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Dry River Caves

Once the source of a small river that ran through these badlands, these caves are still home to the river, but it remains underground now instead of working through the nooks and crannies of the slate fields.

Dry River CavesDry River Caves

Broken up into multiple elevations throughout, these caves have been home to beasts and men alike seeking water and refuge from the badlands. Now they are home to Mohkath, a reclusive mantisfolk necromancer. He uses the space to study and is attended to (and defended by) a very strange assortment of animated giant beetles and skeletal constructs.

Some locals are happy to have a potent wizard nearby, even if it is a creepy one. They bring Mohkath offerings of food and skeletal remains in order to try to curry his favour in case they ever need his intervention in local affairs. But most are wary of a necromancer living nearby – and more than a few would sleep much better at night should someone take care of the whole “bug necromancer” issue.

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The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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The Seven Spires

Raised by a talented Wizard-Noble of old Phalorm, the Seven Spires is a small ornate castle made of seven overlapping towers set on the edge of the Neverwinter woods.

The Seven SpiresThe Seven Spires

The small castle was used officially as a research space for the wizard-noble, but also served as an escape from court politics in the young war-based nation of Phalorm, and as a watch point over the growing orc menace in the region. Being fairly close to the settlement of Neverwinter, ties were maintained with that growing settlement and information about the movement of the orcs was exchanged.

The Seven Spires were unfortunately built on a dirt plain where bedrock was too deep to dig down to. In time this means the spires are doomed to slow collapse as the weight of the towers presses down and outwards on the foundations.

Whether or not Phalorm survives the orc hordes it was meant to defy (it doesn’t, the orcs destroy it less than a century after it was founded), there is only so much time before the years will do the orcs’ work for them and the towers begin to collapse upon themselves. Less than 900 years later, the seven spires will look more like a jagged collection of broken teeth than the castle as shown here.

With full credit to Mike Schley for the original Cragmaw Castle map upon which this is based. I love that map and found it really inspirational.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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Arcane Waters

This small “dungeon” is home to a circle of elementalists who focus on water magics (who call themselves the Blue Warlocks). Excavated and expanded upon from a small cave that linked to an underground river, it now serves as workshops, training and teaching space, and as the repository of a small library of elemental lore.

The Arcane WatersThe Arcane Waters

As the name suggests, the waters here are magical in their own right – the Blue Warlocks use these waters to both enhance their magics and potions, as well as in the research into new spells and items. One of the original Blue Warlocks linked the source of the river to the elemental plane of water as well as a trickle of energy from the positive energy plane.

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Over 400 amazingly generous people have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make these maps free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under this commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

 

(Source: Dyson’s Dodecahedron)
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FACES (FACES)

FACES est un système générique inspiré par Savage Worlds et déjà mis en oeuvre dans Sherwood. Il propose cinq types d’univers : médiéval-fantastique, post-apocalyptique, cyberpunk, pulp et space opera.

(Source: Guide du Rôliste Galactique : le jeu de rôle, l’univers, et le reste…)
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Palace of the Sands

We trekked across the Dry Reaches, searching for the lost Ziggurat of Mur. On the fourth evening we came across the ruins of an old palace or temple, slowly being conquered by the sands.

Palace of the SandsPalace of the Sands

Originally we aimed towards it as an obvious location for a night camp to keep out of the cold desert wind as well as to conceal our fire from other (less friendly) explorers. But immediately we spotted the signs of habitation – trails in the sand, scales, and buried dry scat. We explored quietly but found no actual residents – although one of the upper rooms was being used as a sort of larder with a number of desert lizards hanging from hooks in the ceiling.

They waited until most of us were inside exploring to strike. They climbed out of the sand around the palace, attacking our pack animals and burro handlers before surrounding the palace. They looked like lizard folk, but orange, yellow and brown in colour. They slept in the sands, mobilizing to hunt in the morning and evening. The sand devils were ferocious, fearless, and fought until there were but a handful remaining who ran off into the desert making strange howling noises.

