Fantasy Map Generators

Gallery · 1000 maps

Pre-Generated Fantasy Maps

Ready-made fantasy maps you can browse, download and drop into a campaign or a draft tonight. Worlds, continents, island chains, kingdoms and walled cities, in thirteen styles from aged parchment to nautical charts. Click any map to see it large, read what is on it and what it suits, and copy the exact prompt that made it.

These maps were made with AI (ChatGPT image generation), unlike the maps from our generator. Each one is a flat picture: you cannot rename a label or rebuild it from a seed, and small text sometimes comes out garbled, which the notes point out where we spotted it. You can use them free, including commercially (see the terms). If you want a map you can edit, generate one free.

  • A single sprawling continent split into six kingdoms. Frostholm holds the snowy north under the Highspine Mountains, Ravencrest sits in dark forest to the northeast, and Eldoria fills the green heartland around the capital Aurelyn. The south turns to dry gold in Sunreach and the Saffron Expanse, crossed by the Goldspine Range. Kingdom borders are dotted lines, rivers run from the central highlands out to Crescent Bay and Moonshield Bay, and the coast breaks into small island chains like the Gilded Isles and the Stormwrack Isles. A sea serpent coils off the southeast coast near a smoking volcano at Talon's Rest. Look closely and you'll spot one AI slip: Lake Serene is labelled twice.

  • An antique sea chart of a broken archipelago, drawn with compass rhumb lines radiating across the water and depth soundings scattered between the islands. The Splintered Sea sits at the center, ringed by larger isles: Stormcrown and Sunkeep to the west, Harrowmere and Karthen to the east, and Whitemere in the middle with tall white chalk cliffs and the Chalkspine Stacks rising from Mooncrest Bay. The Dragon Peaks dominate the northeast island, with a red dragon circling a smoking summit and the Dragon's Lair marked with a star. A kraken drags a ship under in Serpent's Deep, two sea serpents patrol the eastern channels, and a legend box explains symbols for ruins, lighthouses, anchorages and depths in fathoms. A few small labels near Stormcrown are garbled, a common AI artifact in tiny text.

  • Six continents in saturated atlas colours circle the Zephros Sea and the Great Abyss. The centerpiece is the Highfall Plateau in Eryndor, where a river spills off a cliff edge in a twin waterfall that dissolves into the mist of Mistfen Marsh below. Valdoria pairs the green Eldertree Forest with the orange Sunscar Desert, Talassir is all jungle and jade peaks, and Kaeshar in the southeast burns red with the Sable Mountains and the Crimson Expanse. Between them lie the ruins of Sunken Aelith under clear shallow water, and a kraken pulls a ship down in Kraken's Reach. Four wind gods blow from the corners in the old classical style: Boreas, Notos, Auster and Eurus. One quirk worth knowing: Notos and Auster are the Greek and Latin names for the same south wind.

  • A black-ink city map of a walled port, drawn at a slight bird's-eye angle so every rooftop reads as a building. Citadel Hill and its keep hold the northwest corner, the domed Temple District with temples to Solen, Lyris, Thalassa and Veyl fills the east, and the Market Quarter, Spiceward and Emerald District pack the middle. The south wall opens onto the Harbour, with Fishermen's Quay, the Merchant's Piers, a Naval Wharf and the Customs House, all facing Sapphire Bay. Outside the walls the poorer districts sprawl: the Mireworks, Ashen Row, Greyfield Shanties and Marlowe's Slums. Road signs at each gate give travel times, like Ravenford at 5 days and Greenhollow at 2, and the scale bar is measured in paces.

  • Four continents face each other across a single ocean, the Azure Expanse, drawn like an old sea chart with rhumb lines and depth numbers between the coasts. Valdara in the north is the busiest: the River Caelor winds out of the Ironspine and past the Vale of Nyr to the walled capital High Aurelion, which sits on its delta. East of it the Sable Steppe is dotted with nomad tents and camps of the Orlan tribes and the Kethar. Tiravel in the southwest runs from the red Crimson Range down through the Golden Plains to the Dreadwood, Noryth in the southeast mixes the Cloudspine with the dark Blackmarsh, and icy Eshmar clings to the eastern edge. A kraken wrecks a ship in the Abysmal Deep and a serpent swims through Serpent's Maw.

