Endless Realms - Brimtide Campaign - Ship Map
Campaign artwork for Endless Realms, a D&D-like "pen and paper" fantasy RPG I'm working for.
So, I recently painted the Brimtide area map, and threw in a dangerous rocky reef because obviously the town needed some sort of dangerous coastal feature to make that lighthouse worthwhile ;) Anyway, that got the art director thinking, and before I knew it, there were pirates! Presumably hiding out in said dangerous rocky reef. So here's the dungeon map for said pirates' ship, the Blue Scourge, which is totally not named after what we call the blue player when we play Settlers of Catan... (I always play the Tangerine Menace :V)
Concept & Artwork © 2014-2017 Lunar Games Inc.
Endless Realms FAQ: http://www.furaffinity.net/journal/5774483/
So, I recently painted the Brimtide area map, and threw in a dangerous rocky reef because obviously the town needed some sort of dangerous coastal feature to make that lighthouse worthwhile ;) Anyway, that got the art director thinking, and before I knew it, there were pirates! Presumably hiding out in said dangerous rocky reef. So here's the dungeon map for said pirates' ship, the Blue Scourge, which is totally not named after what we call the blue player when we play Settlers of Catan... (I always play the Tangerine Menace :V)
Concept & Artwork © 2014-2017 Lunar Games Inc.
Endless Realms FAQ: http://www.furaffinity.net/journal/5774483/
Category Artwork (Digital) / Fantasy
Species Unspecified / Any
Size 900 x 1165px
File Size 1.11 MB
You definately have a knack for this. Your maps are clear and solid.
The only quibble i have is usually, the Captain's cabin is near the stern, to the helmsman and watch standards can get him from his quarters to the wheel as quickly as possible in case of trouble, It also allows him to oversee the rudder,
The only quibble i have is usually, the Captain's cabin is near the stern, to the helmsman and watch standards can get him from his quarters to the wheel as quickly as possible in case of trouble, It also allows him to oversee the rudder,
Also, the crew berthing area would include hammocks slung between the guns, and the mess tables would not be permanently set up, with that space being used for berthing as well, the tables getting put down when the hammocks are triced up to the overhead. A sloop with 12 guns would probably have a crew of around 20 men, so the extra berthing will be filled. That would allow all the berthing to be moved down to the gun deck, allowing the captain's cabin to be moved to the aft, taking up the aft two hex rows and the port side for his day cabin, with the ship's officers sharing a cabin to starboard. The galley and its stove move up to the fo'c'sle, the space recovered being used for the stores of powder (which you want stored below the waterline if possible) and shot, and a compartment in the hold for spare canvas and line
Yes, it's a bit anal of a redesign, and Jocarra's right -- most players aren't going to have the background to know what's missing or out of place in her layout; for roleplaying purposes it would certainly work well enough. It's the grognards like us who look at the layout and think "wait, what about this?" as we look it over.
Yes, it's a bit anal of a redesign, and Jocarra's right -- most players aren't going to have the background to know what's missing or out of place in her layout; for roleplaying purposes it would certainly work well enough. It's the grognards like us who look at the layout and think "wait, what about this?" as we look it over.
I sincerely like the layout. The captain's quarters in the bow and the crew to the stern is a much better use of space than the traditional lavish cabins in the aft. The allocation of space for both food and water barrels in the hold is a nice touch and I like that the hatches carry through all the way from top to bottom. I also really like that the crew quarters depicts a limited number of hammocks, while the mess hall has space for everyone to eat together, indicating they sleep in shift, which was normal.
There, however, a few things of contention:
How does the galley vent smoke?
The stern cargo hatch seems to open onto a wall and doorway.
The wheel to rudder mechanism doesn't fallow through between floors.
I'd also consider adding a wall between the below deck gunnery area and bow powder storage.
There, however, a few things of contention:
How does the galley vent smoke?
The stern cargo hatch seems to open onto a wall and doorway.
The wheel to rudder mechanism doesn't fallow through between floors.
I'd also consider adding a wall between the below deck gunnery area and bow powder storage.
Thank you kindly, I really appreciate the feedback! I'm not at all familiar with ships, so I had to do a little research/guesswork for this one :b
The galley is an anomaly! It's not really apparent until it's zoomed in, but the little oven/stove thing is actually magical - I figure they have an Elementalist for a cook who can safely provide everyone with nice hot meals without the usual problems.
Yeah, I think I was thinking with the stern hatch that, well... lol, I'm not sure what I was thinking at the time. I did a lot of fussing and revising before I sent off the concept to the art director - I think I was originally going to just have two decks (above/below) (which was originally requested by the art director) so the second was just going to be a big hold, but then I decided against it but still left the stern hatch in.
