sleeping” god of the Centaur upon the Blood Fields. According to legend, Satan spread his arms wide accepting the blow with a smile. The power that was unleashed destroyed the gods axe splintering it into shards that scattered all throughout the world. Since then, the god has never awoke, instead laying in eternal slumber. Some believe, that Satan’s spirit lives on, and has become evil incarnate. The Devil known as Lucifer took the name of Satan, using it as a title of Kingship. He was Lucifer, the Great Satan. He was not destroyed as his predecessor was, but simply disappeared. Once he disappeared, the Shedim fell into disarray and fled the lands of Kelleemah. The third Shedim War was led by Asmodai, and he took on the title of the Great Satan as Lucifer did before him. This time, it was a mysterious hero who saved the world of Kellemah. It is said that a band of heroes had infiltrated the lines of the Shedim. Asmodai and his guard were caught unaware by this band and was ambushed. In the end, Asmodai and a man shrouded in a grey mist were all that were left. These two fought back and forth with neither landing a cutting blow for hours. Asmodai could not be killed by a mere mortal, and was surprised when the shadowed man finally struck him in the leg; for the blade bit deep. Asmodai new fear at last, and he fled along with all of the Shedim armies. It is said that the wound has never healed and Asmodai sits crippled on his throne. Mephistopheles disdainfully refers to him as “The Devil on Two Sticks”. It was during this route, that Mephistopheles, a Captain of Lucifer’s guard, decimated the armies of the fey by sinking the southeastern portion of Kelleemah beneath the ocean and drowning them.
Next, is our third part. It is not so much, a mythology as it is history. My world history is divided up into Ages, with no set time for each Age. They simply represent major events. As such, the age between the 3rd Shedim War, and the present, the Chess Wars, was known as the Faith Wars (You never do see an Age of Loving & Peace in these kinds of stories). The concept that drives this time period is that Deities draw their power from worship, and therefore, the more worshippers you have, the more power the Deity has. Because of the barrier between worlds, the Deities that have been drawn into Kelleemah have been cut off from most of their worshippers. As such, they are not as powerful. This led to the Faith Wars, were Deities and their followers fought for control of Kelleemah. Many Deities were destroyed, and it only ended when the Grigori known as the Lords of War stepped in and ended it by force; for the Arch Angels of the Grigori are as powerful as any Deity in Kelleemah. A number of major Deities still exist, and a large number of minor Deities as well. A major Deity is very powerful, immortal, and cannot be harmed by mortals. A minor Deity, is far weaker, but is powerful compared to most mortals, and is immortal in the since that it will not die from age or illness, but it can be killed by mortals. The major Deities have agreed to withdraw from world, living in lands that can only be reached through great magic. Only avatars of the major Deities are allowed among their followers, and even then, there are rules as set by the Grigori. The minor Deities were allowed to stay in Kelleemah among mortals if they wished.
Finally, we come to the fourth part. This is the Prophecy Mythology. This centers around ancient artifacts that are themselves gods, twenty swords forged from the axe shards of the “Sleeping” god of the centaurs. These are the gods of the Fee Peoples, and are said to hold the souls of their greatest heroes. The Prophecy Mythology speaks of the fate for each of these god swords. Many believe that if the fates of these swords come to pass, so too will the end times. My many campaigns are centered around these swords.
How Mythology and History Relates to My Maps
I believe that often, the world history and its mythology should drive map creation. The oldest ruins should be named by the oldest races. It explains why the races of man outnumber the others, for the other races have suffered more from the Shedim Wars than the newly arrived mankind. It explains the many demon infested areas throughout Kelleemah. It also helps to explain unnatural phenomenon on the maps. I researched (and continue to research) the mythology of my human cultures, and incorporate them into the world of Kelleemah. My last fantasy map that I did, Niflheimr, is a good example of this. It represents the lands of Hel from Norse Mythology, which the Vagoth are based on. Where Niflheimr would normally be on another plane, here it is actually part of the world. I will eventually have several maps of Kelleemah, with each one representing a particular age. This is because, some of my campaigns take place in different time periods. The map that I am working on now is the present, during the Chess Wars, an age where mortals have been carving out their own empires in the aftermath of the Faith Wars. There is far more mythology to this world that has been built up over time, but it literally fills up books. This allows me to be very detailed for both the maps and the stories that go with them. I always post stories with my maps. For me, it breathes life into them and gives them context.
