I made a traincar for Skerples' indefinite train project. After all that brainstorming, I didn't use any of it directly, but I got to use this illustration from Rattlemayne, which was the reward for entering the ItO pocketmod contest. Traincar linked from the image below.
Showing posts with label map. Show all posts
Showing posts with label map. Show all posts
Thursday, April 11, 2019
Friday, November 2, 2018
What's the Deal with this Island? (Pt.1)
There are lots of tables and methodologies for making islands. I've looked over the ones I could find and collected them here.
This was also part of Secret Santicore 2011.
A narrow rock, taller than wide, and more than 30’ tall.
The Island is home to a shunned, but noble people.
A small patch of land supports a copse of trees, apron of sand.
The island is a massive arena where things fight for the pleasure of unseen overlords.
A single large piece of rock jutting up from the water.
The island is a massive arena where things fight for the pleasure of unseen overlords.
A large landmass that includes hills, volcanoes, and real forests.
The island holds is lost culture, advanced in magic.
A single large piece of rock jutting up from the water.
The island is a massive arena where things fight for the pleasure of unseen overlords.
A landmass rich enough for a small community of humans.
The island holds a lost culture, advanced in magic.
Town with some surrounding villages.
The inhabitants live in harmony.
Remote temple
Gigantic Cyclops
Powerful city ruling an island kingdom.
Gruesome secret. Is a god involved?
Secretive tower
Hydra
Sphinx
Small villages.
They have never seen outsiders!
Old road
Lycans
Roc
Stone Titan
No settlements, uninhabited by humans.
Ruined fortress
Myrmidons [tiny warriors]
Serpent Men
Sphinx
No settlements, uninhabited by humans.
Secretive tower
Ghosts
Town with some surrounding villages.
Islanders regularly attacked by a cruel monster.
Territorial markers (skulls etc.)
Giant Spiders
Giant Eagles
Empusae [vampire witches]
Titan
Leader of aquatic humanoid tribe
Ghostly leader with minions
Powerful religious leader (non-human)
Storm giant
Mist creature.
Fungal forest
Volcanic
Singing flowers
Apex predator: Camouflage golems
Threat: Long-range reptiles
Other: Reptiles, Fungus
Treasure: 200 gp natural resources
Short grass or mossy
Coral forest
Perpetual, localized storm
Apex predator: Super fast golems
Threats: Fast Reptiles, Trap-making birds
Other: Plant animals, Golems
Treasure: 400 gp ancient relic or natural oddity (special)
Tall, sparse trees
Synthetic (plastic, metal, etc.)
Apex predator: Massive birds
Threat: Poisonous golems
Other: Mammals
Treasure: 600 gp ancient relic or natural oddity (mundane)
Fungal forest
River of cold blue magma
Apex predator: Fish able to swallow a man whole
Threat: Poisonous mammals
Other: Reptiles, 2 different kinds of arthropod
Treasure: 800 gp ancient relic or natural oddity (special)
Fungal Forest
Synthetic (plastic, metal, etc.)
Apex predator: Super strong reptiles
Threats: Strong reptiles
Other: Mammals
Treasure: 100 gp natural resource
Dense, woody forest
Floating building-sized plates
Singing flowers
Scattered, ancient, advanced relics
Apex predator: Poisonous fungus
Threats: Durable fungus
Other: Mammals
Treasure: 200 gp natural resource
I did arbitrarily make the decision that each niche could not support more "species" than the size roll of the island.
These tables would be much faster if there were numbers in front of the options.