We did not sleep that night, waiting for their return.

This map was inspired by a conversation about this illustration above – that not enough ruins in RPGs have doorways leading to open space where wooden structures or collapsed areas once stood.

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Over 400 amazingly generous people have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make these maps free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under this commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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The Temple of Boom

The first thing you note when descending the stairs into the ancient jungle temple is a hissing sound, like sand pouring through a massive hourglass. The walls down here are a heavy greenish stone, set in massive blocks without mortar. The main chamber at the base of the stairs is a multi-leveled affair, with tiers, stairs and columns breaking up the large space.

The Temple of BoomThe Temple of Boom

Then the skeletons slip forward from the darkness and begin firing volleys of arrows at intruders while giant spider crawl down behind the cover of the columns to attack.

More skeletons, these ones riding on the giant spiders, are based in the two chambers behind the stairs leading into the temple. And the hissing always seems to be getting louder from the doors at the other end of the chamber.

Temple of Boom (no green)Temple of Boom (no green)

In the oddly shaped chamber beyond, the hissing continues but the waves of skeletons & spiders cease. Old spider webs criss-cross this space and in the northern most portion of the chamber there is the MacGuffin – the (chest / sword / orb / skull of a minor god / preserved toe of a saint / egg of the bullywug queen / ceramic pig) that you have been seeking.

It is only when you pick it up that the hissing stops.

Run.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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Old Cruik Hollow

The limestone caves of Old Cruik Hollow are at the head of a box canyon and show the signs of decades of use by various groups over the ages. Stairs have been cut into the floor of the cave on the left leading into the upper caves. Sections of the caves have been closed off with wooden walls and doorways – and a small tomb was cut into the looping cave and then more recently converted into a storage space.

Old Cruik HollowOld Cruik Hollow

These days the upper caves are home to a small group of bandits, exiles and outlaws from the nearby town. Their leader, Ola Zeldade, escaped town when they began growing scales as they are actually at least one quarter naga, and are in the midst of the slow transformation into a more naga-like form.

Old Cruik Hollow (no walls)Old Cruik Hollow (no walls)

The lower caves have two old statues of manifestations of a pair of minor earth deities. Ola’s gang always posts a pair of fake “priests” down here to divert inquiry and chase away interlopers.

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Over 400 amazingly generous people have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make these maps free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under this commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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Metal Adventures 1.5

Débutée en 2009, la gamme Metal Adventures s’est développée cinq années durant sur une dizaine de suppléments. Elle propose des jouer des pirates de l’espace, derniers hommes et femmes encore libres du joug des nations stellaires. L’univers combine ainsi les ambiances du space opéra et des récits de pirates, puisant ses inspirations dans des univers tels que ceux d’Albator, Cobra, ou Star Wars.
Loin de considérer avoir fait le tour de la gamme, Arnaud Cuidet et les éditions du Matagot proposent de la relancer au travers d’une réédition améliorée. Cette campagne de financement participatif à pour objectif l’édition des versions 1.5 du Manuel Des Joueurs et du Guide Du Meneur. Chaque palier atteint durant la campagne devrait permettre d’ajouter plus de contenu, plus d’illustrations et, ainsi, d’enrichir ce jeu de rôle Space Opera.
Metal Adventures 1.5 apportera de nombreuses clarifications et différents ajustements des règles. Cette nouvelle édition proposera également de nouvelles options de jeu pour explorer les planètes et gérer les campagnes et un background enrichi, notamment sur tout le volet technologique. En outre, cette  édition 1.5 sera entièrement compatible avec les suppléments déjà disponibles.
La sosucription court jusqu’au 11 janvier et vise un objectif de 15.000 €. Les diverses contreparties proposent :

  • 50€ : Le Manuel du Joueur ;
  • 99/115€ : Le Manuel du Joueur, le Guide du Meneur et l’Écran de Jeu (en versions 1.5 lui aussi) ;
  • 139/155€ : Un fourreau contenant les Manuel du Joueur et Guide du Meneur, en versions collector, l’écran de jeu, 50 dés Metal Faktor, 25 fiches des personnages, les fiches de poste ;
  • 160€ : La précédente contrepartie, augmentée du jeu de plateau Metal Adventure, paru aux éditions du Matagot.