Yeeeaaaah, I was betting there was going to be technical problems like that. I honestly have no idea what sort of architecture would be needed to make that work, so I just ignored it >_>
I considered adding another wall, too, but, well, then didn't :V For game map considerations, I didn't want to have a designated room where there was literally no standing/wiggle room, whereas just having "difficult terrain" in a corner didn't seem a big deal, but yeah, the wall would have made sense.
The galley is an anomaly! It's not really apparent until it's zoomed in, but the little oven/stove thing is actually magical - I figure they have an Elementalist for a cook who can safely provide everyone with nice hot meals without the usual problems.
Yeah, I think I was thinking with the stern hatch that, well... lol, I'm not sure what I was thinking at the time. I did a lot of fussing and revising before I sent off the concept to the art director - I think I was originally going to just have two decks (above/below) (which was originally requested by the art director) so the second was just going to be a big hold, but then I decided against it but still left the stern hatch in.
Yeeeaaaah, I was betting there was going to be technical problems like that. I honestly have no idea what sort of architecture would be needed to make that work, so I just ignored it >_>
I considered adding another wall, too, but, well, then didn't :V For game map considerations, I didn't want to have a designated room where there was literally no standing/wiggle room, whereas just having "difficult terrain" in a corner didn't seem a big deal, but yeah, the wall would have made sense.
You are most welcome.
I see. I assumed it must be magical due to the setting and content of the game, but I thought I'd ask.
If the hatch were just slightly closer to the mast, it wouldn't overlap the wall below.
A galleon usually had three or more decks, so I'm glad you went through the additional work. A vessel with fewer decks would also have less mass and three masts would be a bit unstable. A two mast brig would have been more fitting for the original request. So, you made the right call in keeping it true to the name.
The mechanism for steering would be nothing more than a rectangular shaft under the wheel down to the bottom deck. While it is unusual, the rope and pulleys can be encased to keep them from catching. Also the tiller and such could be housed under the lower storage area, along with the ballast and bilge, and so wouldn't need to be drawn.
From my limited experience, a powder room usually had a shelf with premeasured satchels of powder lined up for use. The barrels would be carefully tended and opened only if absolutely needed. A rock crystal in the deck above refracted light into the room, as a lit lantern was extremely dangerous to bring into proximity. In some ships, a glass window was used to allow a lantern to be hung outside the room. If things were rearrange, another room could have been created with space enough to house the table where the satchels were measured as well as the shelf, though fewer barrels would be present. It's something to consider, though it could also be said that the powder is magically sealed or the cannons uses something more stable, like a lava core or other such magical artifact. Your setting allows a good amount of leeway with practicality.
A key element I too missed until only just now: the anchor!
I see. I assumed it must be magical due to the setting and content of the game, but I thought I'd ask.
If the hatch were just slightly closer to the mast, it wouldn't overlap the wall below.
A galleon usually had three or more decks, so I'm glad you went through the additional work. A vessel with fewer decks would also have less mass and three masts would be a bit unstable. A two mast brig would have been more fitting for the original request. So, you made the right call in keeping it true to the name.
The mechanism for steering would be nothing more than a rectangular shaft under the wheel down to the bottom deck. While it is unusual, the rope and pulleys can be encased to keep them from catching. Also the tiller and such could be housed under the lower storage area, along with the ballast and bilge, and so wouldn't need to be drawn.
From my limited experience, a powder room usually had a shelf with premeasured satchels of powder lined up for use. The barrels would be carefully tended and opened only if absolutely needed. A rock crystal in the deck above refracted light into the room, as a lit lantern was extremely dangerous to bring into proximity. In some ships, a glass window was used to allow a lantern to be hung outside the room. If things were rearrange, another room could have been created with space enough to house the table where the satchels were measured as well as the shelf, though fewer barrels would be present. It's something to consider, though it could also be said that the powder is magically sealed or the cannons uses something more stable, like a lava core or other such magical artifact. Your setting allows a good amount of leeway with practicality.
A key element I too missed until only just now: the anchor!
Heh, thanks again for the feedback!
Yeah, I knew vaguely that there probably should be some place for the ballast/bilge (as well as other mechanical features like stuff for the rudder/wheel, capstans, and anchor), but I know a lot of that stuff tended to be hidden from regular view, and figured normal, non-nautically familiar players wouldn't need to have that represented and I could get let off the hook XD
I think I imagined the anchor(s) drop maybe near the bow (under the other stuff drawn up there) but yeah, I haven't allocated any room for them :b
Yeah, I knew vaguely that there probably should be some place for the ballast/bilge (as well as other mechanical features like stuff for the rudder/wheel, capstans, and anchor), but I know a lot of that stuff tended to be hidden from regular view, and figured normal, non-nautically familiar players wouldn't need to have that represented and I could get let off the hook XD
I think I imagined the anchor(s) drop maybe near the bow (under the other stuff drawn up there) but yeah, I haven't allocated any room for them :b
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