Merchant Outpost | South [72 x 96]
1st Floor

1st Floor

2nd Floor

2nd Floor

Merchant Outpost | South [72 x 96]

Merchant Outpost Map Pack [72 x 96]

"As the warmth of midday filters through the canopy of the forest, stout trees begin to give way to a large clearing of felled trees, stumps and farmland. Nearly half a mile of forest has been cleared from a hilly region of the woods and in the center stands a squat-walled trading outpost. Colorful rooftops jut above the walls like curious birds, while a formidable gatehouse stands open to the arrival of travelers, merchants and farmers.

The earthy smell of cattle, fresh-tilled earth and the throaty warble of area birds accompany you as the caravan rumbles slowly down the cobble-stone road.

As you near, the gruff voice of a sour guard calls out from the gatehouse ahead, "Ho there! Who goes, and where to?"

This battle map portrays the southern section of a bustling merchant outpost that serves as a crossroads between many different parts of the realm. Brimming with activity, the outpost is a welcome sight to weary travelers and greedy merchants looking to make a quick sale to any and all that may be in the market, or to barter and trade with other merchants traveling from distant lands.

The map contains a legended version and includes the following:

1. Northeastern Guardhouse & Gate

2. Merchant Wagons

3. Southeastern Guardhouse & Gate

4. Hunter's Family Home

5. Family Home #1

6. Mercenary Compound

7. Family Home #2

8. Blacksmith & Family Home

9. Wagon Yard

10. Stables

11. Family Home #3

12. Family Home #4

13. Outpost Tavern

14. Statue of Outpost Founder

15. General Store (partial)

16. Merchant Stalls

How do I use this map?

1. Campaign Starting Location - Your party could begin their travels meeting up at the tavern of these crossroads, a very likely place for people to meet from all walks of life. There are plenty of set pieces and components to provide for early game play and quests, and a familiar spot in which to return.

2. Quest Hub - Your party could come across the merchant outpost in their travels and find it plagued by goblins, gripped by a strange disease, dealing with internal political issues or run by a corrupt thieves' guild. It could also be the site of a murder and require the party to conduct some investigations to determine the culprit.

3. PC Background Location - One of your party members perhaps hailed from this location, or has a family member that lives here and could be woven into the story to support their background.

The 2nd Floor of the Merchant Trading Outpost features additional floors for the main tavern (NW), the building in which a group of mercenaries known as the Iron Fist are operating (SW) and the various gatehouses and watch towers along the periphery.

The 2nd Floor of the spacious tavern contains several different options:

1. Common Room - for a small price, visitors can rent a bunk for the night in this room of [20] beds, sharing with other travelers seeking economy.

2. [3] Private Suites - these suites feature a fireplace, common area and either adjoining bedrooms, or bunk beds within the large common room, giving a large group their own space to stay together.

3. [5] Small Room Accommodations - these smaller rooms provide between 1-4 beds, but give ample comfort.

4. [4] Large Room Accommodations - for those travelers wishing a more private room, or something more economical than a suite, these options exist for them.

5. Bath Rooms - literally, some baths.

6. Privies.

The 2nd Floor of the mercenary headquarters contains the following:

1. Bedroom of the Commander - the commander's bedroom is featured here, including modest accommodations.

2. 2nd Floor Officer's Lounge - a small lounge exists upstairs for officers that don't want to be bothered by the common mercenaries below.

3. Hallway - A lush hallway leads toward the privies.

4. Privies & Bath

5. [2] Mercenary Officer Private Quarters- A pair of private quarters lay here for officers or veteran mercenaries that have earned the right.

6. Private Dining Hall - A large dining hall stands here, used by the commander for officer meetings, as well as for dinners with VIP guests.

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