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Hey guys! Big release here!

This is a massive, three-level battle map representing a Dwarven Tinker City. The city is ruled by a King/Queen and connected to the Deep Roads that work their way through the mountains, connecting to other dwarven maps I’ve made, such as the Hall of the Forge Lords and the Dwarven City of Mhalduun.

The map is comprised of [3] levels – the Main Level, Mid Level and Lower Level, each with their respective purpose and unique function(s).

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The Main Level is the only level accessible from the outer world, a large door marked with the city’s emblem stands along the treacherous pass of a large mountain. The Main Level contains the following chambers:

[1] Main Entry – At the base of the stairs leading from the city gate, this main entry features the symbol of the dwarven tinkers clan (entwined circles), a large platform and a few dwarven statue guards (easy to animate for defensive purposes). You will notice several of this same platform (of varying sizes) throughout the city, and that is because they are part of an elevator system that moves between the Main Level, Mid Level and Lower Level. This room has elevator access.

[2] Living Quarters 1 – North of the entry is the first of many dwarven living quarters, featuring a gear-shaped collection of beds that sleep [16] at a time. The community holds enough beds for 130+ dwarves, but you could easily double or triple that number, if you chose to have them rotate beds between shifts, potentially growing the community to as large as ~400 dwarves.

[3] Work Station 1 – East of Living Quarters 1 is the first of a few work stations, where tinkers work with natural resources delivered via the Deep Roads to refine and use toward their many creations. In this particular station, there are working with some white crystals, the exact type of which can be seen being collected in the mines of Mhalduun (another dwarven map). This room has elevator access.

[4] Living Quarters 2 – East of Work Station 1 lay the second Living Quarters on the main level, a large area containing [32] beds, a long table, [2] side tables, statue and several chests and cabinets for clothing and tools.

[5] Officer Quarters  - Located off Living Quarters 2 is a private chamber for one of the head tinkers, head guards or whomever you would like to weave into your story. The room provides all of the basic necessities and privacy, one of the hardest things to find in this tightly-packed dwarven community.

[6] Store Room – Located southeast of Living Quarters 2 is a large Store Room, where deliveries of ore, metal, crystal, food and other goods can be stored until needed elsewhere in the community. This room has elevator access.

[7] Metal Working Chamber – East of the Store Room, this massive chamber is filled with a massive furnace, channels for molten metal and molds for a variety of gears and other objects that can be easily swapped out with other molds. Carts lay about, some laden with finished gears for transport below, others empty and awaiting the next load.

[8] Work Station 2 – Southwest of the Store Room is another work station, where dwarves seem to be piecing together metal blades and conducting other research on various parts that may eventually rest in a future construct. This room has elevator access.

[9] Tinker Shrine – South of the Store Room is a shrine dedicated to their God of Works, represented by a large construct against the eastern wall. The room is fairly bare with several stone pillars and modest décor.

[10] Priest Quarters – Accessible through a door on the south wall of the Shrine, the private quarters of the local priest can be found.

[11] Kitchen & Storage – South of Work Station 2 is a large store room and adjoined kitchen, which works tirelessly to feed the many dwarves of this community.

[12] Dining Hall – South of the kitchens is a large dining hall with [2] massive tables, water, ale/mead barrels and a welcome hearth.

[13] Work Station 3 – West of the Dining Hall is another work station, where dwarves are working on and assembling components to some of the constructs you see being made in the assembly line deeper within the community. This room has elevator access.

[14] Living Quarters 3 – South of the Dining Hall is another living quarters, with [16] beds, table and chairs, dressers, chests, water and privy.

[15] Living Quarters 4 – East of Living Quarters 3 is another living quarters with [16] beds, a large round table and similar accommodations as the other living quarters.

[16] Assembly Plant – South of Living Quarters 4 is a huge assembly plant, where dwarves work on an assembly line, crafting constructs and other works that are fed along the table to eventually be loaded onto pallets and taken elsewhere within the community. A row of elevator platforms line the southern wall, able to quickly bring finished goods from the work stations and/or new supplies from storage. A large elevator platform lay on the eastern side, providing ample space to transport finished works elsewhere in the community.

[17] Head Tinker’s Quarters – Adjoined to the assembly plant on the southeastern wall is the private quarters of the head tinker, who monitors and manages production.

[18] Tinker’s Library – West of the Assembly Plant is a large library with many bookshelves and a long table for research and study of material properties, construction techniques and more.

[19] Head Archivist’s Quarters – South of the library are the quarters of the head archivist that manages the library and leads the research teams for the community.

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The Mid Level is only accessible via the elevator system and exists mostly as a way to more easily transport goods and people about the facility without interrupting work. There are a few living quarters and offices here, as well as a trash incinerator, but for the most part it is a network for large and small tunnels lined with tracks for transporting carts.

[1] Transport Cart Storage – This long hallway has several side-tracks available for storing empty (or full) carts of goods to use when needed. There are several ports, allowing carts to easily pull off and make room for other carts needing to get through.

[2] Trash Incinerator Station – This small station is lined with junk and trash of all types, from failed creations to byproducts to kitchen trash, constructs bring the trash down and a small team of dwarves manage the process of burning the waste.

[3] Incinerator Operation Quarters– The leader of the incinerator team has an office here in the mid level, overseeing the operations and deliveries of trash from the rest of the compound.

[4] Living Quarters – One living quarters exists on the mid level, mostly for a handful of guards and those that work the incinerators. There are [16] beds and all regular accommodations.

[5] Guard Station – A small table serves as a guard station in this interaction of the various tracks, overseeing progress and ensuring there are no issues with transportation or the occasional creature that may find its way into the facility.

