Isle Map Key - Scale 1 hex = 42 feet or 14 yards. For orientation,
consider North to be at the top of this map. Each elevation line is 10
is a protruding volcanic cone that over the years has accumulated sand
and coral all around it and literally grew out of the sea. Periodially
great storms wash over this isle scouring the island of all life, but this
event has not occurred for many centuries. A wandering band of pirates
landed on the isle one day and decided that it would make an ideal haven,
no doubt, becuase the horseshoe shape of this little spit of land created
a sheltered harbor. Over time the pirates were captured or died off, but
a settlement evolved on the island over the years. The island is covered
with tropical plant life, the majority of the trees are coconut palm trees,
but there are also orange trees, lemon trees, mangroves near the sea, banyan,
banana, plaintain, and jacaranda. In the forested areas, the jungle is
very dense slowing movement and requiring a short sword or machete to hack
through. Fruit and salt water fish provide the mainstay of the diet here,
but grain and rice, and other foodstuffs are imported and traded here as
well. The only source of fresh groundwater on the isle comes from a well
and pump located in the castle at the crown of coral hill. The buildings
all have flat-top roofs, and rainwater from the nearly daily occurrence
of afternoon sea squalls is captured with great tarps and siphoned into
stone cisterns located on the ground floor of every building. The only
buildings that have underground elements is the great house on the hill,
the castle, and the castle ruins. These structures all stand on black volcanic
rock that have been covered with coral, and sand. Almost all the shops,
and homes on the island, are two story structures created from cut coral
or coconut palm trees .
Breakers, a sharply sloping beach composed of sharp grey volcanic rock
mixed with coral fragments.
Maids, a series of large sharp rocks that protrude out of the water
high enough to leave a man gon firm ground, even during a high tide.
Boat Dock - The day fisherman tie up their small boats here, at any
given time in the evening there are 4d6 rowboats or small sailing vessels
here. During the day there are 1d6 boats of dubious quality tied to the
pier or beached right next to the pier.
- Large enough for one four-masted seagoing sailing vessel. The harbor
can accomodate up to two additional galleons, or other sea going vessels
of this size, in the cove. The harbormaster is in charge of docking, and
can also provide ships' boats, for a fee of course, to tow a large vessel
into the sheltered cove. The cove is so small that all large vessels (two
masts or more) need to be towed in, or risk grounding. Ships may elect
to anchor on the leeward side of the isle away from the wind and prevailing
waves, but must stay more than 50 paces, and less than 200 paces from the
isle to ensure they have enough anchor line to get a secure hold on the
bottom with the anchor. The minimum anchor distance ensures that the vessel
won't be swept aground, or arc around on the anchor line into the coral
and rocks on the shoreline. In the cove the average water depth is 28 feet,
on the outer side of the isle, the bottom slopes away at a steep angle,
at 200 paces away from the isle over 150 feet of anchor line is required
to successfully gain a secure anchor hold. The average tide on the isle
varies approximately 4' from high tide to low tide, and this should be
taken into account when anchoring or docking here.
Entrance to the Old Ruined Fort. Located in the jungle ravine just
north of the old ruined fort is a cave that tunnels in and connects with
the underground tunnels of the castle ruin. This cave entrance was created
by miners during the last siege of the old ruined fort. The cave entrance
is overgrown with jungle growth and the cave tunnel is collapsed and tumbled
in places, but with care a man or small group of men could make their way
in to the underground portions of the old ruined fort.
Fort - Before the modern castle was built, a stone fort only a bit
larger than a keep once guarded the entrance to the cove. The fort was
besieged, sacked, and looted many times. Now the old ruined fort is covered
in vines and jungle growth, and the walls and buildings are crumbled and
decayed. Anyone traveling through this area risks having walls or ceilings
collapse on them as the ancient structures are so unstable as to be dangerous.
Castle - Built only a few hundred years ago, Dauphin Castle is now
where the lords of the isle reside. The towers are all 25' tall, The gate
tower is 40' tall, and the Keep on the southern wall is three stories tall
with an unknown number of subterranean chambers cut into the volcanic cone
beneath it. On the Northern wall of Dauphin castle is a two-story barracks
and an armory/storeroom On the East wall, from North to South is the Islands
only blacksmith, as well as two more storage houses, one for grain, one
for water. Next to the gate is the servants quarters.
- A three-story Inn, and Tavern, favored by almost all visitors to the
Island. Perhaps due to the fact that the best selection of liquor, ale,
and beer, and the prettiest wenches are to be found working here. The Octagon
has a widows peak and lookout on the roof instead of a water collection
Shoal - A bank of shifting sand that sits on a coral reef. Its' rumored
there are underwater sea caves underneath the stormdrift shoal.
Tower - a 50' coral tower with a great firebowl on the roof battlement.
In poor weather, and at night, a great flame is ignited in the firebowl
to ward ships off the Sea Maids.
- a 30' watchtower with a great bronze bell, an 85' mast with a crows
nest high up on the mast. Used by the locals to spot distant approaching
ships. Two watchmen always man the tower, and keep track of time, Sounding
the bell every four hours, One bell is dawn, two-bells is midmorn, Three-bells
is noon, four-bells is afternoon, five bells is dusk, and six bells
is mids. The bell is rung continously to sound an alarm to everyone on
the isle, and a sequence is used during fog, or poor weather, to ward approaching
ships off the rocks and reefs.
Dockmaster - A series of three 25x35' buildings, the dockmasters' office,
his home, and the Rowers guildhouse.
House - Kept permanently cold by a wizards' frosty spell. For a fee
you can store perishable foodstuffs and items in the icy chambers here.
Goods Store Residence
& Candles. The candlemakers shop. The candlemaker keeps oil for
lanterns, torches, lanterns of varying types, and many types of candles,
wicks, candleholders, and candlabras for sale here.
Red Lantern - a House of Ill Repute
- The Glassblowers Shop
Door Tavern - A 20' x 30' coconut palm ale and beer shack with a square
bar, no tables, nor chairs, no walls, or doors for that matter.
House - A navigator/cartographer lives here. He can provide regional
and local nautical maps and charts, and is available from time-to-time
for hire, especially for sea voyages into new unknown territories.
Schoolhouse - A teacher for the children, and for travelers, and for
Surgeon - Two nurses and a leech.
Goods - at premium prices.
the Seas Shrine
Temple, a temple run by two inept clerics, devoted to the sea-gods.