The Bazaar of the Sun and the Moon was once a bustling marketplace, filled with exotic trade goods from far and wide. A deadly sickness befell the merchants and other residents of the bazaar and it is nowadays a deserted place, void of life. Every full moon, however, the spirits of the dead tradesmen rise and for just one night haggling whispers fill the air as ethereal (and most peculiar) goods are exchanged for prices just as peculiar.
It is a dangerous place, this bazaar of the dead, but for those who require items not of this world visiting this market might be the only chance to acquire them. Living customers must be careful though, as the ghosts might sometimes demand more than one would be willing to pay.
Download high-resolution image (300 dpi):
This map is free to download for personal use (but not for publishing without my consent). Feel free to use it at your gaming table should you need a map of a desert marketplace.
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More desert fantasy maps
This map is part of my series of “desert fantasy” maps. If this is your jam, make sure you check out the others as well! (links open in new tabs)
Here’s a simple isometric map for you to use should you need a spooky, desecrated church in any horror-themed Dungeons & Dragons adventure. I intentionally skipped drawing details in the rooms on the floor plans. Treat it as a blank canvas to fill with whatever creepy things you can come up with!
In my own campaign I plan to use the Chantry of Desecration as a non-combat encounter. A place where atrocious deeds have been committed in the past, but where remnant energies still linger.
In “The Return of the King”, J.R.R. Tolkien wrote:
“Arise, arise, Riders of Théoden! Fell deeds awake: fire and slaughter! Spear shall be shaken, shield be splintered, a sword-day, a red day, ere the sun rises! Ride now, ride now! Ride to Gondor!“
It is a mighty rallying call, but did you know it is (probably) inspired by the old norse Vǫluspá (Prophecy of the Seeress)? In verse 45, the Vǫluspá states:
“Brothers shall fight | and fell each other, And sisters’ sons | shall kinship stain; Hard is it on earth, | with mighty whoredom; Axe-time, sword-time, | shields are sundered, Wind-time, wolf-time, | ere the world falls; Nor ever shall men | each other spare.”
The verse describes how the world plunges into chaos before the great end of everything – the apocalyptic Ragnarök.
I’ve always loved norse mythology, as well as the work of J.R.R. Tolkien and I wanted to pay tribute by illustrating this part of the poetic Edda. The text reads Skeggǫld, skálmǫld,skildir ro klofnir, which translates roughly to the iconic: “An axe-day, a sword day, shields are splintered”.
I made this map for a short horror adventure I ran with my players. Deepwood Lodge is a logger’s camp and lumber mill located along the river in the the outskirts of Deepwood. The adventure was inspired by horro movies such as The Thing and Dawn of the Dead. It all started when a fungus infected, zombie-like lumberjack came floating down the river all tangled up in a timber raft, crashing into Fourtower Bridge.
The adventurers were tasked by Majken the cleric to investigate a remote logger’s camp called the Deepwood Lodge, about a day’s march upstream. At the scene they discovered the lumberjacks had been infected by some type of necrotic fungi, killing them and reviving them as undead.
I might write out the full adventure at some point, but as for now I don’t have an active InDesign subscription so that will have to wait. Until then, please feel free to use the maps with your own gaming group.
Maps of the logging camp:
I have prepared two maps for you. The first map has a legend to fit into the Fourtower Bridge campaign environment. The other map is without legend (and I have removed the dead body laying on the ground), so you can modify it to fit your own campaign. Both are free for personal use. Click the links below to download the maps as .png image files.
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”Deep in the bowels of this forsaken labyrinth stands a strange monolith adorned with blasphemous runes. The stone whispers ancient curses in maddened voices. Its language is that of the Abyss – infernal and sacrilegious.”
Just a little bit of “dungeon dressing”. I’m imagining the monolith to be somewhat sentinent, so a player character with the right knowledge can communicate with it. Initially it would be very helpful and provide sound advice, but sooner or later it would require something in return. How far will the players go to please the monolith? What would they be willing to pay?
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Created in ancient times by the great (and sadistic) dungeon master Rubik, the cube is an artifact that can alter the layout of his underground lair. To attract victims, Rubik would intentionally spread rumours about great tresure hidden in the depths of the labyrinth. As adventurers delved into the dungeon he would use the cube to constantly switch rooms and corridors around until the spelunkers lost their way. As Rubik would place food, water and other supplies in the dunegon, some adventuring parties roamed these maddening hallways for years until finally perishing.