Rocky
Ruin: Settlement of a monstrous race, with a plague or curse
Person of Note: Naval Officer
Surrounded by hidden reefs
Salt-swamp
Ruin: Fortress of a wizard, with monsters
Ruin: Settlement of a wizard, with technology
Ruin: Other ruin of a wizard, with a plague or curse
People of Note: 3 Natives, 1 Colonist, 2 Pirates, 1 Naval Officer
Jungle
Ruin: Settlement of a humanoid race, with a treasure
Ruin: Temple of a humanoid race, with a weapon
People of Note: 2 Pirates
Rocky
Ruin: Industrial/scientific complex of a wizard, with technology
Ruin: Fortress of a giant race, with a plague or curse
Ruin: Fortress of an ancient pagan race, with technology
Ruin: Other ruin of inhuman things from another dimension, with a survivor
Ruin: Temple of an ancient pagan race, with monsters
People of Note: 3 Natives, 2 Colonists, 1 Escaped Slave
Freshwater river
Rocky
Ruin: Settlement of inhuman things from another dimension, with a weapon
Ruin: Settlement of a monstrous race, with monsters
Ruin: Temple of a humanoid race, with a plague or curse
Ruin: Settlement of a giant race, with a plague or curse
People of Note: 2 Natives, 1 Colonist, 1 Escaped Slave
Freshwater river
Surrounded by hidden reefs
Jungle
Ruin: Tomb of inhuman things from another dimension, with a survivor
People of Note: 3 Natives, 1 Colonist, 1 Escaped Slave
I arbitrarily decided island size by 1d4 (this seems common). I limited hte number of ruins and notable people that an island can hold by the size roll. I also skipped names and interrelations of the notable people, and I skipped settlement and lair generation as well.
Demon-possessed large animals (think the Lions of Tsavo but worse and all demonic) committed to terrorizing the locals. No interest in rulership or gross consumption, but to cause pervasive terror. Or they're waiting for something, killers even more horrendous than the animal that they now ride...
Natives
Uninhabited
Uninhabited
Natives
Uninhabited
Colonists
Organized militaristic humanoids
100% human
House on a hill (occupied)
20% gnome, 20% dragonborn, 20 % shadar-kai, 20% fomorian, 20% drow
Artisan town
100% human
Small trading village
100% troglodyte
Wilderness
100% wilden
Wilderness
100% human
Large
Sahuagin, war-like women (man-hungry)
Earth-bound god
Large
Uninhabited
Small
Animals
Froghemoth
Small
Humanoid cargo cult
Medium
Uninhabited
Living statues
Very small
Animals
Giant animal
At Sea in the Tropics
Where to get it
The Rusty DaggerThis was also part of Secret Santicore 2011.
What is it
A set of six d10 tables: "Cliffs", "Night", "Random", "Ships", "Creepy", and "Islands".Sample Output
Island 1
Large mechanical insects are scattered across this island. They lie dormant as if, waiting for a signal.Island 2
This island appears to be a solid chunk of smooth and rounded stone. That outcropping looks almost like a nose. Is the whole island a half submerged head?Island 3
This is actually and archipelago chain which has been formed into a an island nation. It is a primarily agricultural based society, or it was until the plague struck. The pox struck nearly everyone, so now the stench of rotting bodies and crops is noticeable well out to sea.Island 4
This is actually and archipelago chain which has been formed into a an island nation. It is a primarily agricultural based society, or it was until the plague struck. The pox struck nearly everyone, so now the stench of rotting bodies and crops is noticeable well out to sea.Island 5
This is actually and archipelago chain which has been formed into a an island nation. It is a primarily agricultural based society, or it was until the plague struck. The pox struck nearly everyone, so now the stench of rotting bodies and crops is noticeable well out to sea.Island 6
Volcanic eruptions are creating a new island here. Huge steam clouds form as magma pours into the sea, and black ash falls like snow for miles.Notes
It's unclear how to use some of the tables, but lots of the ideas are evocative. Because there are only 10 options in "Islands", some of the sample outputs are repeated.Welcome to Fantasy Island
Where to get it
This was part of Secret Santicore 2014 (p. 22-24, here).What is it
A set of eight tables: "Normal Island Types" (d20), "Exotic Island Types" (d6), "Ocean Island Weather Events" (2d6), "Adventure Themes" (d12), and four encounter tables (d12) for islands of different sizes.Sample Output
Island 1
Sea Stack (large)A narrow rock, taller than wide, and more than 30’ tall.
The Island is home to a shunned, but noble people.
Island 2
Islet (small)A small patch of land supports a copse of trees, apron of sand.
The island is a massive arena where things fight for the pleasure of unseen overlords.
