Chibbin Grove presents the Ready Made Maps: MEGA BUNDLE 2.
Includes 30 Ready-Made Maps Addons, bringing the total to 67 unique maps, plus additional variants, all featuring Dynamic Lighting.
The Three Mason Road is a historic path that traverses the diverse landscapes of Westan Heran. As a main trade route and a significant catalyst for settled life in the region, it offers both opportunities and challenges to intrepid adventurers.
Legend has it that the Three Mason Road was crafted by three skilled stonemasons centuries ago. Its construction aimed to connect distant settlements and foster trade, leading to the flourishing of civilization in Westan Heran.
Three Mason road goes around most of Westan and connects all of the major settlements and places of interest. Rolling hills and vast grasslands offer a scenic but dangerous route along this road.
Many trade caravans travel along the Three Mason Road, bringing unique artefacts from distant lands. Due to the long way that these caravans are known to have travelled, they are especially vulnerable to unscrupulous types who wish to plunder their goods.
The Sagri Dwarves are descendants of the aforementioned stonemasons. They walk a pilgramage, several times a year, along the Three Mason Road to various crypts situated along it. They are also the defacto stewards of this road and its crypts - each taking great pride in their length of the road that they survey and maintain.
The minerals deposited in the Rambull caves are known throughout the region, making these locations popular destinations for journeymen and prospectors alike. This also attracts the fancy of some unsavoury sorts. It is not uncommon for those wishing to come for the deposits in the Rambull caves to be accompanied by an armed force for protection, since even though the caves are notoriously known for being difficult to extract from, it is even more difficult to transport minerals out of the caves without some kind of aggressive interference.
Once a year, the minerals within the caves shimmer like gold, making them extremely easy to be located. This occurs when the Ram and the Bull in the sky are transitioning from one to the other.
Derelict for the majority of the year, not much tends to grow in this nightmare of a tundra.
The varied height in terrain and the depth of snow can make Eira Ridge a formidable location to journey through.
The Old Cullen Moors used to be a lush grassland, but a cataclysm that occured in the far west side of the continent caused a mass-cooling of the surrounding environment. A lot of the wildlife that survived have had to adapt to the new hostile chilly temperatures. The remains of an ancient dwarven civilisation litters the snowy landscape. Many opportunists come to try and procure relics of this now forgotten dwarven empire.
Ries River is one of the few main trade routes through this vast tundra expanse. Small cogs and large longboats make their way along the river, transporting the furs and animal fats that this region provides.
People tend to stay clear of the open plains and sudden ridges as they are home to many packs of wild wolves. Some of these creatures have been altered by the tundra's unforgiving climate into bloodthirsty, unrelenting wargs. These ferocious beasts roam the plains, forever hungry, driving out those that wish to try and settle here.
Coven Cave is home to a trio of witches, known to terrorise nearby villages. Guarded by a warning to 'Leave' and cunning traps at its entrance, the cave conceals many secrets within its labyrinthine walls.
Flickering candles illuminate sacred rituals, and ancient incantations echo throughout the stone corridors, causing many an adventurer to turn tail and flee toward the way they came. Whether any have ever managed to successfully escape is still to be seen.
Haawit Cave is a multi-level complex with many secrets laying beneath the surface. Venture deep enough and one will find an ancient dungeon, where daunting trials guard long-forgotten treasures.
The village along Tagzig Pass was built on one of the oldest parts of Three Mason Road that stretches from one end of Westan to the other. This previously unused section of the road is now home to a village of trappers, craftsmen and those who wish for a remote lifestyle.
The astral sea is home to many strange land-masses. Broken up into many small islands, the ample pollen-infested flora within Piscean Glade do not follow any seasonal cycles. Instead, this perpetual forest is in constant bloom. As soon as a tree is felled, the pollen spreads and several more sprouts begin to form around it.
One can also find many strange fruits, seeds and vegetation along these floating land-masses. Those who travel this glade should be mindful, however, as the bountiful produce often attracts large creatures that are no stranger to being aggressive to make sure they get their prize.
The bones of an ancient celestial beast act as a landmark for this causeway that connects Piscean Glade with a wider expanse of the Astral Sea.
A prophecy of a cycle's beginning is connected with this winding pathway. It is said that when an alignment causes a light to shine from the beasts left eye, it will usher in an age of iron; an age of destruction.
A place of pilgrimage to those savvy enough to traverse the astral sea; the Jinn Causeway gifts those who reach its landmass with valuable minerals that are abundant in this area.
This is where most travellers stop. Only a select few know of the existence of an ancient deity that resides within this causeway. If one knows how to summon this entity, it is said that they will be gifted with their utmost desires. However, if this entity is summoned outside of its cycle, the summoner will be met with nightmares rather than treasures.
The Mabinogi family has four branches stretching all over the entire expanse of the Great Mother Wave.
This branch in particular has a fiery aspect to their head-strong demeanor and are tasked with the role of charting the many cycles of passing suns.
Well-stocked and self-sufficient, the family here don't rely on anyone other than their own kin and rarely seek the aid of outsiders. They wish to keep their knowledge in-house, unless you have something of fair trade to bargain.
In the Howling Forest, one can find many stashes and even folks hidden in subterranean shelters.
These folks tend to stay away from the cities and towns, preferring the solitude and protection of their secret bunkers, keeping their valuables and traditions away from prying eyes.
Ariham's Bunker is home to two like-minded gentlemen that wish to survive on their own, unreliant on any affiliation to get by. This makes them wary of folk that they meet and they wouldn't be too happy if someone were to discover their dwelling.
As one moves eastward along the Three Mason Road, before coming to the great crossing travelers will first see a turning towards rich fertile grazing grounds.
Bovine Coast is filled to the brim with precious materials, both natural resources and that of long forgotten civilisations.
It is not uncommon to see industrious like-minded individuals banding together and setting up expeditions to extract the richness of these lands.
However, as anybody who goes digging here will tell you, there is a cataclysmic past to this location which is evident by the strange artifacts and formations.
The enigmatic head of the Elohim Mining Corp (EMC) continues the long-standing tradition of combining both housing and labour for their employees. This resource conglomerate posts numerous buildings in desolate and sometimes unexpected locations to extract the profit-garnering goods the environment provides.
The location that would soon become known as Mocking Jester Mine first peaked the interest of the EMC when talks began of a locally found mineral that had strange and peculiar properties. Not long after this an EMC workhouse was placed over a prospected site containing said minerals. Soon after extraction begun, strange things began occuring at the workhouse. The worshipping of a clown-like deity began alongside an invigorated workforce that both extracted and consumed the strange minerals found.
Nestled amongst the trees in the Northern Howling Forest, this unassuming lumber camp seems ordinary enough. However, in the many years that they have been up and running their output of lumber seems to be quite minimal. Get close enough to the camp and you'll also notice the smoky haze that lingers in the air, hinting at the true purpose hidden beneath the surface.
Deep below, a cult's sinister operations unfold. The harvested lumber fuels the dreadful brazen bull, its fiery maw demanding constant offerings.
To maintain their cover, the cult sells just enough lumber to the distant valley settlements, ensuring no prying eyes turn toward their undercover activities.
Captain Albatross and his crew have been commissioned by the Tera Wall Trade Company to take cargo across the Big Coor River, meaning his journey takes him from the continent of Eastan to the colder more temperate climates of Westan. From there, The Quetzal Commercial Airship is chartered to fly over the great Howling Forest as it's destination is the flat, chilling planes of the city-state of Duke.
Along the way, Captain Albatross is wary of the Dactylcopter Pirates that roam the western outskirts of the Howling Forest, a location also known as Theoville Uplands.
Although the most dense part of the forest is behind him, this forest still contains sporadic pockets of dense foliage characterised by enormous umber trees.
Rumours are often whispered of a long-lost lagoon where a large statue of a mermaid can be found beneath the water surface.
Find this marker and you know you are close to the entrance of a subterranean network.
Those that are brave enough to venture deeper past the spawn pools will find the secluded resting place of a Lady Mer.
The warm waters of the Zebulun Gulf are home to a vast array of aquatic flora.
Littered throughout the many coves and underwater caverns, these sought-after plants and fungi attract industrious entrepeneurs who dare to traverse the depths of this lush but unforgiving terrain.
It is said that around 100 years ago a cosmic event occured that had cataclysmic consequences.
The Ruins Of Crabbit are a small reminder that if we don't watch the celestial motions of the heavens, it could spell our doom.
Today, Crabbit may no longer have a living population but it is still a hotspot for scoundrels and those curious about what its crumbling remains may hold within.
Folk who live or travel by the ruins often spot strange humanoids with bluish-white skin, pointy ears and thick white hair, gathering around the ruins at night. They are commonly referred to as the Goblins of Crabbit but their true nature is unknown.
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