
Create a medieval fantasy battle map for use in Foundry VTT, representing the first floor of the Castle of Perilous, an ancient gothic castle abandoned for centuries. COMPOSITION AND CAMERA Orthographic top-down battle map, true 90-degree overhead view, camera perfectly perpendicular to the floor, no perspective, no camera tilt, no 3D isometric view, no miniature effect, no visible vertical walls. The floor plan must be presented as a true battle map viewed directly from above. The first floor features a square external floor plan, with a symmetrical and clearly readable architectural composition. The map must be clean, functional, and appropriate for tabletop RPG movement and combat. Do not use a grid. ARCHITECTURAL STRUCTURE The floor has three main areas, clearly separated by thick internal stone walls: Reception Room — central area It is the largest area and occupies a predominantly central position on the map. Relatively spacious environment with plenty of free space for movement. Floor made of large, realistic, ancient stones. A large, old, dark wood dining table occupies the center of the room. Old chairs around the table, some slightly misaligned or deteriorated. Old and deteriorated rugs. Some abandoned furniture leaning against the walls. A large, old, deactivated fireplace integrated into one of the walls. Dust, subtle signs of abandonment, and some spider webs. The room should feel abandoned and old, but still fully usable as a battle area. Arcane Library — west Located directly west of the reception room. Separated from the reception by thick stone walls. Connected directly to the reception room by a functional door. Old wooden bookshelves predominantly occupy the walls of the room. Some bookshelves show signs of deterioration, but remain structurally recognizable. Old books and scrolls scattered moderately throughout the environment. Accumulated dust and some spider webs. Tables or small old furniture may appear in the side areas. Do not include magic circles, runes, supernatural effects, or any visually active magical elements. Maintain a reasonably clear central area for character movement. Armory — east Located directly east of the reception room. Separated by thick stone walls. Connected directly to the reception room by a functional door. Old, rusted metal armor and ancient statues neatly lined up along the walls as a historical exhibition. The armor must be organized in regular rows, not randomly scattered. Some ancient weapons and shields may accompany the exhibition. Keep the center of the room relatively free for movement and combat. STAIRCASE The staircase to the second floor is in a separate architectural space adjacent to the armory. Create a small, separate space/vestibule for the staircase. The staircase must be clearly delimited by walls. Spiral staircase, clearly visible in top view. It must be absolutely evident that the staircase continues to the second floor. The staircase must have access via a functional door from the armory. Do not represent the second floor; show only access via the staircase. ENTRANCE AND CIRCULATION There is only one entrance to the first floor of the castle. The main entrance must be located on the south side of the floor plan and lead directly to the reception area. The three main areas must have direct connection to each other, without unnecessary labyrinthine corridors. Doors must be clearly visible, functional, and consistent with medieval gothic architecture. WINDOWS AND LIGHTING Add old, closed gothic windows on the external walls, with no visible characters or external elements. The lighting should convey a gloomy and abandoned gothic castle atmosphere, but the map MUST NOT be overly dark. The environment should remain well-lit and perfectly readable for a battle map. Use cool, soft ambient lighting, with some beams of cool light entering through small cracks and openings in the ceiling. The light should highlight the stone floor, furniture, and architectural details without creating large, completely dark areas. VISUAL STYLE Dark, sophisticated, and realistic medieval gothic fantasy aesthetics. Realistic textures of aged stone, ancient wood, rusted metal, and deteriorated fabrics. Architecture inspired by ancient European gothic castles. The map must look like a professional RPG battle map, detailed, realistic, and functional, with excellent spatial readability. Deterioration should be moderate: the castle has been abandoned for centuries, but the structure remains intact and usable. Avoid large collapses, holes in the floor, or ruins that hinder movement. IMPORTANT VISUAL RULES No grid. No names written on rooms. No legends. No numbers. No game interface. No characters. No monsters. No creatures. No tokens. No miniatures. No people. No modern elements. No active magic effects. No perspective. No isometric view. No tilted camera. No visible vertical walls. No 3D model appearance. No excessive objects blocking circulation areas. Keep walls thick, clearly defined, and geometrically coherent. Prioritize gameplay and floor plan clarity over excessive decoration. Desired result: a professional, square battle map, viewed strictly from above, representing the abandoned first floor of the Castle of Perilous, with a large central reception room, arcane library to the west, armory to the east, spiral staircase in a separate space, a single entrance to the south, medieval gothic architecture, realistic materials, moderate abandonment, and gloomy yet sufficiently clear lighting to play.
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