The distant call of seagulls and the gentle crashing of waves can be heard near these City Docks, where sailors from faraway lands and merchants visit. These docks are always busy, as ships are loaded up with shipments both mundane and rare…
Welcome to the City Docks! This map features a busy port in a city, featuring warehouses, a tavern, inn, and various other buildings next to the sea. Ships large and small line the docks, and a lighthouse sits at the far northwestern point.
I also included Night, No Ships, Polluted, Ruined, Storm, Under Attack, and Winter variants. Foundry VTT modules with pre-built walls and lighting are available to patrons.
Download this map in high-resolution for free here.
Want to see more maps? Check out my archive here.
Don’t like how the leftmost dock slants over at the end. A screw you to that business with the private dock! If that dock were straight then 2 ships could fit in there rather than 1…
The left dock is too short. There’s two problems. Boats need to be moored at front and back to keep them from twisting away from the dock. Second, loading and unloading happens from the side of the boat, there’s not enough space to load or unload the boat.
The dock should be at least 2/3 the length of the boat.
Very nice art style, it has the vibe of a more detailed Rimworld map (I mean this positively, I love Rimworld).
This is made in Inkarnate, which can look really nice. A lot of maps have either no shading or really heavy handed shading, but OP has found a tasteful middle ground.
You might want to mention what game this is for?Why would a battlemap be specific to any system?
Didn’t know that there was some kind of standard. Cool thing.
Do you play ttrpgs?
No.
Aah, got it. That’s not a digital game map, but something you print.
You could print it for sure, but you can also use it digitally in a virtual tabletop (VTT), which is probably even the more common use case.
A battlemap in a TTRPG is a visual aide for playing, typically but not necessarily during a battle (hence the name) or a conflict scene of some kind. This map could be used in any game, however you wouldn’t be likely to use it in something like Cyberpunk or Delta Green due to the genre mismatch. The game itself is going to have its own rules for how to manage those scenes and the map itself is system-agnostic.
Btw, can the buildings/ships be set on fire?
In my experience, ttrpg players will set anything and everything on fire eventually.
What specifically happens, or how you set them on fire, it’s going to entirely depend on the rules of the game you’re playing.
For example, in a game like Dungeons and Dragons or Pathfinder, you may have a spell which can set fire to the boats from afar simple as.
In Call of Cthulhu, you may need to roll a check to sneak past some guards to get to the ship and set light to it, and if you fail in your check you may find yourself getting captured and implanted with a mind control worm.
In Fabula Ultima, setting light to the ships may actually be the main objective of a conflict playing out, and your progress and success may be measured by a ten slice clock. You have to weigh the option of spending your turn fighting off assailants, healing yourself or allies, or working towards filing that clock and succeeding at your main objective.
Generally, battlemaps will work for any game that uses the kind of grid the map is based on. So any square-grid map will work for any TTRPG that uses a square grid.
Oh, cool.
I go to the Inn and check under the bed with yellow sheets.
Looks like a screenshot from sunless sea! Nj!
NORTH!
Great game!








