The Parched Lands

Download InstructionsWith this month’s free content by Mike Schley, we travel inland from the the shores of the ocean into the blasted vastness of the great deserts. You will find dunes, cacti, half-buried statues and of course giant worms in the Desert Symbols pack that adds 20 new symbols to the Mike Schley overland style of CC3+.

To download the free content go to your registration page and on the Downloads tab, click the download button for Campaign Cartographer 3 Plus. Mike’s new symbols are the last link in the list (see image on the right). All the content up to and including November 2021 is included in the one download.

You can always check the available monthly content on our dedicated page.

With this month’s free content by Mike Schley, we venture out into the vastness of the ocean. Ships, islands, sea monsters and other ocean features make up the Coastal Symbols pack that builds upon the symbols of the Mike Schley overland style of CC3+.

Download InstructionsTo download the free content go to your registration page and on the Downloads tab, click the download button for Campaign Cartographer 3 Plus. Mike’s new symbols are the last link in the list (see image on the right). All the content up to and including October 2021 is included in the one download.

You can always check the available monthly content on our dedicated page.

Example September

Download InstructionsWe continue with our free monthly content for Campaign Cartographer 3+. This month Mike Schley added the the thrid party of the classical fanasy trio his overland style: The Dwarves and their mostly underground cities, strongholds, mines and outposts.

To download the free content go to your registration page and on the Downloads tab, click the download button for Campaign Cartographer 3 Plus. Mike’s new symbols are the last link in the list (see image on the right). All the content so far is included in the one download.

You can always check the available monthly content on our dedicated page.

August Abandoned Structures

Download InstructionsWe continue with our free monthly content for Campaign Cartographer 3+. This month Mike Schley added the results of all the wars between the Orcs and the Elves to his overland style: Once lively, now abandoned cities, towns and villages, destroyed keeps, cursed crossroads and haunted graveyards can now adorn your maps.

To download the free content go to your registration page and on the Downloads tab, click the download button for Campaign Cartographer 3 Plus. Mike’s new symbols are the last link in the list (see image on the right). All the content so far is included in the one download.

You can always check the available monthly content on our dedicated page.

Orcish Settlements

Download InstructionsAs promised we are continuing with our free monthly content for Campaign Cartographer 3+. This month Mike Schley added the ancient foes of June’s elves to his overland style: the Orcs. From sprawling orcish cities, via towns and castles, down to villages, camps and even a necropolis, you can now populate your map with their settlements.

To download the free content, go to your registration page and on the Downloads tab, click the download button for Campaign Cartographer 3 Plus. Mike’s new symbols are the last link in the list (see image on the right). Both June and July content is included in the one download.

You can always check the available monthly content on our dedicated page.

Exam,ple Elven StructuresGood news, dear map-makers! We are happy to announce that starting in June 2021 (i.e. Now!) we are releasing regular free content for Campaign Cartographer 3+.

This is available as a separate download from your registration page (among the CC3+ downloads) and will be rolled into the full CC3+ setup and upgdates regularly.

We start out with a batch of symbols for elven places by Mike Schley, expanding his overland style. Show your ancient elven civilizations with cities, towns, villages, holy groves and castles in their deserved splendor! Download it now from your registration page now, the new symbols will be integrated into the Strcuture catalog of the Mike Schley Overland style.

Curious what’s around the next street corner? Let us show you.

From the sprawling imagination of award-winning cartographer Mike Schley comes a whole new style of cities for Campaign Cartographer 3 Plus, featuring leaning shanties, decrepit ruins, gleaming palaces and soaring towers.

Unashamedly old school in outlook, but with the quality and beauty you’d expect from a master mapmaker, The Cities of Schley features more than six hundred high-resolution symbols and textures and all the tools, effects and templates you need to create breath-taking cities of your own. A simple setting allows you to transform a full-colour map into a black & white illustration, or a sepia-colored parchment. There are houses, workshops city walls, tombs and crypts, boats and wagons, shrubs and trees – everything you need to design great cities.

Check out the SS5 product pages for more information.

Weepingford Eample Map

Briarpond Example Map Detail
Briarpond

Step into the streets, if you dare, of the Cities of Schley!

The Symbols in Area command was introduced in CC3+ long after most of the basic styles were created, meaning it is not used in those styles’ drawing tools. But since it is very useful for creating terrain features like scattered woodlands, why not set up some new tools to make use of it? In this little article I’ll take you through doing exactly that. As an example I’ll create a scattered deciduous woods for the Mike Schley overland style.

