Showing posts with label maps. Show all posts
Showing posts with label maps. Show all posts

Monday, November 4, 2019

Well Blow Me Down! Popeye Maps

I'm not sure what iteration of Popeye this is from, but it suggests Popeye lives in a pretty small town:



Here's one definitely from the Sagendorf comics. At least Wimpy owns his on home in this version:


Monday, July 29, 2019

Mysterious Map

In the long overdue moving of some of my stuff from my parents storage shed, I found this old map that came with a video game. I think I kept the map long after the gaming system that played it was gone, because I thought to use it in an rpg. I never have though, but hey, there's still time!


(Turns out the map is from Quest for the Rings for the Odyssey2, released in 1981. Thanks, internet!)

Thursday, May 23, 2019

The Secrets of Harveylands


This map of "various Harveylands" comes to us from Richie Rich #230 (1987). Before its publications, the proximity of many Harvey characters was apparent, but the fact that their entire kids comic "universe" existed in one locality was a bit of surprise. Looking at the map, I think we can discern other truths about the "Harvey Universe."

The mountains separating it from the outside world reveals it to be a hidden land in the old tradition of Oz or Opar. It is primarily inhabited by magical or fairytale creatures (some in semi-isolated subregions), with one isolated island being the home of talking animals. Based on the comics, these animals enjoy a higher level of technology and infrastructure than the surrounding "enchanted forest" dwellers (though so stories suggest at least the Devils have access to TV and radio.) There are also the two anomalous comics related industries.

Richville's wealth and isolation are a bit of a puzzle. I suspect it is something like the isolated Amazon cities of the rubber boom. The only question is what provided the fortune for the Richs and their city? Whatever it is, it likely has something to do with the magical nature of the surrounding countryside.

Spooktown seems to be the next largest city, and it is walled. Possibly it isn't open to non-ghosts? Maybe witches, since they seem to live in close proximity. Spooktown is big enough that it has suburbs, apparently, where Casper resides.

I always took Tiny Town to be a settlement of normal humans in the Stumbo stories--tiny only in comparison. I wonder now if they are actually smaller, and so Stumbo's size in the stories was exaggerated by the comparison.

Sunday, March 24, 2019

Maps of Inner Space

I posted these maps/diagrams from Marvel's Micronauts before, but it has been a few years. They're always good for a gander...

Here's the Homeworld of the Micronauts:



And here's the insides of their ship, Endeavor.


Friday, March 15, 2019

Maps of Eternia

Check out a couple of the maps put out as posters with the Masters of the Universe Classic line. Plenty of good adventure fodder to be had!

Here's Preternia (get it?):


And for your sci-fi or space opera needs, here's the "Extent of the Horde Empire":


Thursday, May 31, 2018

The Sinister Skull Satellite of The Masters of Menace!

art by Chris Malgrain

It's considered essential in super-villain circles to have a suitably forbidding hideout. Here's a cutaway view of the Masters' of Menace lair.

map by Jim Shelley

Monday, April 9, 2018

Visit Skaro

For those of you not familiar with Doctor Who lore (which I would imagine are vanshing few members of my audience, but still), Skaro is the homeworld of those plunger-armed, shrill-voiced robotic monsters, the Daleks.

According to the map, first appearing in The Dalek Book (1964), Skaro is almost D&D Outer Plane weird. Check out the named locales here:


Seas of Rust, Ooze, and Acid. The Lake of Mutations. The Radiation Range. All pretty dire stuff. Also, don't miss the note on the giant "serpents" of Darren that are really mutated earthworms!

If that's not enough, subterranean Skaro, is just as weird:




Friday, October 6, 2017

A Map


This is a map I did of the local environment of Gyrfalcon the starting town in my upcoming GURPS Dungeon Fantasy game. The icon location icons and compass are courtesy of DarhAsparagus.

The map is intended to get filled in a bit more during play. I didn't want to over-specific.

Thursday, September 7, 2017

Hexcrawling Ghostlight Fen - Settlements


These relate to the hexmap presented here.