  • A sun-baked continent in ochre and burnt sienna, built around a dead heart. The Shattered Flats, subtitled Salt and Bone, are a cracked white salt pan in the middle of the land, with the dry Ashen Lakes beside them and a second salt basin, Silaris, to the south. The Dragonspine Peaks run diagonally across the north, and a red dragon marks Vorthazir's Dragon Lair among them. Two rivers, the Xalnor and the Soreph, skirt the flats on either side and give the map its only green: the Eldemere Forest, the Weeping Woods and Myrinwood. Dashed red lines trace borders between the regions, from Cindermoor in the west to the Redstone Marches in the east. The mountain range title is slightly misspelled as Dragidson Peaks, a typical AI lettering slip.

  • A painted tabletop map where the mountains and castles stand up off the page, arranged in a full ring around one great inland sea. The Serpent Sea, mottoed Many Shores, One Horizon, has the island castle of Nythera, the Isle of Stars, at its center and a serpent swimming near Blackwood Reach. Every coast has its own character: the snowy Frostcrown Range and the Stonewastes in the northwest, the Kingdom of Aldermark and its walled capital Eldenford in the north, the Shattered Falls pouring off the Highplateau of Voran in the northeast, the olive groves of Vellaris in the east and the farmland of the Green Marches in the south. Four wind faces label the corners, each with a line about what it brings. A few names repeat, such as Stonebridge and Ravenmere, so rename one if you use it.

  • A grim world map on scorched, torn parchment, with black seas, blood-red lettering and a skull at the heart of the compass rose. Five landmasses surround the Obsidian Sea. Tharog in the north is a volcanic land where lava pours down the Cinder Spine through the Charred Lands. In the southwest, Keldras breaks into the Thousand Rivers, a huge delta that fans out across green lowland to the Sulkar Delta, the brightest part of the whole map. Vorsellen holds the frozen northwest, Ultharan the forested northeast, and Drak'mor the southeast, where the Bloodfen and the Weeping Moors run red. A whirlpool spins in the Bleeding Ocean, a sea serpent rises from Serpent's Deep, and the sun and a red moon watch from the top corners.

  • A black-ink regional map in the classic novel-endpaper style, almost entirely mountains, with the valleys and passes doing the storytelling. The River Selwyn starts high in the Dragon Peaks, where the dragon Vyrmthal's lair is starred, runs down through the Vale of Eryndor, drops over Selwyn Falls and winds southeast to Lake Myrien and the Sapphire Gulf. Mount Aurel, the Sacred Mountain, stands alone in the east with a star above its summit. Dotted tracks mark every way through the ranges: Westreach Pass, Mistral Pass, Skardun Pass, the High Pass of Teren and Iceshadow Pass. Castles hold the chokepoints, from Caer Thalos on the sea cliffs to Greywatch Keep beside the frozen lake Frostmere. The scale is small, about 100 miles across the bar, which makes it a true regional map.

  • An elven world map in deep navy and green, framed with gold filigree, vines and a jewelled compass rose. Every region carries an epithet under its name, which makes the map read like a gazetteer: Sylvaris the Evergreen Realm, Thalendor the Kingdom of High Places, Arashen the Golden Vales, Elenwynn the Song of Rivers. The northern coasts are cut into long icy fjords, most dramatically in Skaelnor, the Land of a Thousand Fjords, and Vael Tirin, the Shattered Coast. Across the Ilyndor Sea the eastern continent turns violent, with lava running down Embercrest, the Ashen Range, into Duskmer's Blackwoods and the Red Steppes of Valmor. To the south lie two island realms, Lethwyn Reach and the Pearl Kingdoms of Sunair, both crowned with white elven spires.

  • A frozen ring of kingdoms closes around the Silvermere Sea, drawn in frost blue and silver ink. The standout feature sits in the northeast: Starfall Crater, a perfect round rim with Nhalor, the Crater City, built in rings on its floor. Ruins are scattered everywhere (Frostfall, Hrothgar, Nerthuun), joined by old roads such as the Road of Aeskar and the Old Kings' Road, and a broken causeway runs across the southeastern shallows. A whale called the Deep Wanderer and a pod of silver dolphins swim mid-sea, and a wind face blows from each corner. AI slips worth knowing: one small town label on the western shore is unreadable, a frozen land is oddly named the Ashen Marches, and the scale bar jumps from 100 to 250 miles.

  • Isle of Aerwyn, Kingdom of Ice, River and Sky, is one big island with the capital Velisgard (Crown on the River) walled in at its heart, where a bridge crosses the Silverflow. North of the city rise glaciers, the frozen lake Frostmere and the Pale Teeth. To the southeast the land opens into the Blue Steppes, tan grassland dotted with nomad tents, horse herds and the Kharuun Camps. Frostbrook Falls pours off the western cliffs, a whale breaches in the Whalebane Sea, and the scale bar reads in leagues. A note for writers: the town east of the capital is labelled Riverrun, a name already famous from A Song of Ice and Fire, so rename it before you publish anything. The steppe tan also breaks the frost-blue palette a little.