Des contreparties en options, comme le Guide du Meneur, l’écran ou le set de dés, peuvent être ajoutés aux contreparties. Une contrepartie réservée aux boutique est aussi disponible.
Pour plus de renseignements et participer à ce financement : la page de la souscription sur Ulule.

(Source: Guide du Rôliste Galactique : les dernières news du jeu de rôles)

Dominion

Après la version française de The Sprawl, Khelren propose aujourd’hui un nouveau jeu en foulancement.
Dominion est un jeu se proposant de mettre les joueurs dans la peau de membres des grandes familles d’un empire space-fantasy en proie à de nombreuses intrigues politiques. Les inspirations revendiquées incluent Dune, Birthright et Game of Thrones. Le jeu a été proposé dans une première version aux soutiens du patreon de l’auteur. Il devrait faire environ 200 pages au format roman. La livraison est prévue pour juin prochain, mais une version playtest devrait être livré auparavant. Une version collector contiendra une cinquantaine de pages de matériel supplémentaire. La campagne vise un objectif de 5000€ et court jusqu’au 20 décembre
Les contreparties :

  • 5 € : Livre de base – numérique pour les gens en difficulté financière
  • 15 € : Livre de base – numérique (pdf et epub)
  • 25 € : Livre de base – numérique et impression à la demande
  • 50 € : Edition collector et tous les suppléments débloqués
  • 60 € : Edition collector, suppléments et contribution (Maison, PNJ créés selon les souhaits du soutien) (récompense limitée)
  • 100 € : Edition collector, suppléments et portrait (récompense limitée)

La campagne de financement

(Source: Guide du Rôliste Galactique : les dernières news du jeu de rôles)
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Six Caves of Chaos

Venture with me to 1979 and my first encounters with kobolds and other darstardly goblinoids. For today we are investigating six caves (some interlinked) in the dreaded Caves of Chaos.

Kobold Caves (A)Kobold Caves (A)

The Kobolds keep themselves in a small set of caves with long tunnels – better for guerrilla engagements and to be honest, it is frightening for many low level characters to see tunnels leading off into the darkness well beyond the limits of your light sources…

Orc Caves (B & C)Orc Caves (B & C)

The two orc tribes live next door to each other, although the tribe on the right has significantly more living space within their caves. They also have the distinct downside of being closer to the floor and to the entrance of the box canyon, making them one of the most likely lairs to be attacked by raiders or adventurers. The leaders of the clans also have a secret meeting space because sometimes being orcs is enough to keep you together when things are getting rough.

Goblinoid Caves (D, E & F)Goblinoid Caves (D, E, & F)

On the south side of the box canyon are three goblinoid caves. Inhabited primarily by goblins (down near the entrance of the box canyon) and hobgoblins (higher up and deeper into the canyon), these two labyrinthine cave complexes link to each other and a third – the small cave of the local ogre, one of the more frightening and potent humanoids in the area.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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Lair of the Golden Wolf

Pushing out of the cliff face like a partially exposed egg, this small dungeon complex was evidently not built here but transported in some manner. Either that, or the craftsmen were purposefully annoying in the design as the whole interior structure is at an uncomfortable 7 degree angle with the right edge of the map being slightly more than 36 feet above the height of the entrance doors.

Lair of the Golden WolfLair of the Golden Wolf

In addition to the awkward angle, the interior of the structure bears a strong scent like a mix of musk and nutmeg. The walls and floors are painted gold, but are scratched up badly enough that most floors and west walls appear to be grey stone with gold streaks on them. Doorways, where open, have golden hair on them from some mighty beast having to squeeze through.