I drew this map mostly as an experiment to see if I could pull it off. While probably not very useful for using as an in-game map, it was a lot of fun to make.
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The Lost Library is a dungeon map I created for my Dunkelmoor campaign environment, however it is “generic” enough to fit well into most fantasy campaigns. Feel free to download the map and print it for personal use at your gaming table.
Rumours of an ancient, subterranean library filled with long forgotten knowledge and secrets should be something that piques the curiosity of most adventuring parties.
The idea of such a place fits well into many D&D campaigns, and it provides a great opportunity for the Dungeon Master to throw out hooks for new adventures. Spending some time with the dusty tomes could let players find clues to other hidden places in the world, such as the Ghoulshaft of the Ossuan Desert.
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A wonderful and inspiring part of the roleplaying game hobby is worldbuilding, however many dungeon masters feel it’s a daunting task to create their own campaign world. In this guide I will do my best to outline my method of building fantasy worlds. I hope it will help you by making worldbuilding more inspiring and less of a chore.
My core worldbuilding philosophy: start small and expand
In my opinion the biggest mistake many worldbuilders do is biting off more than they can chew. If you create a huge world map and then try to fill it with everything that could possibly exist in a world you tend to either overwork yourself and lose interest, or stretch your imagination too far and end up with something quite bland “like butter scraped over too much bread”.
Not only does “starting big” risk draining your inspiration, it is also (most of the time) unnecessary. A typical adventuring party in a quasi-medieval D&D campaign won’t visit every far corner of the world, and even if they do this is not something you need to plan out years in advance.
A campaign world isn’t necessarily a “world”. It might not even be a country. It might start out as just a small town and its immediate surroundings. We could call it a “campaign environment”. It might or might not develop into a world but for starters let’s concentrate on what you need rather than what you might need in the future.
What you need is a playground for your players’ first few adventures.
A list of things that you probably need to know right now:
The overall theme or genre (high/low/dark fantasy, steampunk, etc.)
What monsters lurk in the woods just north of town
The name of the local innkeeper and some other important NPCs
The most relevant deity in your starting region, and how it is worshipped
A list of things you probably don’t need to know right now:
The name of the king in a neighbouring country
What lies beyond the sea or the mountains far to the west
Every significant faction in the country and how they interact with each other
Details on every organized religion in the world
Creating your homebrew campaign world – a step-by-step guide
Step 1 – the overland map
Create an overland map or get one online. A few (7-10 or so) hexagons of terrain will do. Each hex is 6 miles. Fill the hexes with the general type of terrain you want for your theatre. Woods, mountains, grasslands, hills, moor, swamps, etc. Add a few interesting landmarks.
Note: you don’t need to use hexes if you don’t like them. I find them really useful for making maps and tracking both travel and exploration in a campaign, but if you prefer to measure distance differently go right ahead and choose another method.
Step 2 – the starting town
Create a small town and a handful of non-player characters (NPCs). Some of these NPCs need help with stuff, and they need adventurers to take care of their problems. The NPCs are some of the best roleplaying tools you have to shape your campaign and influence players/player characters.
Here’s a town you can use if you don’t want to create one from scratch: Link to Fourtower Bridge.
Step 3 – adventure sites
Make up a few adventure sites and connect some of them to the NPCs in town. A deserted mine, a desecrated temple, a ruined old tower, a brigand hideout, etc. Draw some simple location maps and mark the sites on your overland map. Place treasure and monsters.
Note: You don’t have to make up all of these adventure sites from scratch. There are plenty of free resources online, or you could buy short adventures from websites like DriveThruRPG.com. You can also find a lot of free maps and adventure sites on this website, for example The Haunted Cloister, that can easily be dropped into most fantasy campaigns.
Step 4 – build your world by playing in it
Start playing. The player characters are a bunch of adventurers in search of gold and glory. They arrive in town and have just enough money to spend the night at the inn. Drop rumours on them. Let townsfolk seek their aid. And then let them decide what to do next.
Breathe life into your little world but don’t plan everything ahead. Roll on random tables. You deserve to be surprised just as much as the players do. Between games always keep a notepad with you. Write down cool stuff you come up with. Inject it into your campaign. As you come up with new places to explore, draw new hexagons or add to existing ones on your overland map.