  • A cheerful storybook island with red-roofed towns, patchwork fields and a turreted capital, Eldrenkeep, sitting where the Lynmere and Brightwater rivers meet. The southwest is a different world: Gloommere Swamp, a maze of misty channels crossed by wooden boardwalks, with stilt villages at Mirehollow, Reedmarsh and Stillfen. In the east the Sunfield Terraces and Goldenvine Hills are striped with vineyards in green, gold and purple. A two-headed sea serpent coils in the Serpent's Reach, ships sail off Sableharbor, and a tidy legend in the corner explains the town, castle, ruin and terrain icons. The text is clean and readable throughout. One thing to watch: the scale is only 40 leagues across, so this is a small island and travel between towns takes a day or two at most.

  • A walled harbour city drawn like an old copperplate print with soft hand-tinted colour. Stonehelm Citadel crowns a rocky hill in the northeast, the twin-spired Cathedral of Saint Aurelian rises over the Spires district, and the Grand Market spreads round a fountain at the centre. Each ward carries a one-line note about who lives there (High Terrace for nobles and embassies, Common Fields for makers and families, Dockward for sailors and taverns). Behind the citadel lies the Sunderquarter, a ruined old city still inside the walls. Long quays, a lighthouse called the Starward Beacon and the island fort of Seabreak Isle guard the harbour, and the scale runs to one thousand paces. AI slip: the numbered key lists 14 places, but several numbers on the map are missing or sit in the wrong spot, so treat the key as decoration.

  • A bright, toy-like world map: six landmasses arranged around the Starfall Ocean, with a ring of small islands, the Valmere Isles, circling the town of Lysara at the centre. Each land has its own climate. Frosthelm and the Drakar Spires are snowy peaks in the north, Mirewold and the Blackreed Marshes form a green swamp continent, Sunmere and Karuun are sandy desert, and Thalassa is a palm-covered jungle. Deep fjords cut in at Skarddeep, a volcano smokes in the Emerald Expanse, and dashed sea lanes link the ports. Whales surface between the islands. AI slips: the lake town in Eldran is labelled Silvermere twice, once misspelled, Oakridge has a stray capital letter, and the scale bar is in kilometres, an oddly modern unit for this style.

  • Valmorra looks like the map inside the cover of a classic fantasy novel: black ink on cream, a framed title, and a lion, raven, stag and tree in the four corners. The island splits cleanly in two. The west is the Eldriwood, a dense forest wrapped round Silthene Lake, with the Caelwen Ruins on its edge and the Green Cathedral, a hall of giant trees, at its heart. The northeast is the Ashen Spine, where the volcano Kharzul pours the only colour on the page, thin orange lava, down into the Cinder Waste. Between them lie open farmland, the walled port of Talaris and the towns of Ravenford and Sunhelm. A sea serpent rises in the Mirrored Deep. The labels are clean, though Mirelhold sits in dry farmland with no mire anywhere near it.

  • Aerindor is painted in deep teal and green with gold-leaf linework, a sun and moon in the top corners and gilded swirls in the sea. The island runs from cold to hot as you travel south. The north is snow and dark pine: Frosthold, the frozen Mirrorspine Lakes and the Gjaldwood. The middle is green river country, where the elven city of Aeltharin stands over a row of waterfalls. The south is the Golden Wastes, a desert crossed by camel caravans on dotted routes between the Kharaz, Zahur and Nemir oases, ending at the domed port of Sunmir and the red rocks of the Ashen Scar. A sea serpent coils in the southwest and a gold-patterned whale swims with dolphins. Rename one town before using it: a village in the middle is labelled Rivendell, which is Tolkien's.

  • Thalmere is a walled city cut in half by the river Rivenreach, crossed by three stone bridges named simply Northbridge, Highbridge and Southbridge. On the west bank, Crownspire Castle sits on a rocky outcrop above the noble Highterrace and the Guildmarch trade quarter. The east bank holds the stranger districts: Oldhallow Ruins, a fallen quarter of broken walls, and The Arcanum, where purple-roofed towers, rune circles and the tall Starfall Tower sit above a small waterfall. Docks line the river at the southern wall. Arrows at the edges give travel times to nearby places (the Greysea is two days downriver), which is a nice touch for planning journeys. The parchment tone is muted sepia throughout. The legend promises dashed district borders and star markers, but neither really appears on the map.