0503 Draum (pop. 80); no real leader but Godo Shrune is a likely spokesman): Actually an abandoned manor built by a successful treasure-hunter, Draum is haunted by squatters who spend their days in deep reverie brought on by use of the muhrdzu fungus that grows nearby (0505). The mushrooms are eaten directly, made into a snuff and then snorted, or for an even more potent effect, smoked. Some rooms in the manor house and in derelict outbuildings hold bodies with clusters of muhrdzu mushrooms sprouting from them. These are the remains of those who wasted away thinking their bodily thirst could be quenched by dream refreshments or starved disdaining the tastelessness of mundane foods compared with the viands of fancy. The living Draumites trade the muhrdzu for food and other necessities.

0207 Gamory (pop. 325; Glatis Malva, Matriarch of the Malva clan): The old, inbred, and sometimes feuding families of Gamory abide through canny exploitation of the grove of black hroke trees planted by their ancestors (0208). The trees’ blood-red sap is valuable in the manufacture of healing salves and hemostatic poultices. Ironically, the Gamoryites are secret adherents to an outlawed cult of human-ieldra transformation, that of the Night Carapaced Mother, that practices human sacrifice by exsanguination in a secret place amid the trees.

0211 Wollusk (pop. 550): Wollusk was built amid the ruins of an ancient fortification from a more lucent age when humankind still possessed much of its ancient technology. A large portion of a wall of some sort of ceramic stands between the town and the Fen,though the ends of its crescent seem to have been melted by some great heat. The town has a larger inn and better facilities for travelers than might be expected for its size, as it serves as a base for treasure-hunters, but none would be reckoned more than middling quality.

Zeniba by Jason Sholtis
Two factions vie for control of the village. Zeniba “the Shrewd” (Fighter 4) styles herself “Mayor-Prefect,” but was originally hired as a bodyguard for the last person to officially hold that office. Her gang is known as the Medioxumate Devils and is based in the cylindrical keep of the ancient fort. She is opposed by the faction of Sodmos Thalur the Vintner. He owns the inn, the tavern, and the brothel serving the two. No wine is consistently available in Wollusk, but Thalur has a monopoly on the sale of muhrdzu snuff and muhrdzu tea, which he adds to whatever spirits are available (typically the local beetle milk mead). Thalur has more men at his disposal (perhaps 20-25) but Zeniba’s 10-12 soldiers are more skilled (treat as Bandits).

Sunday, September 3, 2017

Hexcrawling Ghostlight Fen [Intro]

Features hex graphics courtesy of JDJarvis
Ghostlight Fen had an ominous reputation long before the first human colonists arrived on this world. Something about its metaphysical properties made it the site of an ylthaxu beachhead. Their black metallic obelisks irrupted from astral space in great numbers. The ieldri had encountered the ylthlaxu elsewhere and were swifted in their response. The resulting clash ylthlaxu technology and ieldri magic warped the area beyond repair.

These ancient battles create opportunity for human treasure-seekers today. The only genuine road into the area leads into the town of Wollusk (0211). In truth, it's only a village and a fairly meagre one, but shabby businesses have sprung up to accommodate the treasure-seekers.

A Ylthlaxu by Jason Sholtis
These seekers are few in number, but dedicated. The black obelisks of the ylthaxu are a vexing but seductive conundrum. Those that have been opened have yielded strange, alien wonders, and also, it must be said, sudden death at times. The base of these is only about 5 feet on each side, but the interior is often larger than the exterior. Some have been long ago looted, others continue to resist intrusion. Still others have been opened before, resealed, and now somehow present something new on the inside.

Beyond the obelisks, the fen itself is dangerous. Only ever sparsely populated, it remains a wild and uncivilized place of hunting skarzgs. roaming gog tribes and the like. Then, their are areas where the ambient fae is so dense than reality itself is untrusthworthy.

