Of course, this is without any quest tags. The map is randomly generated from a set of fractal functions (see here for an older article about how I do islands), then instanced as a tile map on top of the parchment scroll background.
I'm still working on the particulars of the map, but I'm getting the systems in place. The map itself is generated as a separate scene, which is attached to a viewport with a 512x512 render target texture. I construct the map as a scene of sprites, using Urho's 2D sprite functionality, and the map is then rendered to a texture. I have not yet built the UI widget for the map table, but the map texture itself is being built and is accessible. For a test, I built a map table and replaced the texture for the map portion with the render target.
I plan a system where the map "fills in" as quests are completed and the island is explored. The render texture will update as the map is modified.
Edit: Made a first iteration of the UI widget.
On the left is a scrolling view (currently empty) where the quests will be listed. It's empty because I still have to implement the actual quest system. So... yeah, that'll take a little while.
Looks good.
I would consider to render water tiles too and maybe frame the known tiles with dark tiles for unknown terrain. It is currently hard to see if there's water or not known terrain.
Nevertheless, good start :-)