The city of Amun-Shar, “The jewel of the East” was once the pinnacle of human splendor. It was the cultural capital of the eastern continents and envied by kings and queens and emperors and tsars of all other realms. The great spires of Amun-Shar carried libraries of vast knowledge – science and magicks alike. Its nobles were rich beyond comprehension, and the bustling bazaars were filled with everything any man could ever desire.
But the nobles grew arrogant, as they so often do.
A caste-system started to evolve as the nobles, encouraged by the (just as rich) priesthood, began to regard their wealth not as a reward from the gods but as evidence of their own divinity. And so they rose, and built a city on top of the city to never come in contact with the rabble of ordinary people. They built “The Nephrite Walkway” – a sprawling system of jade-adorned bridges connecting the many noble towers and spires of the city. Now they could walk around the city without having to share streets with the lowly commoners. They were truly the god-masters of Amun-Shar.
And the commoners grew angry, as they so often do.
In time, the ordinary citizens of Amun-Shar grew more and more resentful of their masters. At the boiling point they rose up to slay the aristocracy and cast them from their towers. The spire-dwellers fought back with all the magic power they had stored in their minarets, and on a cataclysmic night the city crashed to the ground, drenched in sulfur and burning in hellfire. The carnage was absolute. The angel of death swung his scythe over nobles and commoners with no discrimination.
Today Amun-Shar is a ruin city, a whisper of its former glory. Vengeful and angry spirits dwell in its streets and structures, jealously guarding the treasure and knowledge that lies buried in this enormous desert tomb. In a ironic turn of events the Nephrite Walkway and its abutment towers are haunted by the ghosts of commoners and nobles alike.
To download a larger map for personal use, click here.
Some dreams are real and dangerous, as mankind’s imagination can breathe life into beings and places most sinister. This is what happened when Miranda van Sonner dreamt about the Rickety Man in the Sandstone quarter. Miranda is no more, but her unfortunate creations are very much still in existence, and poses terrible danger.
When and where the veil between our world and the dreamscape is thin, due to arcane manipulation or vivid imaginaton, we can slip into these dimensional pockets. What awaits us on the other side is sometimes strange and wonderful, and sometimes wicked and dreadful. A creature like the Rickety Man can latch onto a dreamer, and follow her back to the waking world, or keep her trapped in his eternal domain. Other, more benign entities can offer help and knowledge. Some dreamscapes can even hide powerful artifacts and wondrous treasure.
The Sandstone Quarter is a silent and arid place. It floats in a vast, cosmic void. There is a constant, gentle wind that whisps up dust and sand. A withered plant rustles softly in this wind and dried sloeberries grow from it.
The buildings are larger on the inside than their appearances suggest. There are winding stairwells and many strange, empty rooms inside.
A strange portal in the Sandstone Quarter activates when the veil is thin, and allows travel from the waking world – but does not allow the dreamer to go back unless the Rickety Man grants it.
The Rickety Man is an insidious being. He is thin, dried out, and has a piercing gaze. He is not always here, but fades in and out of existence.
This map was drewn with artists like Errol Otus and M. C. Escher in mind, as they inspire me greatly.
Click here to download a larger version of the map, for personal use.
In the spirit of Halloween, I drew this map picturing the horrible crypt of the depraved Scarbrough family. Should provide a spooky adventure location for dungeon masters wanting to add a little horror to their campaign.
The crypt is the final (un)resting place of the noble Scarbrough family. These awful people terrorized the countryside in life, and continues to do so in death.
In their mansion in the moorlands, the Scarbroughs practised foul necromancy and other perversities. Lord Edgar Scarbrough and his cousin and wife Elsbeth had five children, each newborn more sinister and depraved than the previous – culminating in little Pamela who’s cruelty became the stuff of moorlands legend.
The family sealed their fate in a grand ceremony, the “Scarbrough Bloodbath”, where they murdered the villagers of Worthon and reanimated them as ghouls, and then committed ritual suicide in the family crypt. The newly risen ghouls buried the Scarbroughs according to their instructions, and then sealed the crypt.
The ghouls of Scarbrough estate roam the vicinity of the mansion and attacks (and eats) any intruders, keeping the crypt safe from inquisitors and grave robbers alike. The ghosts of the family haunt the countryside, and most feared of them all is little Pamela – commonly referred to as “the tooth fairy”.