Island 3
Rock (tiny)A single large piece of rock jutting up from the water.
The island is a massive arena where things fight for the pleasure of unseen overlords.
Island 4
Greater Island (huge)A large landmass that includes hills, volcanoes, and real forests.
The island holds is lost culture, advanced in magic.
Island 5
Rock (tiny)A single large piece of rock jutting up from the water.
The island is a massive arena where things fight for the pleasure of unseen overlords.
Island 6
Cays (large)A landmass rich enough for a small community of humans.
The island holds a lost culture, advanced in magic.
Notes
I did not include the weather or encounter tables in the sample results, but they may be useful in a pinch. I also did not end up with any "Exotic" island types, because they are only rolled for on a 20, but that could be OK for an extended island campaign. The final "Adventure Themes" table is interesting, but strangely weighted for a d12 (fully 1/3 of the results are "The island is a massive arena[…]").Mazes & Minotaurs
Where to get it
Mazes & Minotaurs is free here. Island generation is on p. 28-29 of the Maze Masters Guide.What is it
A set of 14 nested tables (mostly xd6)Sample Output
Island 1
Ringed by smooth, sandy beaches.Town with some surrounding villages.
The inhabitants live in harmony.
Remote temple
Gigantic Cyclops
Island 2
A variety of coastline exists.Powerful city ruling an island kingdom.
Gruesome secret. Is a god involved?
Secretive tower
Hydra
Sphinx
Island 3
A variety of coastline exists.Small villages.
They have never seen outsiders!
Old road
Lycans
Roc
Stone Titan
Island 4
Ringed by high cliffs.No settlements, uninhabited by humans.
Ruined fortress
Myrmidons [tiny warriors]
Serpent Men
Sphinx
Island 5
Ringed by high cliffs.No settlements, uninhabited by humans.
Secretive tower
Ghosts
Island 6
A variety of coastline exists.Town with some surrounding villages.
Islanders regularly attacked by a cruel monster.
Territorial markers (skulls etc.)
Giant Spiders
Giant Eagles
Empusae [vampire witches]
Notes
I really like this one, but it is more of a process to generate an island. Instead of one or two complicated elements, the tables focus on simple elements, and as you fill in the island, you can imagine how they interact. For all that, it sill goes pretty quickly. I think that the tables unnecessarily combine dice, which will lead to e.g. "Gruesome secret" being more common than "Athletic games underway", and I don't see why that is. If I were using these for an extended campaign, then I'd probably just discard duplicate results.Tome of Adventure Design
Where to get it
You can buy it from Frog God Games ($21). This is p. 290 of my copy.What is it
Two d100 tables: "Unusual Island" (d100), and "Owner of the Island" (d100).Sample Output
Island 1
Vegetation on the island is intelligent and dangerous.Titan
Island 2
Island is a graveyard for ships.Leader of aquatic humanoid tribe
Island 3
Island is a graveyard for ships.Ghostly leader with minions
Island 4
Central volcanoes.Powerful religious leader (non-human)
Island 5
Cyclopean statues.Storm giant
Island 6
Island is a living creature and any tunnels probably lead to internal organs.Mist creature.
Notes
This isn't really what the book is good at (it's more for brainstorming), so it seems a little unfair. There are only 10 items on "Unusual Islands", so it could just be a d10 table, but everything in the book is mapped to a d100 table.Pathfinder GameMastery Guide
Where to get it
You can buy it from Paizo ($45 print/$10 PDF). This is p. 216 of my copy.What is it
One d100 table (25 entries).Sample Output
Island 1
Island with trees that behave like natural siege artillery, firing enormous nuts and fruit at ships passing too close to shore.Island 2
Reef rules by warring kingdoms of sentient crabs.Island 3
Island almost entirely made up of old shipwrecks.Island 4
Iceberg with a ship trapped in it.Island 5
Frigid island in the far north filled with countless misshapen monsters trapped within its ice.Island 6
Frigid island in the far north filled with countless misshapen monsters trapped within its ice.Notes
I quite like the tables in the Pathfinder GM book, even for non-pathfinder games. There are some other good tables in the "Water Toolbox" section, including "Pieces of Interesting Flotsam", "Ghost Ships and Shipwrecks", and "Sailors and Boatmen".Weird Science Fantasy Island Generator
Where to get it
Weird & Wonderful WorldsWhat is it
A set of eight nested tables.Sample Output
Island 1
SmallFungal forest
Volcanic
Singing flowers
Apex predator: Camouflage golems
Threat: Long-range reptiles
Other: Reptiles, Fungus
Treasure: 200 gp natural resources
Island 2
SmallShort grass or mossy
Coral forest
Perpetual, localized storm
Apex predator: Super fast golems
Threats: Fast Reptiles, Trap-making birds
Other: Plant animals, Golems
Treasure: 400 gp ancient relic or natural oddity (special)
Island 3
SmallTall, sparse trees
Synthetic (plastic, metal, etc.)