  • A mountain realm cut in two by the Sunder Canyon, a long red-walled gorge that runs from the west coast almost to the eastern sea. North of it, the snowy Glimmerpeaks are crossed by five named passes, each marked with an X, and the capital Aurelhold sits in the green Thalgrim Highvalleys among small lakes. Redspan Bridge is the one obvious crossing, right beside a waterfall that drops off the canyon lip. South of the gorge the land flattens into the Miresong Wastes, a maze of channels and islets holding the sunken ruin of the Drowned Halls, which drains into the Blackreed Delta. The legend covers capital, town, fort, ruin and pass icons, and the scale runs to 100 miles. The prompt asked for a clean atlas look, but the result is closer to a painted tabletop map, with raised mountains rather than flat colour tints.

  • Siloran is a jungle island ringed by coral, painted in deep green and teal with fine gold linework and a long illustrated legend. Its coasts are lush: the Jade Wilds in the west hide white elven spires and waterfalls, the Tidal Gardens of Nyssara break into dozens of islets, and reefs such as the Kaelith Reefs and the Coral Lace wrap the eastern shore. The interior is the opposite, a dead heart of cracked white salt flats, a dry lake in the Broken Basin and the Red Dunes of Karud. A smoking volcano, Meldaris the Songspine, rises in the southeast, and gilded sea monsters swim offshore. The grand cities sit on the edges, including Mythalas the Starward City and Celyndar the Golden Harbor. AI slip: a second compass rose is painted in the middle of the salt flats as if it were a landmark.

  • An old-atlas world map in the manner of a hand-coloured copperplate print, with a scrolled cartouche guarded by a lion in the top corner and compass lines radiating across the sea. Six landmasses circle the Starwater Ocean, and each has a clear character. Velmara is striped with the Verdant Terraces and holds the cracked white Moonfen Dry Lake. Karoth is red desert around the salt pan of Karesh. Orunai mixes the Glass Steppes with the Saffron Vineyards, Sylvara is deep forest, and icy Frostgard caps the north. The Obsidian Reach in the southeast is a chain of smoking volcanic islands. A kraken drags a galleon under in the Sapphire Expanse, and a whale and sea serpents fill the western waters. There is no scale bar, so distances between continents are up to you.

  • Aelthar is drawn as a faded sea chart: rhumb lines fan out from compass points, depth soundings are scattered through the water, and galleons sail on every side. Most of the continent is the Saffron Expanse, a desert crossed by red dotted caravan routes with camel trains moving between the oases of Qalara, Nuri and Zarim and past the Ruins of Keshar. The southern coast flips to jungle in the Viridian Wilds, where stepped temples and waterfalls sit behind a turquoise band of coral, the Reefs of Ilyra. Snowy peaks and the ice island of Frosthame lie to the north, and a sea serpent rears up in the Serpent Deep. AI slips: the Reefs of Ilyra are labelled three times, one small label on a caravan route is unreadable, and the depth numbers do not get shallower near the shore the way a real chart would.

  • One of the most detailed city maps in the gallery, drawn in icy blue and silver. Frosthold is a round walled city on the White River with the Royal Keep, Arctskyr, on a rock at its centre. The eastern half is the Veilwaters, a temple district laid out on canals, where domed temples such as Moonseren and Starfall each stand on their own island linked by bridges. The western half keeps ordinary streets: the Ironmarket, the Stormward guild district and the Frostweave artisans. Outside the walls a ring of slums gets a grim one-line note each, from the Ashen Yards of charcoal workers to the Boneyard of thieves and the Iceward Sprawl, 'the lost and uncounted'. Every gate names the road beyond it. The prompt asked for canals instead of streets, but only the temple half follows that, and the scale bar has a stray extra zero at one end.

  • A classic sepia kingdom map with its border drawn as a red dashed line and every neighbour named round the edges: dwarven holds in Brackendale, mountain clans in Stonevale, the Marsh Lords of Duskheath and more, which gives you ready-made politics. Inside the border, the capital Aelmere sits on a river with roads fanning out to castles and market towns, and the Northwind Steppes in the north are dotted with horse herds and the camps of the Kharu Nomads and Orlan Tribes. The east sinks into fog in the Mire of Whispers and the Blackfen Marshes. Offshore lies Sunken Belovar, a drowned city of domes and broken columns, surrounded by sea monsters with names such as the Drowning King, who is 'said to still hunger', and a whirlpool called the Deep Maw. AI slip: the steppe label reads Nvrthwind instead of Northwind.