Click here for a larger version of the map
Click here for a version without the legend
I decided to merge two of my previous dungeon maps – the Arcane Chambers and Svart Grift tomb. I also took the opportunity to add some illustrations to set the scene for whatever adventures awaits in this dark place.
These maps work well together, as they are both leaning quite heavily towards dark fantasy, somewhat bordering horror. This asset should work well for OSR-games like Lamentations of the Flame Princess or D&D campaigns set in a grim world.
I hope you enjoy the result!
Click here for a larger image!
Stay a while on the site, there’s more content to browse:
“Svart Grift” is Swedish, and means “Black Grave”. This map pictures an ancient burial tomb filled with secrets, traps and probably a few restless dead. I hope you will enjoy it – I’m sure your player’s wont! 🙂
Click here for a larger version of the map.
Like this map? Check out some more of my posts!
A small map I made with dungeon masters in mind. It should be quite easy to fit into any typical fantasy/horror dungeon! Feel free to download it for personal use, to spice up your next adventure.
The MURDER HOUSE consists of a Prison Wing, where the Sacrificer keeps his unfortunate prisoners, and a Murder Wing where they are offered as sacrifice to the dark lord.
The Slaughterpit is one of the entrances to Hell, located deep in the infernal wasteland of Gol. It can be descended to gain access to the domain of the demon lord Byleth. His realm is a vast, dark butchery.
A pound of flesh for Byleth!Pledge of the self-mutilating cult of Byleth
The hanging witnesses are dead and flesh-less, but sees all who enter, and scream their names.
The eyes are Byleth’s, and if you let him witness you before your descent, his gaze will be on you as you travel the abyss. It could be beneficial, but also very dangerous.
In the cage is Namtar, a lesser demon that angered Byleth, and now serves a thousand year punishment as head witness of the Slaughterpit.
The biggest challenge of getting into Hell is climbing down the great spiked chain. It is long, and slippery with blood. It will take days to descend it.
You may download the map for personal use, click here for a larger image.
“Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn.H.P. Lovecraft, The Call of Cthulhu
In his house at R’lyeh dead Cthulhu waits dreaming.”
An isometric map of a temple dedicated to the great Cthulhu. For use with horror or fantasy games like Call of Cthulhu and Dungeons & Dragons.
I think I’m going insane, which I guess would be fitting, considering the theme of this map. I’ve been staring at it for so long my brain is turning into liquid, and can’t for the life of me understand the “gap” marked red in the image.
Is the map cursed by the Great Sleeper in the sunken city of fucked up geometry?
Leave a comment if you can help me solve this riddle.
Edit: so I got an answer from a friendly fellow in a Facebook group. I’ll leave the post here anyway, for your amusement.
The Cube of Flesh is a spiteful creature. It’s the result of a Frankensteinian experiment gone wrong, as a mad sorcerer and alchemist tried to create a flesh golem out of several corpses, but somehow got mixed up in the animating maelstrom during the ritual.
As flesh from hanged criminals fused together by means of forbidden magic, the alchemists soul was forced into the floating abomination, trapping it there with the lingering ghosts of murderers.
The alchemist went insane, of course, and fled into the underworld. It now stalks the dark abyss, muttering curses.
The Cube of flesh is not fully undead, the alchemist’s soul is still very much alive, but its cube-shaped vessel is haunted by the spirits of the corpses that was used to create it. It is absolutely mad by the ghost-induced schizophrenia.
- The Cube of Flesh will live forever, unless killed. It does not age
- It eats flesh (although technically it doesn’t need to) – it is always hungry
- The ghosts that haunts it can be driven away by the use of appropriate divine magic – it would ease some of its suffering
- It floats
- It can see in the dark
- It can move extremely quiet, but spends most of it’s time muttering, screaming and arguing with itself, so adventurers might very well be lucky enough to hear it before it sees them
- It can not be flanked in battle
- It attacks with bites or spitting acidic phlegm
- It’s skin is quite tough, like hardened leather – it will be tough to kill with mundane weapons!
- It is big, and weighs several tonnes
- If slain, the fleshy vessel can be searched and will reveal several magic and alchemical components of considerable worth
- It is intelligent and understand several languages, so theoretically it could be bargained with, however it is absolutely insane and hates all living things and will be extremely hard to reason with