Apex predator: Massive birds
Threat: Poisonous golems
Other: Mammals
Treasure: 600 gp ancient relic or natural oddity (mundane)
Island 4
LargeFungal forest
River of cold blue magma
Apex predator: Fish able to swallow a man whole
Threat: Poisonous mammals
Other: Reptiles, 2 different kinds of arthropod
Treasure: 800 gp ancient relic or natural oddity (special)
Island 5
TinyFungal Forest
Synthetic (plastic, metal, etc.)
Apex predator: Super strong reptiles
Threats: Strong reptiles
Other: Mammals
Treasure: 100 gp natural resource
Island 6
TinyDense, woody forest
Floating building-sized plates
Singing flowers
Scattered, ancient, advanced relics
Apex predator: Poisonous fungus
Threats: Durable fungus
Other: Mammals
Treasure: 200 gp natural resource
Notes
This is most similar to the Mazes & Minotaurs generator, but feels slightly less interesting, I think because it leaves the categories so broad (e.g. "mammals"). I quite like the re-use of base types though, so that we can see Island 5 has Super Strong Reptiles that prey on Strong Reptiles, for example. I also like the conceit of building the "ecosystem" on each island.I did arbitrarily make the decision that each niche could not support more "species" than the size roll of the island.
These tables would be much faster if there were numbers in front of the options.
Uncharted Isles: a Saltbox Generation Toolkit
Where to get it
Billy Goes to MordorWhat is it
Unlike the other tables here, this is actually a method for mapping a bunch of islands.Sample Output
Island 1
Small (1 square)Rocky
Ruin: Settlement of a monstrous race, with a plague or curse
Person of Note: Naval Officer
Island 2
Large (9 squares)Surrounded by hidden reefs
Salt-swamp
Ruin: Fortress of a wizard, with monsters
Ruin: Settlement of a wizard, with technology
Ruin: Other ruin of a wizard, with a plague or curse
People of Note: 3 Natives, 1 Colonist, 2 Pirates, 1 Naval Officer
Island 3
Small (2 squares)Jungle
Ruin: Settlement of a humanoid race, with a treasure
Ruin: Temple of a humanoid race, with a weapon
People of Note: 2 Pirates
Island 4
Medium (7 squares)Rocky
Ruin: Industrial/scientific complex of a wizard, with technology
Ruin: Fortress of a giant race, with a plague or curse
Ruin: Fortress of an ancient pagan race, with technology
Ruin: Other ruin of inhuman things from another dimension, with a survivor
Ruin: Temple of an ancient pagan race, with monsters
People of Note: 3 Natives, 2 Colonists, 1 Escaped Slave
Island 5
Medium (7 squares)Freshwater river
Rocky
Ruin: Settlement of inhuman things from another dimension, with a weapon
Ruin: Settlement of a monstrous race, with monsters
Ruin: Temple of a humanoid race, with a plague or curse
Ruin: Settlement of a giant race, with a plague or curse
People of Note: 2 Natives, 1 Colonist, 1 Escaped Slave
Island 6
Large (18 squares)Freshwater river
Surrounded by hidden reefs
Jungle
Ruin: Tomb of inhuman things from another dimension, with a survivor
People of Note: 3 Natives, 1 Colonist, 1 Escaped Slave
Notes
I misunderstood the directions and placed 1d6 ruins on each island, instead of distributing them. I did the same thing for persons of note. This has made for some very dense islands, and a less enjoyable generation experience, but I hope that this will not reflect undeservedly on the toolkit.I arbitrarily decided island size by 1d4 (this seems common). I limited hte number of ruins and notable people that an island can hold by the size roll. I also skipped names and interrelations of the notable people, and I skipped settlement and lair generation as well.