  • A gloomy stretch of coastline in faded sepia and grey-blue. Inland, the Hollowwood, 'a wood of lost souls', is a band of bare, twisted trees under drifting mist, and below it the Mistwheel Marshes spread out with the ruined towers of Gloomreach and Reedhallow. The coast itself is all bays and headlands: Velmire Bay and Stormhallow Bay, the cliff town of Harthold, the walled port of Eldertide Harbour and a lighthouse on Northpoint Headland. The highlight sits offshore in the Shattered Deep, a sunken city whose towers and arches still break the surface. A whale and three dolphins swim in the Sable Expanse, and the legend covers settlements, keeps, ruins, lighthouses and reefs at a 50-league scale. The map has no overall title, and one island group is spelled the Twin Krooks, which reads like a slip for Crooks.

  • A painted tabletop continent with raised, shadowed mountains and forests that look like miniatures on a game board. The northeast is the danger zone: the Dragonspine Peaks glow with lava, and the Vorzulth Dragon Lair is marked in red with a small dragon icon, above the grey Ashen Wastes and the black fortress of Kharzul. The centre is the Keshari Desert, where two named caravan routes, the Sandsilk and the Golden Dune, run between watchtowers and the Zafir, Nalur and Tazim oases to the walled port of Qamir. The west is gentle green country of forests, a lake with a small island and the Stormcrest Mountains, and the south turns to jungle in the Jadewild. A sea serpent coils among the rocks called the Serpent's Teeth. The scale bar is in kilometres, which may feel too modern for some tables.

  • A sun-baked port city in ochre and burnt sienna, as if the whole map had sat in a shop window for a century. Highsong Keep stands on a rocky hill at the top of the city, and a narrow canal runs from beneath it down to Tidewatch Harbour, which is packed with galleons and guarded by a long breakwater and the Stormwake Lighthouse. The only cool colour on the page is the Arcane Quarter, a cluster of blue-roofed spires in the northeast beside the tall Mistral Tower. Next to it lies the Broken Quarter, a ruined district with the line 'Once proud. Still remembers.' The domed Temple Ward, Saltsellers Row and the Dockward fill out the rest. The layout is close to the Caelmere map in this gallery (harbour south, castle north, ruins east), so the two pair well as rival port cities.

  • A rich, crowded city map framed in blue and gold, wider than most in the gallery. The Silverflow River splits Aeldorin down the middle and is crossed by three named bridges (North, Royal and Market). The west bank is the grand side: the blue-roofed Royal Palace on its terraced hill, the Highborne Quarter, the Suncourt Gardens and a gold-domed Temple District above the West Harbour, where a long breakwater ends in a lighthouse. The east bank is busier and older, with the Citadel, the Merchant Quarter round a fountain square, the Bloomgate Gardens and the cramped Old Quarter near the South Gate. A small tower stands alone on Starlight Isle in Emerald Bay. AI slips: one river label is printed upside down, and the scale bar is in meters, a modern unit that clashes with the style.

  • A soft watercolour kingdom whose spine is a chain of four lakes, Aurel, Serene, Hartwell and the Lake of Mists, linked by short rivers and stone bridges. Towns and castles sit round their shores, and pale roads tie everything together, which makes travel planning easy. The capital Valmere stands where the last lake drains toward the sea. The kingdom border is a thin red line, and the lands beyond are named with their politics attached: Karsten (rival kingdom) to the north, Sundara (foreign realm) and Thornwald (independent) to the south, plus the Bellfell Holds in the western mountains. In the southeast the land turns to jungle on the Verdant Coast, with waterfalls, the harbour of Jadehaven, bright coral reefs and the Turtle Isles. A sea serpent and two ships sit in the Azure Deep. The labels are clean and readable throughout.

  • A regional sea chart of a broken, cliff-lined coast, with rhumb lines and depth numbers across the water and a fleur-de-lis compass. In the north the Dragon Peaks hold Vorthag's Lair, marked with a red dragon. Below them the land is a graveyard of older times: the Kelthar Ruins, scattered broken towers, and the Old Kings' Road, a red dotted line labelled as ruined that runs south from Karthur Pass. The coast is cut into named bays (Raven's, Whitecove, Gullsreach), each guarded by a fort such as Seabreak Keep or the island Tidegrave Citadel, and the towers of the Sunken Spire Ruins rise out of the shallows. A whale and dolphins swim in the Azure Deep. AI slips: the scale bar runs 0, 1, 10, 20, 30, 5, 50, and the depth soundings jump around at random instead of deepening away from shore.