Wollusk is the largest village on the outskirts of the Fen, but not the only one. Gamory (0207) with it's deformed folk and unsavory cult is just up the one road. Beyond that lies Draum (0503) with its drug-addled populace.

Monday, August 28, 2017

Maps of Four-Color Fantasy Lands

When secondary world fantasy made the jump from literature to comics in the wake of Tolkein and Howard it brought the tradition of the world-map along with it.  This was the 1960s, and comics books hadn't quite gotten the memo that fantasy was completely serious, as this first map shows:


"I feel like a character from Howard or Tolkein. Pretty soon, though, I'm gonna wake up and find this is a spaced-out dream. And I'm gonna swear off reading sword-and-sorcery sagas!"
-- Jim Rook, Showcase # 82 (1969).
Myrra is the fantasyland that rock musician Jim Rook, and his girlfriend Janet Jones, get transported to in Nightmaster, starting in Showcase #82 (May 1969).  Rook is revealed to be the descendant of Nacht, an ancient warrior of Myrra, and the only one who can wield his ancestor's Sword of Night, and save the world from the evil Warlocks.  Nightmaster was the of writer Denny O'Neil and artist Berni Wrightson.  As some of the place names on the map might suggest (Duchy of Psychos, for instance) there was a bit of a late sixties camp element to Nightmaster's adventures, but not as much as some of the names might suggest.  Nightmaster ran through just three issues of Showcase.

This next map is a bit more traditonal. It's notable how set the tropes had become by 1975:

"...On a nameless world in a forgotten time..." is a pretty typical beginning for these sorts of things, and that pretty much sums up Wulf the Barbarian (pretty typical).  The series was from Atlas/Seaboard Comics (helmed by Stan Lee's brother Larry Lieber) and ran for four issues in 1975.  Wulf is the son of royalty, orphaned when trolls in the service of an evil sorcerer, killed his parents.  Wulf spends the next decade training as a warrior to reclaim his kingdom.  As one might imagine, the road to reclaiming that throne is potholed with a number of fantastic obstacles.  Wulf was written and drawn by Larry Hama, and inked by Klaus Janson for his first two outings, with multiple creators pitching in on the last two.  This map is from Wulf the Barbarian #3.

Thursday, July 27, 2017

Two Maps, One Candy Island

Here's an excerpt from the upcoming Azurth Adventures Digest. This is Jeff Call's map of the Candy Isle with lettering by me:


And here for comparison is the original map I made for the game:

Monday, December 12, 2016

Pointcrawl the Green Hell

This map is is by Harold Wilkins and found in his book Secret Cities in Old South America. All it needs is some of these locations written up and it's ready to go:


A lot of cool stuff going on there. Some highlights:
  • Unknown Mountains of Gold and Mystery - They had me at "gold."
  • Unexplored Dangerous Territory - Obviously, explored enough to know its dangerous.
  • Atlantean Hy-Brazilian Dead City - If Dead City weren’t adventure fodder enough, Atlantean ought to sweeten the mix, to say nothing of Hy-Brazilian.
  • Strange “Cold” Light in Tower - Again the Hy-Brazilian Atlanteans are invoked for probably the most intriguing place on the map. And why is cold in quotation marks--so-called cold, perhaps? The mind boggles...

Friday, October 21, 2016

Apes of the Southwest



Here's the map with some events labelled from my ongoing Planet of the Apes game. Of course, this old map contains cities and roads, none of which continue to exist in the 36th century.

Review the highlights of the campaign here.

Monday, August 29, 2016

National Park Dungeoncrawl

Need a dungeon map for you next adventure? Just stock one of these cave national park maps.

Here's Carlsbad Caverns:


And Mammoth Cave (at least the tour routes):




Thursday, December 31, 2015

Star Warriors: The Azuran System


This is a "work in progress map of the Azuran System, location of the Star Warriors setting I've done a couple of posts about. Some of these worlds have been mentioned in other posts, but here are the thumbnail descriptions of the others:

Yvern: Humans share this tropical world with sauroid giants! They have learned how to domestic these creatures as beasts of burdens and engines of feudal warfare. Some Yvernians are able to telepathically communicate with their beasts.