Prowling this space, of course, is the Golden Wolf – an extraplanar beast that must squeeze to push through the 4 foot doorways and is much more comfortable in the wide circular hall of the complex. All doors here open as it approaches, but are often stuck for others. The Golden Wolf guards its treasure jealously – the carcasses of seven platinum geese, each with its neck snapped.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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Oratory of the Eleventh Blessing

Up in the Fox Hills is a small monastic order. They make mead and honey, study liturgical texts, and commune with their god of the harvest. The monastery grounds include a number of stout stone structures of which the Oratory of the Eleventh Blessing is usually the first seen (and typically the only structure visited by outsiders).

Monastery of the Eleventh BlessingOratory of the Eleventh Blessing

The oratory’s main purpose is to provide a worship and study space for the residents as well as a greeting and meeting area for guests. Tucked between these are a small number of cells for scribes to work in (and the heavy stone structure makes these cells plum work spaces in the summer, and harsh punishment in the winter).

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Over 400 amazingly generous people have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make these maps free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under this commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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The Quiet Margose Tavern

The sign hanging from the tavern shows a matronly woman carrying a large mug of ale while holding a finger to her lips in the near-universal symbol for being quiet. But the tavern itself is rarely quiet – it is one of the few places in town with a dedicated stage for musicians and entertainers and thus attracts a boisterous if friendly audience.

The Quiet Margose TavernThe Quiet Margose Tavern

The Quiet Margose is primarily made of wood, supported by 16 heavy stone pillars. The main structure is flanked by a covered biergarten on one side, and a space dedicated to the owner’s quarters and a covered wagon entry where firewood is stored on the other. The stone pillars predate the Margose and were part of a prior structure here and still bear wards against evil from the older building. The walls are whitewashed wood, and the very high roof is made of heavy beams supporting pitch-black tiles.

The Quiet Margose is purely a tavern and offers no accommodations (although it isn’t uncommon to find or or two people “napping” at the long tables by the banked fire in the early hours of the morning). The owner, Tirril Lor, is the great-nephew of the titular Margose and books the entertainment himself – leaving the acquisition and preparation of food to the Qai twins who work the kitchen and live nearby.

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Over 400 amazingly generous people have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make these maps free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under this commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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Maze of the Storm Witch

Maze of the Storm WitchMaze of the Storm Witch

Cut into the foggy clefts of the Steaming Mountains, the Maze of the Storm Witch must be navigated (or the whole mountain climbed over) in order to reach the Pale Divide. Unnatural mists fill these passages, obscuring the already confusing twists and turns.

The maze is also specifically designed to prevent the most common method of exploring such a space – if an adventurer uses the “left hand rule” (or even the “right hand rule”) they will not find the way through, but will instead eventually find themselves back at the entrance instead.

That is, if the storm witch’s blindsighted grimlocks don’t get you first.


This map was specifically drawn to show how a 3D structure can easily break the “left hand rule” for navigating a maze. It was also originally called the Labyrinth of the Storm Witch, but regardless of every dictionary disagreeing with them, there are those who feel it is important to point out that labyrinths are ONLY unicursal in design.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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Return to Quasqueton – Map 2 of 3

My revised map of the main level of Quasqueton (from the classic B1 module “In Search of the Unknown) just didn’t have enough space for all the rooms on that level even after reducing the amount of hallway space, and I wanted to keep it so you could access most rooms via multiple routes, avoiding other sections of the dungeon level if you need to.

Return to Quasqueton - Upper LevelReturn to Quasqueton – Upper Level

So here’s the upstairs, containing two of the best-known rooms of the dungeon – the strange magical pools and the overgrown fungal garden. I purposefully placed the gardens right against the rock face. In my mind, there are metal shutters along the top of the west wall that are well concealed from the outside. These shutters have rusted shut – allowing rain water into the room without allowing sunlight.