Worms Upon a Piece of Wood
Where to get it
Legacy of the BiethWhat is it
Five nested tables (for island generation), and an ocean encounter table.Sample Output
Island 1
Flock of monstrous avians (harpies, perytons, etc.)Island 2
Inhabitants are very welcoming to outsiders, but have strange customs which wind up causing pain. Sindbad encountered this with the islanders who insisted he marry one of them, but then revealed that if one spouse dies, the other is buried alive with them. Some other examples might be ritual sacrificeIsland 3
CannibalsIsland 4
Sorcerer keeping the populace in thrall through use of charm spells to set up a secret police. No, everything's fine here in this little island village, how are you?Demon-possessed large animals (think the Lions of Tsavo but worse and all demonic) committed to terrorizing the locals. No interest in rulership or gross consumption, but to cause pervasive terror. Or they're waiting for something, killers even more horrendous than the animal that they now ride...
Island 5
Perfectly symmetrical island. When structures are built on one side facsimiles will appear on the other. Same for the remains of any sapient being. Every day that a facsimile is separated from the island, roll a d6; on a 3+ the facsimile disappears.Island 6
Colony of ghuls - erudite, urbane, eaters of the dead, and running out of consumable corpses.Notes
Even though the tables are nominally held together by a 1d4 table, and there is the possibility of combining multiple options, I feel like the options are complete enough and the overlaps simple enough that this might work better as a single table.Low Country Point Crawl Prep: Barrier Island Generator
Where to get it
Unlawful GamesWhat is it
Four d20 tables.Sample Output
Savage Man’s [Island]
Small, ForestedNatives
Dead Alligator [Island]
Medium, RockyUninhabited
Green Man’s [Island]
Medium, MarshlandUninhabited
Hermit Helena’s [Island]
Medium, SandbarNatives
Surly Helena’s [Island]
Large, StructuresUninhabited
Lost Snake [Island]
Medium, MarshlandColonists
Notes
Apart from the names of islands, I don't feel like this table is really adding a lot. Similar to "Welcome to Fantasy Island", there is a subtable for "Other" islands, but it is only used on a roll of 20.100 Uncharted Islands
Where to get it
DnDSpeakWhat is it
One d100 table, 100 options. Handy "Generate" button.Sample Output
Island 1
An island with only one inhabitant, a crazed artist trying to find his muse. He will paint portraits of all who visit him but will destroy them hours later as they did not meet his standards and do not show his inspiration for art.Island 2
A small rocky island. On the South side, a dock pokes tentatively out of the mouth of a cave at sea level. A long staircase winds up inside the rock from the cave to a temple on the top of the island, long abandoned. The Western side houses a small beach, then a sheer cliff overlooked by the temple gardens, now overgrown. The rest of the island is barren rock, rising upwards from the sea.Island 3
This island seems to be in constant movement... Turns out it actually is a tiny island that sits on top of a enormous turtle that roams the surface of the ocean. The island is a patch of sand and dirt that sits on its shell, a single, tiny tree sits on top of it.Island 4
A tiny rocky island with a large tower, the top is illuminated by a very powerful Light spell. This is used as a lighthouse but there isn’t a shore nearby, the lighthouse keeper is elderly and doesn’t remember why they are there or who sent them.Island 5
A giant knot of vegetation. Kelp extends deep into the waters below, and mangrove-like trees are rooted into the mats of kelp.Island 6
An island is floating above the sea, about twenty feet from the top of the ocean. On top of the island is a library run by Chameleon warriors who travel around collecting books for their massive library. You can find information about nearly any civilization here, for a price.Notes