Symbols in Area1. Setting up the Symbols In Area command

  • First, load an existing or start a new Mike Schley overland and choose the Symbols in Area command from the Draw menu.
  • Click Browse and load the Vegetation catalog from /Symbols/Maps/Mike Schley/
  • Set the settings as shown in the screenshot on the right, then Save the setting under \System\Fillers\MS_WoodsDecid.symfill

If you want to test and possibly adjust the settings, draw a smooth polygon on the map and use the command on it after clicking OK in the Symbols in Area dialog.

Drawing Tools2. Creating a new Drawing Tool

Now we need to set up the new drawing tool for this setting.

  • Right-click the Terrain Drawing tools button and click the Advanced button.
  • Select the tool Terrain Default, Forest Decid and click New.
  • Name the new tool “Terrain Default, Woods Decid” and save it.
  • Click Command to Execute and enter the following macro:
  • SYMFILLLOAD @system\fillers\MS_WoodsDecid.symfill
    SELSAVE
    SELBYP
    SYMFILLM
    SELREST

  • Save the tool and you’re good to use it.

Preview3. Creating a Drawing Tool Preview.

You’ll notice that the tool doesn’t have a preview at this point. That’s because a macro-using drawing tool needs a little FCW file (CC3+ map for the preview. Let’s create this as a bonus step – it’s not really necessary but useful.

  • Load the foilowing FCW file in CC3+ from your Programdata folder (which might be different from the path show here): C:\ProgramData\Profanatsy\CC3Plus\System\Drawtools\Overland Mike Schley\Terrain Default, Forest Decid.FCW and save it in the same folder under the name Terrain Default, Woods Decid.FCW. This is the same file name as the drawing tool we created, only with a different file extension.
  • Erase all trees from the file, but leave the gray background.
  • Use the Symbols in Area command with the settings we’ve previously created, then Save the map.

And that’s all there is to creating a scattered woods drawing tool. You can do the same with pine or jungle trees, or any type of symbol you want. Here is an example created with the new drawing tool:
Example Woods

Let’s take another look at the two products we are working on at the moment: The Token Treasury and the new symbol set by Mike Schley.

Token Treasury

BarghestFor the token treasury, Rich Longmore keeps sending over his finished monster portraits for approval, and it’s a rare piece that we have to ask him a few adjustments for. For example see the Barghest here. The original version (left) looks great – but it felt a little too natural for, a wolverine came to my mind instead of a supernatural monster. So I asked Rich to make the face a little more unnatural (bony face, fiery eyes) and he produced the second version (right) in no time at all.

We’ve also decided to make the tokens available in round AND square formats, so Rich had to go back and add a little bits and pieces to existing ones here and there, but that’s all finished now and we are chugging along nicely. I am converting the artwork into symbols as we go along, which should make producing the final products once all graphics are done fairly straightforward.

Cities of Schley

Cities of Schley PreviewI know you are all eagerly waiting for the new Symbol Set “Cities of Schley” by Mike. You’ll be happy to hear that Mike has finished all the ink outlines of the buildings and is now working on the coloring. You can see just a tiny section of his preview here. To get an idea how detailed his work is just let me tell you that the original of this graphic is 9000 pixel across!

Once I get the colored versions, I will start adding the roof shading to the symbols so they will work with the automated lighting just as the other CD3 symbols.

Isometric ViewWhat is a map and how can it tell a story? To explore the question, let’s begin by defining our terms. According to the Oxford English Dictionary, cartography is “the science or practice of drawing maps”. So what is it then that we’re creating in this process and how do we know if we’re achieving our goals? Furthermore, how can we tell that our efforts are making the most of the medium we’ve chosen to communicate with our audience? Returning to the Oxford English Dictionary for another clarification of terms might help here. A map, used as a noun, indicates “a diagrammatic representation of an area of land or sea showing physical features, cities, roads, etc.”. In addition, it can also refer to a representation of the position of objects in outer space, or more generally, the arrangement of any collection of information with regard to its distribution over an area or sequence in a progression. In a nutshell, a map is a selective re-presentation of facts as they relate to one another in space or time. When used as a verb, mapping speaks to the act of organizing or defining those relationships with the aim of creating a depiction that can be used for either internal reference or communication with others. With this in mind, the choices that we make in the process of building a map inform not only its technical function and visual flavor but also its ability to serve as a non-linear narrative ripe for expansion.

Forlorn CottageIn my mind, the difference between a simple diagram and a cartographic masterpiece lies in the manner in which the work engages its audience. Some of the best maps I can think of remind me of sandboxes filled with intriguing story seeds. Wherever you look there is enough detail to lose yourself in but there also exists ample room for the imagination to build and expand on what’s given. A great map presents itself as more than simple data. The rabbit holes within a truly engaging map are as varied as its viewers and as numerous as each moment an eye traces a path across its surface. With this in mind, how we choose what is important enough to include and what should be omitted defines the true character of our creation. It’s this judgment and practice that makes all the difference.