  • A grim, scorched-edge map of thirteen lands ringing a dark inland sea, with blood-red cracks running through the parchment and a skull and raven in the corner. Every region carries a short epithet, which works like a ready-made setting guide: Morgrave, the Red Expanse, is a land stained crimson; Kethrail, the City of Black Spires, sits on cliffs above a waterfall; Thalmere is the Drowned Forests; Eldrun, the Gilded Fields, is the one bright, farmed corner in the south. At the top stands Vyrenth, the Sacred Mountain, a lone white peak with a red halo, and to its east the white chalk cliffs of Karsthal drop into a field of sea stacks, the Pillars of the Deep. A tentacled monster lurks mid-sea and the misty Umbra Isles fill the west. The map key lists borders and roads, but they are hard to make out against the dark ground.

  • A bright, wide map with three climates stacked in clear bands. The snowy Karthen Peaks fill the northwest, crowned by Tharuun, the Sacred Mountain, and threaded with high valleys and six named passes such as Icemist, Redhorn and Skyroad, with the fortress of Eaglewatch guarding the middle. To the northeast the land flattens into the Talgar Steppes, where horse riders and round tents mark the Borin Tribes, the Sayan Nomads and the Ulun Steppe. The south is the Zarani Jungle, cut by rivers that run down to a turquoise coast of coral reefs, sandbars and small islands, with the capital Nabali on the shore. Galleons sail the Sapphire Sea, and wind faces blow from the corners. Small slips: only three of the four winds are drawn (the Southwind is missing), and the scale bar is in kilometres.

  • Velmaris is a city built in two levels. Highveld, the upper city, sits on a cliff top around Starfall Keep, and a waterfall pours off its edge into Moonwater, a temple district laid out on canals below. There the gold-domed Luminary is ringed by the Dawn, Tide and Serpent temples, linked by the Celestial and Reflection canals. Downhill again lies Tideward, the dock town, with the Saltmarket, Fisher's Row and the Deepwharf around a crowded harbour guarded by Stormkeep Island, the Harbor Master's Tower and a lighthouse called the Beacon Spire. The west holds the Westmark traders' quarter, the Thorngate commons round the Five Crowns Market, and the manor houses of the Gardens. The soft watercolour suits it well. AI slips: a couple of small street labels in the upper city and the Gardens are smudged and unreadable.

  • Stormhallow, 'Pearl of the Shattered Sea', is a round island kingdom in the painted tabletop style, with raised peaks and dense little trees. The capital sits at the centre where rivers meet, reached by two stone bridges, with the snowy Frostcrown Mountains behind it and the Sunfield Plains to the east. The whole southern half sinks into the Mirehollow Marshes, wisps of fog drifting over reed beds and drowned towers. At their heart lies Vaelthys, the Sunken City, drawn as rings of broken arches and aqueducts standing in the water, which makes it an obvious dungeon. The east coast rises into the Emberfall Range, where small lava glows and a waterfall sit side by side, and a russet autumn wood called the Cinderwood breaks up the green. A whale surfaces off Mistwatch Point and dolphins leap in the Azure Expanse. The labels are clean and readable.

  • A fine pen-and-ink regional map, all hatching on cream paper, of a coast called the Sundern and the Holds of Valeshore behind it. Mount Elarion, the Sacred Peak, rises alone in the north with rays of light drawn around its summit. Below it the land steps down through the Stone Terraces and the Goldvine Hills, where the vineyard rows and terraced slopes are some of the nicest line work in the gallery, to a ragged coast of coves and headlands. Harbour towns line the shore, from Moonspire on its cliff to Lirenne, Brineholt and the walled port of Duskport, with lighthouses on the outer points and a sea serpent in the Greyreach Sea. The legend is thorough, covering vineyards, cliffs and anchorages. AI slips: two small labels near Cairhold are garbled, and the scale reads 'a league of ten miles', which is about three times a usual league.

  • A gold-framed coastal map in deep green and navy, built around one striking feature: the Aurelian Wall, a towered stone wall that runs straight across the land from the Eryndor Mountains to the fortress of Grimwatch on the eastern cliffs. North of it lies the Deadwood, a grey mass of twisted, leafless trees under fog, with the Blackfen Mire beyond. South of the wall is the living coast: Oakenshade Vale, the round harbour town of Veloran on Lorian Bay, Mistwall Harbour, and a scatter of islands and sea stacks with names like the Serpent's Teeth and the Shardstone Isles. A lighthouse stands on Sunspire Cape and a whale swims in the Azure Deep. One puzzle the AI left behind: the elven palace of Thalorien and the Merrow Lakes sit on the north side of the wall, outside its protection, which you can either fix or turn into a plot hook.