As a crowdsourced-from-reddit table, the quality of entries varies wildly. At least one entry is just a list of short suggestions that were never properly separated, multiple entries are the Zaratan, multiple entries are giant skulls that only look like islands, the units are arbitrary (feet, km, miles, meters), etc. Still, there's some good stuff too, and as the first 100-entry d100 table it is at least full of variety.Islands in the Sky: Random Island Generator
Where to get it
A Pack of KnollsWhat is it
Four tables with some nested rolls and a sky travel encounter table.Sample Output
Island 1
1 sq mile, plains/prairieOrganized militaristic humanoids
100% human
Island 2
1 sq mile, fey or shadowHouse on a hill (occupied)
20% gnome, 20% dragonborn, 20 % shadar-kai, 20% fomorian, 20% drow
Island 3
3 sq mile, fey or shadowArtisan town
100% human
Island 4
0.5 sq mile, badlandsSmall trading village
100% troglodyte
Island 5
24 sq mile, desertWilderness
100% wilden
Island 6
4 sq mile, fey or shadowWilderness
100% human
Notes
The racial makeup is not very evocative for me, and consequently I feel that these tables also do not carry their weight. Technically these are sky-islands, but I figure the principles are the same.D100 Islands
Where to get it
Elf Maids & OctopiWhat is it
Two d100 tables: "Insular Islands within and around Exile Island", and "Islands and oceanic phenomena on Planet Psychon".Sample Output
Island 1
A lonely, haunted gravesite, haunted by one undead.Island 2
Grog shop under tarpaulin over fallen tree with local exotic sentients drinking togetherIsland 3
Lich dwells in a fortified tomb and a lich inside has power only limited by corpsesIsland 4
Drunken cult of the wine god holidaying here in stuporsIsland 5
A vampire lord is trapped here, a crumbling collapsed manor is only remnantsIsland 6
A gigantic sea serpent hides in a cave here to recover from encounters with worse monstersNotes
I did not see the second d100 table, so none of the sample islands were generated from it. I generally like these, but some of them link to other d100 tables, and I don't think there's any particular "island" feeling about those ones.Adrift Amid the Random Isles
Where to get it
Tales from the Sorcerer's SkullWhat is it
Six tablesSample Output
Island 1
Volcanic (active)Large
Sahuagin, war-like women (man-hungry)
Earth-bound god
Island 2
Coral atollLarge
Uninhabited
Island 3
Volcanic (active)Small
Animals
Froghemoth
Island 4
Voclanic (extinct)Small
Humanoid cargo cult
Island 5
Volcanic (active)Medium
Uninhabited
Living statues
Island 6
Mountain top of a drowned continentVery small
Animals
Giant animal
Notes
By making civilization so rare, I feel like the more interesting possibilities of these tables are limited.Sunday, February 24, 2013
The Crooked Baths
My entry to the Great Khan's Roman themed contest was The Crooked Baths, and it came in third, which I'm pretty proud of. I present it here, with some notes.
The brazier in the middle of the room usually burns a mildly addictive soporific substance that grows locally as a weed.
The channel running along the edge transports water from the machine room to the caldarium.
Alveus – A gutter around the edge of the schola labri.
Apodyterium – An (un)dressing room, where a capsarius may be hired to watch your things if you have no personal slave.
Aqueduct – An elevated channel for conveying water over long distances.
Atrium – An open court in the entrance, part of the vestibule. Serves as exercise grounds for young men.
Balneae – A bathing vessel, usually a household appliance. Also refers to the room containing such a vessel.
Balneator – Keeper of the baths, responsible for extracting admittance (usually one quadrans).
Caldarium – The hot baths, heated from below by thehypocaust. May contain a labrum.
Capsarius – A servant hired to watch possessions in the apodyterium. Notoriously untrustworthy.
Clerestory Windows – High windows used throughout the baths.
Fornacatores – Servants who tend the fire and the milliarium.
Frigidarium – The cold baths. Sometimes large enough to be a natatio.
Hypocaust – Heated space beneath the caldarium and tepidarium. Filled with pilae.