Return to Quasqueton – Upper Level – NumberedReturn to Quasqueton – Upper Level – Numbered

I’ve also made a version of the map with the rooms numbered for use with the classic adventure module. The numbered rooms correspond with the original rooms in the adventure, and the lettered rooms are new to this map.

Both maps are 1200 dpi images with the squares being roughly 7mm per side. To make the squares 2 inches per side (appropriate size for miniatures, since the adventure uses 10 foot squares instead of 5 foot squares), you would have to blow it up about 7.25 times (which still has a resolution over 150 dpi, so it should look fine printed, although incredibly big).

I haven’t had a chance to get to the basement caves of Quasqueton yet, but I expect I’ll have them done by the end of the month so they will show up next month on the blog.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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Giant Hole in the Ground

“No, seriously folks, wasn’t there a giant emerald castle RIGHT HERE last time we were out this way?”

Big Damned HoleBig Damned Hole

A sure sign that player characters have been somewhere is the smoke, bodies, and sheer scale of destruction left behind.

In this case, we once had a massive fortress on the edge of a ravine. Now we have a big damned (smoking) hole with a few bits of the fortress dungeons and research chambers left and one set of cracks leading all the way out to the floor of the ravine (left) and a set of ruined “steps” that lead up to the edge of the crater above (bottom right). The floor of the space is home to debris from the ruins above, huge boulders, and structural debris from the massive machinery that was once housed down here.

This map was used when we played “The Emerald Enchanter Strikes Back” in a Dungeon Crawl Classics campaign. We played through the original Emerald Enchanter adventure in a previous campaign, so it was a great flashback to the prior campaign without any spoilers.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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My Private Jakalla – Map 1Q

While much of the maze of old structures, basements, and temple substructures in the undercity is technically the domain of “cults” of the various gods of order and change, there are some areas that are either ignored and in ruins… or in this case have been taken over by a small cult of one of the Pariah Gods.

My Private Jakalla - Map 1QMy Private Jakalla – Map 1Q

Nestled beneath the streets of the fine city, the Pariah Gods cult’s ritual space is at the lower left here, and they access the area via a secret door from a building basement in the central portion of the map that then leads almost directly to their worship space without crossing into areas of the undercity controlled by the approved temples.

My Private Jakalla OverviewMy Private Jakalla Overview

More disturbing to someone who ends up investigating this Pariah cult is the secret stairs nearby. They lead up to a long-sealed hatch into a clanhouse, but also lead much deeper into the undercity – to areas sealed off and thought destroyed by ditlana who knows how many hundreds of years ago. The small Pariah cult operating here now has roots in a much older and larger cult.

My Private Jakalla - Map 1Q (no grid)My Private Jakalla – Map 1Q (no grid)

This map section only connects to map 1P via the old crumbling ruins and passages to the north. Surface access is via the basement the pariah god cult uses to get to the lower sections of this map, and the secret spiral staircase near the basement access leads even further down into the undercity.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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The Poisoner’s Tower

The Poisoner keeps to himself and is a hard man to find. Few know that the studious sage in the tower outside of town is the old assassin and that the plants he grows are almost all poisonous, venomous, or both.

The Poisoner's TowerThe Poisoner’s Tower

Most people coming to visit the tower do so seeking the sage’s advice – officially usually political or botanical, but often looking for access to the assassin’s guild or to acquire poisons and antitoxins.

The structure contains large window boxes for growing poisonous plants, some lab space to work on the poisoner’s craft, and the usual things you’d expect to find in an odd home (bedroom, study, secret basement with even secreter basement with a nice sturdy locking closet for keeping people against their will, or for locking yourself into to pretend to be someone needing rescue, etc.)

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Over 400 amazingly generous people have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make these maps free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under this commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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