Vrume: The desert hardpan and canyons of Vrume wouldn’t attract many visitors if it weren’t for the races—the most famous of these being the annual Draco Canyon Rally.

Zephyrado: Isolated by its “cactus patch” of killer satellites, Zephyrado is home to hard-bitten ranchers and homesteader colonists—and the desperados that prey on them!

Geludon: A windswept, frozen world, Geludon is home to mysterious “ice castles” built by a long vanished civilization and the shaggy, antennaed, anthropoid Meego.

Robomachia: A world at war! An all-female civilization is under constant assault from robots that carry captives away to hidden, underground bases--never to be seen again.

Darrklon: Covered by jagged peaks and volcanic badlands shrouded in perpetual twilight, Darrklon is a forbidding place, made even more so by its history as the powerbase of the Demons of the Dark. Few of the Demons remain, though their fane to Anti-Source of the Abyss still stands, and through it, they direct the Dark Star Knights and other cultists.

Computronia: A gigantic computer that managed the bureaucracy of the Old Alliance and served as its headquarters. It is now under the control of the Authority, and its vast computational powers are used to surveil the system.

Elysia: Elysia was once a near paradise. Technology and nature were held in balance, and its gleaming cities are as beautiful as its unspoiled wilderness. Elysia’s highest mountain was site of the training center of the Star Knights. Now, the Star Knights have been outlawed and the people of Elysia live in a police state imposed by the Authority.

Authority Prime: This hollowed out asteroid holds not only the central headquarters of Authority High Command, but its training academy and interrogation and detention center, as well. 

Thursday, October 22, 2015

The Cloud Castle of Azurth


This is a map of the Cloud Castle of Azurth and its environs by Arlin Ortiz. Here are some points of interest:

The Vitrified Forest, where lives a man with a very fancy hat.
The Terrarium, giant-sized, as is everything in it.
The Tower. where Zykloon, the Tornado Tyrant dwells.
The Air Docks, where visitors once arrived to see the sights.
The Lair of the Cloud Dragon, perhaps not forlorn, but lonely.
A Cosmic Cat, curled upon a fallen star.

Friday, August 7, 2015

Metal Earth Has Got Maps for You

If you thought Aos had gone dark over at Metal Earth, you were wrong. He was just getting his second wind. Check out these maps from his last post:


This is my favorite but check out the others he's got over at his blog.

Friday, July 24, 2015

Dungeon of Solitude

I've suggested turning Krypton into a locale for a weird hexcrawl. In that vein, it seems only natural to utilize that little bit of Krypton on Earth, Superman's Fortress of Solitude as the site of a dungeon. It's a bit high tech, true, so it would work best in post-apocalyptic or science fantasy games. Here are the floor plans.

Overview.

Level 1 (note the "save or die" disintegration pit):

Level 2:

Level 3's exact floorplan is unrevealed. You'll have to work that one out yourself.

The image at the top of the post is a conceptualization of the Fortress from a later era, but it gives some nice imagery for various rooms or areas.

Tuesday, June 30, 2015

Wednesday Comics: Rann Mapped

Rann, as originally appearing in Showcase #17 (1958) is in the Alpha Centauri system. It's home to an advanced civilization reminiscent of advanced civilizations throughout planetary romance--which is to say advanced in some ways but without a lot of infrastructure to get in the way of adventuring. The person doing the adventuring in this case is Adam Strange, archaeologist from Earth who is brought to Rann by the Zeta Beam, ostensibly an attempt at communication (though Alan Moore suggests its creator had teleportation in mind all along).

Though Adam Strange had a good run in his early adventures and has been brought back for later series, all this traversing of Rannian geography has never been accompanied by a map. Jack C. Harris addressed that lack in The Amazing World of DC Comics #8 (1974):

Harris scoured Adam Strange's appearances to get all the details: