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Dimir GuildGate - Entrance of Duskmantal
Masters of misdirection, infiltration, and espionage, Dimir spies and assassins pursue their objectives behind layers of deception. Dimir agents make ideal villains for adventures involving intrigue and mystery in the shadows of dark alleys and the tunnels of the undercity.
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[Amonkhet Battlemap]Pyramid of the Pantheon 32x56
The five gods are the effective rulers of Amonkhet. They are not the creators of the plane, but they are its stewards while the people of Naktamun await the return of the God-Pharaoh. The five gods believe they were created by the God-Pharaoh, who charged them with teaching the people the ways of the God-Pharaoh, and with protecting them until he comes.
The five gods embody the five virtues the God-Pharaoh wishes to cultivate in those who will become his Eternals in the afterlife. Each god is responsible for modeling and teaching one of those virtues to the acolytes and initiates of Naktamun, and then testing those initiates to ensure that they have mastered their teachings. Thus, they are present during the acolytes’ first lessons, during the Ceremony of Measuring, during the initiates’ intense training, and at each of the trials that are part of an initiate’s journey.
The God Trials were a series of tasks performed on the plane of Amonkhet that each inhabitant of the world aspired to complete. Originally, the Trials predated Nicol Bolas's intrusion into the plane and were only held once in a solar cycle. Bolas took this tenet and perverted it to hold the population of Naktamun in a never-ending state of exercise. An initiate who underwent a trial was awarded a Cartouche upon its completion. The God-Pharaoh taught that this record of the initiate's achievements preserved the initiate's essence, safeguarding their life force for the journey to the afterlife. Only the best of the best attained the "worthy dead" and had the honor of being personally killed by Hazoret after completing the 5th trial. The corpses of the survivors were shipped through the Gates of the Afterlife at the end of the Hekma and were believed to stay in a hidden oasis. It was thought that upon his return, Bolas would grant an afterlife to the worthy dead. This "afterlife" was revealed to be the transformation into an Eternal. With the deaths of most of the gods and citizens of Naktamun, and the complete desolation and abandonment of the city, the trials could not continue.
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[Ravnica Battlemap]Selesnya Sanctuary 32x56
The Eternal armies advanced through the green parks and concourses surrounding the Selesnya guildhall- the living temple of Vitu-Ghazi. At the urging of the Planeswalker Nissa Revane, Vitu Ghazi rose from its long slumber and advanced on the Eternals. In the teaching of the Selesnya guild, Vitu-Ghazi was the center of the world and the locus of Mat'Selesnya, the Worldsoul, so Nissa neither gave it animating force nor controlled it. Rather, she awakened it and urged it to take action in defense of its world. In response, Vitu-Ghazi's elemental rampage scattered the Eternals and pushed them back to the Tenth District Plaza.
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[Ravnica Battlemap]Ravnica at War #2 32x56
Zombies of Amonkhet are eternalized creatures, known as Eternals, are the conclusion of those who pass the trials and are slain by Hazoret. They form Bolas' lethal undead fighting force, the Dreadhorde, that has transcended their mortal capabilities. They are embalmed in layers of lazotep, a valuable blue mineral, that preserves their lifeforce as well as deeds in life.
The Eternals are elite soldiers with all the skill and prowess of living soldiers, but none of the disadvantages that arise in living beings, such as emotions, hesitation, or disloyalty - and not being "living beings" lets them be deployed across planes, given a means of transportation like the Planar Bridge. Bolas has personally crafted all of Amonkhet to create just such an army.
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[Ravnica Battlemap]Ravnica at War #3 32x56
During the War of the Spark, the lives of ordinary people were steeped in uncertainty and fear. As powerful planeswalkers clashed and armies of undead surged across the city, guildless citizens found themselves caught in the crossfire of epic battles that were beyond their control. Many were forced to abandon their homes, seeking refuge in makeshift shelters as they watched their once-familiar world unravel. Communities banded together, sharing resources and stories of hope amidst the chaos, but the constant threat of violence loomed overhead. For normal citizens, the war was not just a distant conflict but a profound struggle for survival, identity, and the hope of rebuilding their lives in a world irrevocably changed.
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Kamigawa: Neon Dynasty #004 Towashi
Towashi is the main city of modern day Kamigawa. It was built in a cleared-out part of the Jukai Forest. Now, kami and humans alike live among its towering skyscrapers. The streets are always packed, no matter the time of day. Its prime location along the coast makes it a hub for commerce, and its proximity to the forest provides shelter from the elements. Hovering lanterns and neon lights brighten a lower city that would otherwise be drowned in shadows throughout the day, and those same lights transform the city at night into a beacon of dazzling colors.
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Kamigawa: Neon Dynasty #002 Sokenzan, Crucible of Defiance 反逆のるつぼ、霜剣山 32x56
Sokenzanshi 霜剣山市 is a city located among the Sokenzan mountains in Kamigawa. The hardy, self-reliant city of Sokenzanshi is home to a thriving community of independent artisans and tinkerers. Foundries and ironworks are built right into the sides of the mountains to shelter from frequent snowstorms and tap straight into the fires at the mountain's heart. Life in the mountain city isn't the easiest, and those who call the city their home are stubborn, resourceful, and fiercely committed to their way of life. A system of natural mineral hot springs dot the slopes surrounding the city and are very popular all year round.
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Kamigawa - Neon Dynasty: Eiganjo, Seat of the Empire 32x56
Eiganjo was rebuilt upon the bones of its ancient former castle self, and even 1200 years later it remains the main center of Imperial power. It is where the Emperor lives with their court, and where the Imperials train at their Academy.
Eiganjo is a place where ancient shrines and ancestral homes exist side by side with sleekly modern structures. Ancient architecture is painstakingly maintained and incorporated rather than torn down or built over, creating a sense of elegance and harmony between past and present. Eiganjo is home to the Imperial Palace where high-ranking members of the Imperial court live and work, and pilgrims come to seek audience with the emperor. The main shrine of Kyodai, the guardian spirit of Kamigawa(神河の魂、香醍), is located within the palace.
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Amonkhet battlemap#001 Edifice of Authority 32x56
Amonkhet is a plane of dichotomy. Beyond the lush river valley spreads an endless scorching desert. Accursed, desiccated mummies roam that desert, while carefully embalmed mummies attend to the needs of the living in the glorious city-state. The people have everything they need. They are protected from the desert heat and wandering mummies by the magical barrier called the Hekma, and they spend their lives in focused training, honing body and mind to perfection. Yet they eagerly anticipate the time when they will be permitted to die in combat and leave this world behind.
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Amonkhet battlemap#002 The Naktamun City 32x56
Naktamun was located at the banks of the river Luxa and protected from the horrors of the surrounding deserts by the Hekma, a magical barrier maintained by the god Kefnet. During Nicol Bolas's initial attack on Amonkhet, Naktamun was the last city that stood against him and was to serve as the nucleus of the re-emerging civilization centered around him. Mummified dead did most of the manual labor of the city, building monuments and harvesting foodstock.
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Amonkhet battlemap#003 The Veins of Lazotep
Lazotep is a magical blue mineral exclusively found in the world of Amonkhet, which interacts with necromancy in strange and powerful ways. It was the main reason Bolas turned his attention to Amonkhet.
Originally, the people of Amonkhet used Lazotep to seal the wandering dead in tombs. The mineral was mined extensively in the Broken Lands by servant mummies, and used in the creation of cartouches, indicating its role in controlling magic and the preservation of life force and a person's deeds in life.
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Mirrodin #001 The Glimmervoid Basin
The Glimmervoid functions as the plane's desert, uninhabited and unexplored, interrupted only by four huge towers that radiate with strong magic. Each is etched with the ancient runes of the ur-golems, a nearly forgotten race of powerful artifact creatures from centuries past. When taken together, the towers are a warning about Memnarch. The Glimmervoid is in the same general location as the Razor Fields, or between the Razor Fields and the Oxidda Chain and the Tangle. The reflective metal surface can be used to send spells in several directions at once.
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Mirrodin #002 The Contested War Zone 32x56
During the Phyrexian takeover the Glimmervoid became a Contested War Zone. After the compleation of the plane, the previous surface of Mirrodin became the wasteland known as the Mirrex, coming to mostly consist of the Glimmervoid. However, Mirran survivors can harvest the plates to make hexgold, a substance that staves off phyresis.
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New Phyrexia#002 Gitaxian Probe 32x56
Jin-Gitaxias is the blue-aligned praetor of New Phyrexia.