  • A tabletop-style city map with raised, shadowed buildings, built on a cliff above the sea. Skyreach Castle, 'Seat of the Realm', crowns the highest rock, and the Upper Town's noble houses climb toward it in terraces. Below, the city spreads across a gentler slope: the spired Saint Alaric Cathedral, a Temple District of gold and blue domes, a busy Market Square round a statue, and the Golden and East wards. A walled Dock Town fills the harbour at the bottom, protected by a breakwater and a lighthouse on a rocky islet, while the River Gate in the east opens onto a stone bridge. Every district has a one-line note on who lives there. Two oddities: the scale bar is in meters, and the name and subtitle repeat other maps here (Valmere is also the kingdom on map 29, which makes this a ready-made capital for it).

  • A mountain realm that fades from ice to desert as your eye moves down the page. The top is frost white and blue: the Frostveil Tundra, the Glimmerglace Glacier spilling into the Whitehollow Fjord, and the Skyreach Peaks with Karsten Hold guarding the Iceward Pass. The middle is temperate valley country, where a river winds through Eagle's Vale past Rivenford to the hill town of Valmora, surrounded by the Golden Terraces and the Mirabel Vineyards, with Silvermere Lake to the east. The bottom turns sun-baked red: the Sunscar Mountains (with faint lava glows), the Ember Sands and the mesas of the Sundown Plateau. Named passes such as Thunderpass, Highgate and Redstone link the zones. All four winds blow from the corners. The map has no title of its own (the name here comes from its central peaks), and the scale is in kilometres.

  • Valemoor is a rich tabletop-style port city with clear lines between who has power and who does not. Highkeep sits on a rock at the top of the walls, above the Nobles' Quarter and the Grand Square. In the east, the Arcane Quarter glows with purple light, and just outside the wall stands the Aether Tower, a lone spire topped with a violet crystal on its own crag. Below, colourful market awnings fill the Merchants' District, and a fortified harbour with two breakwaters and watchtowers holds a crowd of sailing ships. The Outer Slums spread past the Eastgate as a smoky tangle of shacks and rickety piers, which makes a natural starting point for low-level characters. There is no scale bar, and the subtitle 'Crown of the Azure Coast' is one the AI keeps reusing across several city maps in this gallery.

  • A detailed black-and-white engraving of a ring of lands around the Shattered Sea, with compass lines radiating from two points in the water. The standout feature is the Sunken Chasm, a sheer-walled canyon that opens from the north shore and cuts east for hundreds of kilometres, splitting the Stormwall Mountains from the Kharg Steppes, where yurts and horse herds mark the Orun Camps. Walled cities line the coast at regular intervals (Eldoria in the Velther Kingdom, Sunspire, Greymere, Vareth, Solmara and Marisport), so every shore has a port to sail to. Island groups such as the Moonreach, Serpent and Tideborn Isles break up the water, and a whale and two dolphins swim among the ships. The hatching is fine enough to print well. There is no title cartouche, and the scale bar is in kilometres.

  • A crisp black-and-white island kingdom with an ornate crowned cartouche. The capital Valmora is a round walled city at a river fork in the centre, with roads running out to Stonegard, Oakendale and the windmills of the Sunfield Plains. The Stormpeak Range and Eldenwood Forest fill the north. The south and east are the interesting part: two fog-covered wetlands, the Mistral Marshes and the Weeping Marshes, are littered with broken towers and arches, and they drain into a bay where the Drowned City of Nethrallis stands half under water. A sea serpent coils in the Silver Sea, ships sail on both coasts, and a compact legend covers capital, town, castle, ruins, roads and rivers. The line work is clean and prints well. The scale bar is in kilometres, the one modern touch.

  • A finely hatched black-ink city map, round and walled, with a lion cartouche and a full legend. Its centre is an island: the Crown Canal loops around the Grand Square and joins Silverdeep Harbour, a walled basin inside the city that ships reach through the Harbour Gate. Highkeep sits on a rocky rise in the north, the Arcane Quarter clusters on the west side under the tall Aether Tower built into the wall, and the domed Temple District, Guild Quarter and Canal Ward fill the east. Outside the walls, shanty districts press in on three sides (the West, Riverside and South Slums), each drawn as a loose grid of small houses and fields. The prompt asked for canals instead of streets, but only the centre follows that and the outer wards keep ordinary roads. The scale bar is in meters.