Labrum – A round vessel containting cold water in the caldarium.
Laconicum – A hot chamber with no bath, used as a sweating room.
Latrina – A toilet, sometimes found in the vestibule.
Miliarium – a three-tiered water boiler above the furnace, so called for its resemblance to a milestone.
Natatio – The pool in a larger frigidarium, used for swimming.
Oecus – A salon where patrons can wait for others to enter and exit the baths.
Pilae – Short stacks of brick in the hypocaust, holding the caldarium floor up.
Praefurnium – A chamber leading into the furnace room. Sometimes underground.
Propigneum – See praefurnium.
Quadrans – A bronze quarter. Standard admission to the baths.
Schola Labri – The space in the caldarium about the labrum.
Strigil – A cuved metal tool for scraping dirt and sweat from the body.
Sudatorium – See laconicum.
Tepidarium – An ornamented, waterless room heated by both the hypocaust and a large brazier. In baths without an unctuarium, one is anointed here. Much time is spent sweating in preparation to enter the caldarium.
Thermae – The bathouse as a whole.
Unctores – See aliptae.
Unctuarium – A room in which one is anointed, not common to all baths.
Vestibule – An area containing the atrium, balneator, latrina, and oecus. A place where servants can await their masters, patrons can await their friends, and announcements can be posted
Maps
![]() |
| The upstairs (ground level). |
![]() | |
| The downstairs (basement). |
Ground Level
The crooked baths are located deep in the heart of a city, where space is tight. They are built around the ruins of an old city wall and fed by an underground stream.1. Palaestra
Decimus Domitius Ahenobarbus, retired soldier and balneator, can usually be found here wrestling or taking money. Even when he is not, there is usually wrestling throughout the day, and a bit of gambling among the spectators is not uncommon.2. Latrina
There could be something down there, but honestly, nobody wants to know.3. Oecus
If a character is meeting someone at the baths, they will be waiting here.4. Oil Shop
Domitius’ wife, Servia Flavia Poplicola, sells oils and unctions from here through a hole in the wall facing area 1.5. Apodyterium
Domitius’ two daughters, Felia and Mus, work in this room as capsaria. Individually, neither is trustworthy, but will tattle on the other given the opportunity. This keeps them honest as a pair.6. Frigidarium
The water here comes directly from an underground river through a hole slightly above the water level (the room is significantly below grade). A metal grate separates the water in this room from the water under area 7.7. Machine Room
A sluice gate in here, controlled by a winch, regulates the water levels in areas 6. and 9.8. Tepidarium
Two comely young foreign siblings, Lupus and Vulpa, work in this room as aliptae. They have been known to eavesdrop on conversations and probably know more than they should about many things. They have a creepy sibling-lover dynamic.The brazier in the middle of the room usually burns a mildly addictive soporific substance that grows locally as a weed.
9. Caldarium
The hot baths are fed by an aqueduct running through the hypocaust. The labrum is emptied and refilled at the start of every day.10. Praefurnium
This hallway runs along the old city wall, and is mostly only used by the servants.11. Domus
Domitius and his family and slaves live in this set of rooms.Basement
The foundations of the wall extend well below the surface (to prevent tunneling), and so are completely filled on this level.1. Supply Tunnels
Wood is brought in from outside the city through these tunnels. The water draining along the edge of the wall eventually joins with the cloaca.2. Furnace Room
Two furnacatores, twin dwarves Phillotus and Spinther, tend the fire in this room. Because the baths are so small, the caldarium is heated directly by the fire. Phillotus and Spinther run a smuggling operation through the extensive supply and sewer tunnel networks beneath the city, and have a cache in area 3.3. Hypocaust
When the furnace is burning full-blast, it can be very difficult to breathe in the hypocaust, and at all times one can only move at one-quarter speed and only by crawling. However, from a good position in the hypocaust, conversations in areas 5., 6., 8., and 9. above, as well as area 2. in the basement can all be listened in on. Phillotus and Spinther cache smuggled goods and their personal savings in this room.The channel running along the edge transports water from the machine room to the caldarium.
