Detailed Etching of Early World Middle Earth Map
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written with pencil on old scorched parchment, old ear symbol with ancient alphabet spell, forgotten world, very dark, fog, mysterious --v 5.2 --ar 2:3
a map of a large dark medieval city for a dnd campaign. Use dark blue colours for most of the map to emphasise a moody scary tone. Sporadic spots of Amber light help define the roads.
medieval sewage, (map:1.9), dark, grimy, dirty, fantasy world, dystopian, diffuse ambient lighting, no light sources, dungeon, sewage, grates, --v 5.2 --ar 7:4
written with pencil on old scorched parchment, old triangle symbol with ancient alphabet spell, forgotten world, very dark, fog, mysterious --v 5.2 --ar 2:3
an etching of an early world map, showing folds, as it used to be folded and forgotten,, shot from above, aerial view, in a basic not to elaborate style, roughly sketched, with a route that goes through different landscapes, on it : a village, a forest, a bridge, mountains, a valley, a dragon, a holy grail, highly detailed, medieval, inspired by the maps of game of thrones and lord of the rings
written with pencil on old scorched parchment, old mouth symbol with ancient alphabet spell, forgotten world, very dark, fog, mysterious --v 5.2 --ar 2:3
***an etching of an early world map, in black and white, shot from above, aerial view, in a basic not to elaborate style, roughly sketched, with a route that goes through different landscapes, on it : a village, a forest, a bridge, mountains, a valley, a dragon, a holy grail, highly detailed, medieval, inspired by the maps of game of thrones and lord of the rings
a map of a large, dense, medieval city for a dnd campaign. It should look dark and foreboding. Use plenty of dark blue colours with sporadic amounts of Amber to illuminate the streets.
a giant map half covered by sand and forgotten, three cartographers, mid-century realistic illustration, long shot, --ar 5:7
a top-down tactical map of a grand Great Hall within a medieval guild, measuring 200 feet long by 100 feet wide. The hall should include a 10-foot-wide gallery walk that encircles the entire space, elevated above the main floor. The main area features a detailed mosaic of the guild's sigil at its center, surrounded by vaulted ceiling structures, suggested through architectural layout cues. Include large, ominous glowing crystals strategically placed around the perimeter. Additionally, depict several figures bound in magical restraints, forming a ritualistic pattern in the center of the hall. Guild members are shown moving between these figures and interacting with the environment. The map should contain a 1 inch equals 5 feet grid, suitable for tactical gameplay in tabletop RPGs. Elements like ornate columns, stained glass windows, and decorative doors should enhance the atmosphere of grandeur mixed with a sense of dark energy. This visualization should convey both the scale and the intricate details necessary for a complex RPG encounter.
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