After toying around with castle and jungle sets, I eventually let the concept balloon outwards into this terrain-intensive free-for-all extravaganza. Truth be told, this board is not a very efficient use of materials, and you might be able to substitute something else for 1 of the RotV sets with only minor visual changes.
While tooling around with possible adjustments to Iconoclast, I ended up with a map that had the same terrain requirement and some similar design sensibilities but that struck me as too different to simple be called an iteration on the original.
Iconoclast: 1 SotM, 1 FotA, 1 VW
Instructions
Treasure Glyph trap: The figure triggering this trap may not move normally for the rest of the round.
Backstory:
Spoiler Alert!
On this night, like many others, the duke's secluded gallery was abuzz with activity. Once more, another expedition he had funded had come back triumphant, bearing the extravagant lucre and ineffable statuary of plundered tombs. Like many relics before them, these priceless artifacts would soon be filtered into the duke's private collection, but not before they could be displayed--after all, what use were they if they did not invoke envy in the hearts of his fellow nobles?
The centerpiece of this particular exhibition was a stunning display. Twice the height of a person, it depicted an abstract humanoid shape encircled by cloth and waves. The shape leaned on one arm, with the other hand reaching skyward, its fingertips the statue's tallest point. Below the hips it sank into a stone base of stone made to look swirling so convincingly the eye struggled to trace its lines. The light from the vaulted glass ceiling framed the sculpture perfectly, though it entirely failed to signify its exact material. Granite? Marble? Perhaps had he had time, the duke could have discerned this later.
Beneath the pretentious merry-making and defilement, a rumble shook up through the building. Some long-lost power lashed out at the world as though the statue were furious at its displacement. The partygoers shrieked in panic as the floor cracked open, revealing red-hot fissures that yawned ever-hungry. The ground outside softened and grew rank, verdant countryside and pristine gardens turning to pools of muck and slime. Countless priceless trifles were shook from walls and pedestals to shatter on the ground while the centerpiece itself sank, disappearing into a fissure along with the bodies. With a final crack, the ceiling caved in, completing the gallery's destruction.
Now it lies still, an unnatural blight upon the world. But the remnants of the power that brought this destruction still sleep among the rubble...
For this contest, I wasn't sure how to bring out the theme in the map's build as a whole. This battlefield represents a once glamorous estate now collapsed and blighted under the weight of a powerful curse. I'll post the full backstory here once I finalize the submission.
Old maps under the cut. These are largely going for visual or thematic elements, and are not recommended for competitive play.
Spoiler Alert!
Somnus Reef
This map was inspired by a castlevania game I have. In the game, most of the level is underwater, which is impossible to represent in heroscape. Instead, I simply made bits of the reef rocks poking out of the water with sandbars on the sides. Requires 3 or 4 mastersets because of all the water.
Optional Rules:
At the end of the round, roll the 20-sided die for each of your figures in a water space. If you roll a 15-19, the opposing player may move that figure up to 5 spaces so long as these spaces are water spaces. If you roll a 20, destroy the figure. This is suppost to represent sudden currents.
Tristis Pass
Another map inspired by castlevania. It's hard to take a good virtualscape picture of this. Three 24-hex spaces create an overhang with a hole in the middle. Also requires 3-4 mastersets.
Trinity Keep
This is my favorite map. I've played on it several times and it's a blast. It features a V-shaped bridge leading up to an open keep. Glyphs opposite the keep and the glyphs of Ivor and Valda under the bridges reduce the value of it. This map requires 2-3 mastersets, Road set, and Castle set.
Volcarren Temple
I wanted to do maps featuring elemental terrain in an underground setting. I do not have the dungeon set yet, however I think it came out well. For the upside-down glyphs, I usually use Lodin, Gerda, Crevcor and Ulvania. Requires, 1 masterset, possibly 2, the road set, castle set, and lava set.
Tundra Cave
My other elemental map. This map uses heavy snow, making it difficult to reach the glyphs in the foreground. The glyph surrounded by icebergs is hard to see, but is the thorian glyph. Requires one master set, road set, castle set, and tundra set.