What I have done as far as mapping is concerned, is that I have started in the top left corner of my world and I am branching out from there, building regional maps. This means that I have started with the Vagoth, which are modeled after the Norse. And, you get to meet the Dwarves of the Sellevokian Colonies, and the Light Elves of Perinusa and the Hidden Folk. As the map expands, more and more cultures will be revealed. Even among the fey, there are many elves of different cultures, as well as for dwarves, and gnomes, to name but a few. There are over 20 cultures of mankind within Kelleemah. I also intend to create the maps for my campaigns, 21 and counting, using the other mapping tools that Profantasy provides. I also will be getting Character Artist 3. It will help me to really showcase the different cultures of Kelleemah. And, I am really looking forward to the underground style that comes out in June.
Final Words
Writing this has been a real treat, thank you Ralf! I think the biggest struggle with writing this is has been trying to figure out what not to put into this. Like I said, I have books of notes, stories, mythologies, history, non-player characters, and campaigns. And, I keep adding to it. I hope that this has made some kind of since and did not bore you too much. I just want to thank everyone that has taken interest in both my maps and the world of Kelleemah. I hope that you find inspiration from these for your own creative efforts, and that you enjoy, and maybe even adventure in the world that I have created.
Thank You,
Charles W. Robinson
https://www.linkedin.com/in/charleswrobinsonprofile
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ralf | February 1, 2016 | Annual, Asian, Vandel
We have the Feburary Annual issue ready for you to download and enjoy: the overland style Empire of the Sun. It’s a wonderful design by TJ Vandel that lets you create overland maps in a quasi-historical style reminiscent of Japanese and Chinese cartography. With more than 350 symbols, the style allows you to easily put together varied landscapes and coastlines.
The February issue is now available for CC3+ from the registration page for all subscribers. If you haven’t subscribed to the Annual 2016 yet, you can do so here.
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ralf | November 25, 2015 | herwin wielink, isometric, Kai-Uwe Wallner, perspectives
Perspectives is clearly dominating my desk this month, so let’s take a look at what’s coming in this new edition of one of my favorite add-ons.
Four Styles
In addition to the two old vector styles that Perspectives Pro came with (vector symbols in color and in black and white) Perspectives 3 offers two new bitmap-based style. One is based on the artwork from Dungeon Designer 3. In fact the artist, Kai-Uwe Wallner, created 3D models of almost all the DD3 symbols and exported these in 8 views to serve as our isometric symbols. This means you can create matching isometric views of your DD3 dungeon maps!
The other bitmap style was created by Herwin Wielink, in the same look as his Isometric Dungeon style from the Annual Vol 6. In fact, the two can be combined for an even greater variety of available symbols. And unlike the Annual style, floors and walls can be freely created at any angle in Perspectives 3.
Aligning Bitmaps
In fact getting bitmap styles to behave properly in isometric view has been one of the major design challenges, but we are happy to report that these have (mostly) been overcome.
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A little programming remains to be done, but even without it Perspectives 3 performs wonderfully in creating isometric bitmap-based maps. Doors and windows for example, just like their vector predecessors, align to angled walls by simply moving the mouse cursor over the wall baseline when placing them.
Casting Shadows
Taking a cue from City Designer 3, the Global Sun option will also create dynamic shadows and lights on the walls, allowing you to adjust these on the fly. The difference in shadows in the image on the right has been created with only a quick adjustment on the Global Sun direction.
Like in Perspectives Pro, all the these tools and styles will be available to create outdoor maps with buildings. We’ll incorporate lessons that have been learned in the Source Maps line of maps into the tools and the manual to make this even easier and quicker.
The Plan
Our plan is currently to have Perspectives 3 ready for pre-order before Christmas, and then do the full release early next year. I hope you’re looking forward to it as much as I do!
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