Ask the players what they want to do. Let them inspire you as you expand on the overland map. What do they look for, and how can they get it? What lies beyond the mountains in the west? What’s the origin of the strange idol they found in the abandoned mine?
Build as you go. Make stuff up. Allow yourself to get surprised. Use free stuff from the community. Work with your players. Build a world – not a story. You don’t need an endgame yet (if ever). You have a lot to discover, so enjoy the ride.
Bonus tools: random tables and rumours
Random encounter tables
Random encounter tables have been a staple of fantasy roleplaying games for many years. They are not just relics of old, but actually really good tools for worldbuilding that animate your world and make it feel more dynamic. By creating random encounter tables you define what creatures inhabit an area of your world and you make it significant. The probability of encountering a certain type of creature tells a lot about your world.
If there’s a high risk of encountering orcs in your campaign environment it should be reflected in the encounter tables, let’s have a look at an example:
Random encounter table – west moorland road
Roll 2d6
2-6
No encounter
7-8
Merchant caravan
9-10
Orc raiding party (2d6 orcs)
11
Troll
12
Hill giant
What does the above random encounter table tell us about the campaign environment? Well, first of all it seems commerce and travel is a thing in this part of the world – there’s a fair chance of bumping into merchants. We also learn that orcs seem to be the dominant non-human race in the area, and that they’re on the prowl making travel risky (but not risky enough to fully deter humans from travelling). There are also more powerful monsters (trolls and hill giants) lurking nearby, but apparently they’re not common enough to outcompete the orcs – perhaps they are allies? It’s just a simple table, but all of the above are important and defining elements of your worldbuilding.
Remember that you can have random tables for more things than encounters, such as weather and other types of events. For example, a random weather table tells a lot about the climate in your campaign environment. If you’re aiming for an occult feel to your campaign perhaps a table of mystic omens would make sense to create.
Rumours
The Internet doesn’t exist in a fantasy medieval world, and the adventurers can’t google “nearby adventure sites and treasure”. Rumours are perhaps the most common source of information and will play an important role in determining how the players will decide on what to do in your world. They do not know about the old tower ruin two hexes to the north unless you somehow tell them about it, so creating such rumours for them to pick up when interacting with NPCs is a good way of helping them learn about the world beyond the hex they’re currently exploring. Again: The NPCs are some of the best roleplaying tools you have to shape your campaign and influence players/player characters. Plant rumours to guide players without forcing them in a certain direction.
Not all rumours are (nor should be) true. Some have just grains of truth in them, and some are just nonsense. However all of them help bring your world to life.
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Here’s a free, hand-drawn character sheet for use with Dungeons & Dragons Basic/Expert and its many modern OSR clones like Old-School Essentials and Labyrinth Lord.
Feel free to download and print this character sheet, but please if you wish to share it digitally I really appreciate if you link to this page rather than saving the file and publishing it elsewhere.
Descending AC and THAC0 or Ascending AC?
The character sheet is avaliable in two versions. One for use with the the original rules where a low AC is better than a high one, and attack rolls are handled with THAC0 (To Hit Armor Class 0). The other verision of the sheet is for use with the optional rule of ascending armor class (AAC) which is more familiar to players of later editions of the game, and is perhaps the most widely adopted house rule in OSR games.
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Please note that tipping is appreciated, but not expected. Don’t donate if you’re short on cash, I’m sharing content because I like to, not to make money.
I wanted to expand on the Old-school Armory with some weapons that are not in the original Basic/Expert edition of Dungeons & Dragons. The purpose of this illustration is to provide the Dungeon Master with some more visuals for popular medieval melee weapons to provide extra flavor to their campaign. Feel free to add suitable stats!
Morningstar
Flail
Horseman’s Pick
Falchion
Dwarven Spear
300 dpi print version
Here’s a version of the drawing that is suitable for print (click image for full size):
Even MORE weapons!
As a little bonus, I’m adding a drawing of some grisly, primitive looking weapons. These instruments of war would be suitable for barbarians, goblinoids or orcs. Ghastly things!
Support my work – buy me a beer (if you want)
If you like my stuff and want to give me a tip to cheer me on, please click the button below.
Please note that tipping is appreciated, but not expected. Don’t donate if you’re short on cash, I’m sharing content because I like to, not to make money.