Now that we know the basic framework of the activity we’re engaged in, let’s look at some specifics concerning how to move forward. The scope of our interest here is presumably limited to the crafting of fantasy maps, particularly that sort defined by the needs of role-playing game masters looking to visualize sites for exploration, encounter settings, or storytelling. Since we aren’t necessarily worried about maintaining fidelity to a real-world location, then the focus of our overall aim shifts and we are allowed to build the world with more of a free hand. As a result, the initial design and layout steps serve a more essential function since the location is built from the ground up.

FloorplanWith this leeway, the inherent narrative nature of a map becomes that much more apparent. You’re telling the story, or setting the stage for a multitude of stories, by how you develop your picture. That being said, logical issues of physics, geomorphology, and tendencies of habitation are extremely important to consider since an environment that doesn’t make sense sets up roadblocks to storytelling that at their worst can become glaring holes in the plot. Even in the most fantastical world, if your river is running uphill then there better be a mighty good reason for it as well as an accompanying basin for all that water to drain into. Magic and otherworldly influences can drastically affect the underlying rules of the game but the response to those peculiarities needs to be logical. If your world is built on the back of an enormous turtle, then make sure to spend some time thinking about its implications and build the map accordingly. To expand on this, can nuances of your map speak to larger issues outside its boundaries? How can those unique details lead the reader or player to ask questions that spur them on to further adventures? The river that suddenly jumps its banks to cascade into the sky is a perfectly weird device that can set the stage for an excellent beginning to an adventure.

Outside RuinsAll maps present some form of constructed narrative such that in order for them to function as representations of something else, or worlds unto themselves, they are utterly reliant on decisions made by their creator. These choices are an outgrowth of the cartographer’s point of view and are a function of the creative process. In other words, if a patch of ground were simply duplicated to the last detail it would be a copy rather than a description and it’s in the description that we can find our voices as artists and authors. These determinations give identity to a map and define the purpose it serves. Something as simple as the manner in which a hierarchy of information is organized speaks volumes about the interests and drives of the artist. Allowing these choices to inform and reflect the character of your work makes for a richly compelling creation that feels much more alive than one whose features might seem overabundant, meager, or capricious.

Selecting what to reveal and what to omit is as vital to the process of drawing a map as it is to writing a story. Show your viewers what you’d like to tell them and let their imagination play with those details. What you choose to include will provide game masters and players alike the story landmarks they may respond to while the components you omit can potentially indicate a mystery or leave room for later editorial changes and expansion down the road. This organic living nature is a vitally important aspect of any captivating image whether it takes the form of a fog-of-war mechanic or the inclusion of a mysterious cave entrance in a traditional paper map. Leave something to be explored. This is particularly true of regional maps where the words ‘Terra Incognita’ serve like a beacon into the great unknown.

Print TileWhen designing the overall look and feel of your image, also consider how much is too much. The last thing a map should be is confusing, unless that’s a plot device you’re specifically aiming for. There is a balance that needs to be kept in mind in order to avoid the all too common cluttered look that occurs when a map becomes practically illegible due to the overabundance of information. If everything is included without respect to what really needs to be shown, the resulting visual noise can potentially drown out what’s actually important. Leave some room to breathe in the image and vary your object sizes, areas of contrast, visual density etc to avoid monotony. The fundamentals of design are just as important here as they would be in painting a landscape, since in a manner, that’s what we’re doing. Typically it’s a top-down landscape, but it’s still a landscape nonetheless. Luckily for us, we have the good fortune of being able to employ a wealth of tools that the traditional landscape painter might lack access to such as symbols, text, and multifaceted media.

Printed MapFinally, I can’t emphasize enough the fact that any map you create is only a starting point presenting your view of the world being shown. It’s a beginning so make sure to set the stage for the coming adventures embarked upon by your audience. Give it some life and don’t shy away from suggesting potential storylines that might be ripe for development. Visual narratives don’t need to be linear or even complete but they do require thought in their employment. Give the audience little nuggets of gold and they’ll dig into and expand on your creation by mining the depths of their own imagination. It’s not only your tale that’s being told here, especially where role-playing maps are concerned. It’s a partnership, a collaborative adventure embarked upon in the minds of each person huddled around your map.

Mike Schley
“As an illustrator and cartographer I’ve created a large number of pieces for publishers such as Wizards of the Coast, HarperCollins Publishing, and Inkle Studios. Of these, I’m most recognized for my development of environmental artwork and maps for the fantastical worlds of Dungeons & Dragons.”

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