When the Phyrexians infected Mirrodin, it was a world of five suns. The five praetors each rose under the influence of each sun. Jin-Gitaxias was influenced by blue mana, so he looked for things with knowledge. He grabs everything he can and improves on it.He is cold, brutal, and believes he is the smartest of the praetors.
Jin-Gitaxias' enormous body is made of chrome, with clawed arms and a curved spine. Exposed ribs and pointed vertebrae are displayed like metalwork. His face and mouth are monstrous and bird-like, with too many sharp points and long, flat teeth. His voice sounds like metal grating against metal.
He hates Vorinclex and considered Karn too incompetent to rule. He once captured Tezzeret, and brought him before Karn. Although Elesh Norn is aware of his machinations, Jin-Gitaxias appears to keep at least a neutral relationship towards her for the moment.
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Mirrodin/New Phyrexia Encounter #003 SeedCore
According to Phyrexian Field Reports there initially existed three spheres in Mirrodin: the surface, the interior, and the furnaces. The Phyrexians worked to add further spheres in an attempt to recreate the original nine-sphered Phyrexia
The Seedcore, the innermost layer, is a place that serves as an incubation chamber for New Phyrexia's Invasion Tree, Realmbreaker. What once served as both Memnarch's observation deck Panopticon and Karn's throne room and prison while he was the Father of Machines, Realmbreaker's branches grew and have created Omenpaths, connecting New Phyrexia to other planes.
It contains a replica of Norn's throne made of woven roots. The air hums with a chorus of dissonant Phyrexian voices. The air shimmers with static that tastes of aether, pierced by shafts of buttery, golden light. A hole in the floor leads to a ten-foot drop onto a hovering porcelain disk just above an even larger hole that leads to Realmbreaker's roots.
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Phyrexia encounter #004 Path to the Norn's Palace
The Fair Basilica, a white-aligned sphere built in the image of Elesh Norn, decorated with statues and monuments to her. It contains Norn's throne room, though she now resides in the plane's second layer and designates the unification of the plane to Atraxa in her stead. Though no light from the plane's suns can reach this layer, its structures generate their light; the layer's walls, composed of ossified Phyrexian corpses of those Norn deemed perfect, glow white, while crimson capillaries etched into its marble-esque floor glow blood-red.
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[Ravnica Battlemap]Jarad's Hideout 32x56
Jarad vod Savo, a Devkarin elf Lich, was the former guild leader of the Golgari Swarm. Jarad is a pragmatic and cunning leader, not particularly evil by the normal standards of many necromancers or liches, but driven by a cold, calculating view of life and death. His primary concern is continued survival. He wields significant political power and maintains a delicate balance of alliances and rivalries with other guilds, particularly the Dimir and Gruul.
While Jarad is deeply connected to the traditional necromantic practices of the Golgari, Vraska brings a new perspective. She wants to modernize and strengthen the Golgari’s political influence in Ravnica. She also seeks to position the Golgari as a more powerful and independent force, rather than merely a guild that dwells on the fringes of society, as Jarad’s leadership seemed content to do. Vraska’s vision for the Golgari contrasts with Jarad’s, and this ideological difference creates a rift between them.
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Ran my first full Cyberpunk Red game today! I've only ever done a single one-shot combat game. This time I did a full session for a larger campaign. Used Red Chrome Cargo for the job and story, but took like 30 minutes having the characters set up themselves and playing out little scenarios. Spent a long time figuring out how to actually do a netrun with our runner, but ultimately my players got it done and had a good time! Absolutely looking forward to running the rest of the campaign and playing out some of stories I have planned!
I have discovered Wanderhome, and it has completely wrecked me. I bought it thinking it was just a cute animal adventure, and I was so quickly proven wrong. The way I read it, the whole game has a touch of sadness to it. The world is, mostly, filled with nice people who mean well and beautiful scenery to explore, but there's so much added to it that shows how these Kith live. It shows the sorrows and problems they go through, the histories that follow them.
The game has helped me reflect on a lot of the things I struggle with in a positive way. The character creation system is so simple but so meaningful in the few decisions you can make. From Gus, my old heron fisherman who misses his deceased wife and really wants to try ice fishing to my currently nameless shepherd who is going on a journey of self-realization, these characters all have a little bit of me baked into them, and they've been a great help.
Love this game, cried a few times over it. 10/10
Did some sketches for wanderhome NPC characters I'd make. The idea is they're train conductors, 2 sets of 2. There's one for the day, one for the night in each