  • A kingdom map dressed as an old sea chart, with rhumb lines and soundings across the Cerulean Sea and a huge serpent coiling in the southeast. The south coast is one long wall of white chalk cliffs, broken by sea stacks called the Sailor's Teeth and ending at the clifftop fortress of Whitestone. The northeast is the opposite: the Emberpeaks, where Mount Vorash erupts and orange lava runs down through the valleys toward Blackreach Hold. Between them lies farmland with the walled capital, Valmere, on a river at the centre, and a dotted border ringed by named neighbours such as Drakenwald, the Forest Realm, and Morgrath, the Ashen Lands. The map shares its kingdom name with map 29 in this gallery, though the land is completely different, and the Blackreach Hold label is slightly smudged.

  • A pen-and-ink archipelago of dozens of islands, from big named landmasses down to single rocks, joined by dotted sailing routes. Each large island has its own character. Gloomwood holds the Dead Forest, a stand of bare, gnarled trees around Whisper Hollow and the Ashen Vale. Saltreach is almost entirely a cracked white plain, the White Flats, with dry lake beds at its centre. Ivoryreach is a chain of tall cliffs and sea stacks watched over by Cliffwatch, and Marrow Isle in the far southeast hides the ruins of the Hollow City. In the north, Skull Isle is literally shaped like a skull. Galleons sail between the groups, and a whale and two dolphins swim in the Outer Deep. The hatching is fine and even across the whole sheet. The scale bar is in kilometres.

  • A sepia continent whose centrepiece is the Silver Delta, a great fan of river channels spreading south from the river town of Valenbrooke to the port of Deltara on the Ember Sea. It is one of the clearest drawings of a braided delta in the gallery. On either side the land is farmed in terraces: the Amber Hills to the west and the Terrace Vale vineyards round Vinecrest to the east. The north rises through forest (Eldergrove, Thornwood) to the snowy Frostpeak, with the Shattered Spine and Sunspire Range curving down each flank, and the Golden Steppes, the Three Lakes and the Greyfen marsh fill the middle. A kraken attacks a ship in the Sunset Sea. AI slips: two different towns are both called Stonebridge, the town label beside Greyfen is garbled, and the scale is in kilometres. The name also echoes the Valmorra island on map 16, though the two maps have nothing else in common.

  • A bright, colourful city map where a ring of blue canals divides the city into islands, each one its own district. The High Castle stands on a rocky mound in the northwest beside the Royal Palace and its formal Noble Gardens. The middle ring holds the Market Square with its fountain, the blue-domed Great Cathedral and a slate-roofed Arcane Quarter, and the southern island is a Temple District of green domes. The Riverside Slums are packed into the southeast corner inside the walls, brown and crowded, while the Harbour Quarter opens onto Sunfall Bay with piers and a lighthouse. The Merek River runs past the south gate. The legend covers gates, bridges, canals and stairs. The scale bar is in meters, and the city is once again named Valmere, a name the AI used for several unrelated maps in this gallery.

  • A watercolour world map with four landmasses around the Azure Expanse. The centrepiece is Kharum, a desert continent where red dotted caravan routes cross the Saffron Waste between the Qasira and Zafir oases and the domed palace of the Sultanate of Nashar. Across Kharum's northern edge runs the Iron Wall, a towered rampart with a single gate at Mharow Pass, holding back the volcanic Obsidian Peaks and the Ashen Steppes. The other three realms are greener: Valdoria in the northwest with the Eldenwood and the rust-red Cindervale, Serephane in the northeast around the Golden Wood and the lake of Goldmere, and Elyndor in the southeast under the snowy Dawnspire Mountains. The Crimson Isles smoke in the south, and a two-headed sea serpent rises in the Outer Sea. AI slip: the sultanate is spelled 'Sultanat', and the small label Khaz Ur is faint.

  • A vivid mountain realm shaped like an amphitheatre: three ranges, the snowy Karsthal Mountains, the rust-red Bronzepeaks and the Dragonspine, curve around a green lowland that funnels every river into the Alderflow. Nine named passes (Frostgate, Stonewheel, Cloudrest, Sunscar and others) cross the peaks, and high valleys hold Eaglewatch Keep and Karthen, the High City, perched on a crag. The Alderflow fans out into the Sundermere Delta, a maze of green islets and channels with towns such as Tidewell and Saltmarsh. In the east the coast becomes the Whitecrown Cliffs, sheer white chalk ending in the Seastone Stacks, and a sea serpent swims in the Emerald Depths. All four winds blow from the corners. The scale is small (60 leagues across), so this is a compact region rather than a continent, and the name Valmere turns up again as a small town.

Best for

The prompt that made it