4. Frigidarium
The pool of cold water here is divided by a grate separating the machine room and the frigidarium proper. It is impossible to surface on the machine room side.5. Underground Caves
The river feeding the baths comes from a larger underground cave system that continues a while back, eventually emerging somewhere in the mountains.Glossary
Aliptae – Slaves who anoint patrons with oils.Alveus – A gutter around the edge of the schola labri.
Apodyterium – An (un)dressing room, where a capsarius may be hired to watch your things if you have no personal slave.
Aqueduct – An elevated channel for conveying water over long distances.
Atrium – An open court in the entrance, part of the vestibule. Serves as exercise grounds for young men.
Balneae – A bathing vessel, usually a household appliance. Also refers to the room containing such a vessel.
Balneator – Keeper of the baths, responsible for extracting admittance (usually one quadrans).
Caldarium – The hot baths, heated from below by thehypocaust. May contain a labrum.
Capsarius – A servant hired to watch possessions in the apodyterium. Notoriously untrustworthy.
Clerestory Windows – High windows used throughout the baths.
Fornacatores – Servants who tend the fire and the milliarium.
Frigidarium – The cold baths. Sometimes large enough to be a natatio.
Hypocaust – Heated space beneath the caldarium and tepidarium. Filled with pilae.
Labrum – A round vessel containting cold water in the caldarium.
Laconicum – A hot chamber with no bath, used as a sweating room.
Latrina – A toilet, sometimes found in the vestibule.
Miliarium – a three-tiered water boiler above the furnace, so called for its resemblance to a milestone.
Natatio – The pool in a larger frigidarium, used for swimming.
Oecus – A salon where patrons can wait for others to enter and exit the baths.
Pilae – Short stacks of brick in the hypocaust, holding the caldarium floor up.
Praefurnium – A chamber leading into the furnace room. Sometimes underground.
Propigneum – See praefurnium.
Quadrans – A bronze quarter. Standard admission to the baths.
Schola Labri – The space in the caldarium about the labrum.
Strigil – A cuved metal tool for scraping dirt and sweat from the body.
Sudatorium – See laconicum.
Tepidarium – An ornamented, waterless room heated by both the hypocaust and a large brazier. In baths without an unctuarium, one is anointed here. Much time is spent sweating in preparation to enter the caldarium.
Thermae – The bathouse as a whole.
Unctores – See aliptae.
Unctuarium – A room in which one is anointed, not common to all baths.
Vestibule – An area containing the atrium, balneator, latrina, and oecus. A place where servants can await their masters, patrons can await their friends, and announcements can be posted
References
This is not an academic work, but here's some references:- Rutland, Jonathan. See Inside a Roman Town. 1995. (Ed. R. J. Unstead)
- Vitruvius. On Architecture [Online]. http://penelope.uchicago.edu/Thayer/E/Roman/Texts/Vitruvius/home.html
- Wikipedia Editors. Thermae [Online]. http://en.wikipedia.org/wiki/Therma
Notes
- I regret not more strictly enforcing a scale on myself for the maps.
- I spent far too much time concerned with the grade of the water and how it flows. In the end I just added the "Machine Room" and left it nebulous enough to fudge.
- The Glossary and References are available in a pdf.
Tuesday, August 14, 2012
How to Get by Dangerous Monsters
An old birthday present from one of my cousins, scanned and traced over in Inkscape:
How to Get By Dangerous Monsters
How to Get By Dangerous Monsters
The Monsters:
- Octopus Fish
- Electric Eel Fish
- Killer One
- Killer Double-Headed Bee
- Giant Monster Cat
- Guardian Monster
- Giant Snake
- Guardian Demon of the Wall
- Killer Kangaroo House
- Cyclops
- Kung-Kong Fish
- Meteor Fish
- Duckfish
Other Locations:
- Start
- Troll Bridge
- Witch's House
Interpretation:
The mixture of aquatic and land monsters suggests a swampy location to me, and the choice of orange color for the paths suggests a boardwalk. Not sure what the purple was, but maybe its some kind of older, more dangerous pathway.
Subscribe to:
Comments (Atom)