[6] Furnace Tube Intersection – A tube channeling heat from below up to the metal working chamber on the main level exists here, venting heat and gasses as carts maneuver about it.

[7] Abandoned Tunnel – Originally planned to be another section of the construction, this tunnel was eventually abandoned and later damaged by an earthquake. Set in a fairly remote section of the tunnel system, someone from the community has made it their remote home.

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The Lower Level is accessible via elevator or a large stair on the far eastern side of the community and holds the royal quarters, main speaking chamber, forge, workshop and many other critical locations to the community.

[1] Transportation Cart Repair Bay – This large chamber contains several bays for repairing existing carts for the transportation crew, with several tables laden with tools, work station to check specifications or research new innovations and lots of storage.

[2] Lower Library – A small section of the library and work station for research exists on the lower level, often taken by a more senior researcher looking for privacy and relative quiet.

[3] Deep Well – The community’s main water source is a deep well from which water is drawn, barreled and sent to the various parts of the community via some of the transport constructs.

[4] Living Quarters 1 – One of a few living quarters in the lower level, there are [16] beds, tables, storage, privies and water.

[5] Guard Station – This guard station is perched near the stairway to monitor the only non-elevator point of access for the community and make sure no pesky adventurers are trying to sneak downstairs because they couldn’t figure out how the elevator system works.

[6] Deep Roads Station – A guard station stands here by one of the major elevators and a massive gate leading out of the community into the Deep Roads that twist and wind beneath the mountain toward other subterranean locations, including the Hall of the Forge Lords and Dwarven Mining City of Mhalduun.

[7] Deep Road – This section of the Deep Road leads further beneath the mountain, branching off to multiple locations along the way. An easy way to connect this to other mountainous regions/settlements, as well as the Underdark.

[8] Forge – A large forge is settled here, near a funneled heat source that travels up toward the metal working chamber. The smith and his team here manage the creation of small and large constructs, piecing them together and working out plans for automation for the assembly line.

[9] Smith’s Quarters – These are the private quarters of the head smith.

[10] Apprentice’s Quarters – These are the quarters of the smith’s apprentices, containing [4] beds and normal accommodations.

[11] Workshop – This large workshop is the staging ground for many of the original construct ideas and plans, allowing them to research, test and refine the designs before they can be sent to the assembly line for part manufacturing.

[12] Royal Quarters – These are the royal quarters of the King and Queen, located behind several sets of locked and reinforced doors, some of which require a combination rather than a key.

[13] Vault – Known as the “heart” of the Queen, this vault contains the community’s treasure, which are mostly the plans and designs of many of their constructs, as well as a handful of artifacts and important pieces to their culture.

[14] Armory – A small armory is here, providing the lower level guards with quick access to anything they would need to help defend the area, as well as rotating guards to come and collect their gear for any given day.

[15] Guard Captain’s Quarters – This is the private room of the guard captain, which includes their bed, chest and drawers, as well as a front room with a large table to meet with his officers and other members of the community.

[16] Guard’s Living Quarters – These quarters are reserved for the Royal Guards, whom patrol the throne room and gathering chamber, as well as the workshop, forge and royal halls.

[17] Historical Art Chamber – This large chamber is attached to the elevator located at the front of the community and is intended to potentially receive guests. It has been decorated with several bas relief carvings of some of the greatest moments of the community’s history.

[18] Guest Quarters – This small room has been dressed to accommodate visitors to the dwarves. It is not very large. They don’t expect many guests.

[19] Throne Room & Speaking Chamber – This massive chamber serves as both the throne room and speaking chamber for the King and Queen, with chairs for most of the community to come and listen to announcements or for large gatherings. The center of the room holds a massive raised platform of spinning cogs, upon which rest the thrones. A stairway of cogs leads up to the platform. In the southwestern section lay a deep pit descending into the Underdark, which is sometimes used to condemn criminals of the community or trespassers.

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Ways that you can potentially use this location:

[1] PC Background Home – If you have any tinkers, artificers or dwarves that need a fun backstory, this Tinker City could be a great location to use that would offer some interesting social options, resources to the group and options for plot hooks.

[2] Quest Resource Location – If you need the party to earn some resource in order to achieve a goal, having them travel to this location and obtain that resource (i.e. information, artifact, professional service, etc…) could make for a lot of fun social encounters, as well as some combat encounters when the dwarves ask the PC’s to travel into the Deep Roads and help them recover a lost mining team, etc…

[3] Living Dungeon – This location could be used as a Living Dungeon, where everything has been normal up to this point, however, something is about to go terribly wrong while the PC’s happen to be present. It could be that the Queen/King have gone mad with power (or been manipulated by another dwarven citizen) – it could be that some of their constructs have gone haywire and started killing everyone. It could be an invasion from the Deep Roads. Either way, the many halls are now awash with chaos and the PC’s have to figure out a way to quell the threat or make their escape.

I hope you guys like the map. Let me know what you think in the comments!

Tier Rewards will be sent out shortly!

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Comments

Lewis jull

Dude where is the download link for thewse maps please they are perfect for me !!

morvoldpress

Dwarven Tinker City Map Pack - Click your Tier! Tier 1 - https://www.patreon.com/posts/59993015 Tier 2 – https://www.patreon.com/posts/59993070 Tier 3 - https://www.patreon.com/posts/59993124

PShangoJC

Always love the big city maps.

SARGE FIFTH

wow...amazing work! Is there a version that does not have the little numbers on the map?

morvoldpress

Yes, the images attached to the posts you're commenting on are NOT where the ZIP files for the maps are located. I've commented on another of your questions as to where to find those, so download it from that page and you will get the ZIP file with many file formats, including the ones without numbers.