Archive

Posts Tagged ‘Guillaume Tavernier’

Monday Maps #11: A Forge

March 30, 2020 Leave a comment

 

Today’s #MondayMap comes from the ArtStation page of the very talented Guillaume Tavernier. Unlike some of the building plans I’ve shared in recent weeks, his work is all fantasy, and ideal for gaming. Use the following links to check his work out and support him:

ArtStation

Patreon

Kickstarter

Guillaume’s Fantasy Maps blog

 

Copyright Guillaume Tavernier. Use the links above to support his work.

 

Guillaume’s map keys are in French, but we Anglophones can figure them out with a little help from Google Translate or a French-English dictionary. For example, the key above reads as follows:

  1. (Main) room
  2. Foyer (possibly a typo for fourneau, “furnace”)
  3. Storeroom
  4. Stables
  5. Smith’s bedroom
  6. Storeroom (although réserve can also mean “sanctuary,” so perhaps this private balcony is the smith’s relaxation area)
  7. Apprentices’ rooms

 

A forge or smithy is a common location in fantasy adventures, where Our Heroes might go to have equipment repaired or to have some custom piece made. The village smith was a respected member of the community, and can be a useful friend to make. He (or she – there were plenty of female smiths in history, and there should be even more in fantasy settings) will know plenty about what goes on locally, and can provide introductions to everyone important in the local area.

 

And of course, it’s not just player characters who engage a smith’s services. Here are a few ideas for adventure hooks, and I’m sure you can come up with more. If you do, why not share them with the other readers by dropping them in the Comments section at the bottom of the page?

 

  • The villain’s evil plan requires an unusual piece of equipment, and the local smith has been engaged to make it. Designs, prototypes, and work in progress are clues that may help Our Heroes anticipate the plan and take steps to thwart it.

 

  • The greatest smiths in most fantasy worlds are the dwarves, and they are very protective of their secrets. Stolen designs or techniques could make a human or halfling smith rich, and the local dwarven community very angry. Adventurers might be hired to find stolen manuals, materials, and designs or other evidence in advance of a court case or some more direct punitive action.

 

  • Medieval guilds defended their members’ rights fiercely – or, to look at it another way, they established a closed monopoly of their particular craft or trade in a city, town, or county. The same could very well be true in a fantasy world, especially a low fantasy setting such as the Old World of Warhammer Fantasy Roleplay. A smith’s forge could become a battle zone if he had the support of the local community and either refused to join the guild or refused their orders to shut down. The guild might mount a campaign of harassment or hire rogues to sabotage the illicit forge. If matters come to a head, the PCs might find themselves involved in a Seven Samurai style defense against a mob of hired thugs.

 

Whatever the story may be, a forge is an interesting place to stage a combat, full of unusual hazards and weapons of opportunity such as shovels of hot coals. For inspiration, watch the forge fight scene in the 2003 movie Pirates of the Caribbean: The Curse of the Black Pearl.

 

I’ll be back next Monday with another map, or possibly something else. Until then, have a good week, and may you and yours stay healthy.