Tamerthya Cartography Resources
 Dauphin Island
Dauphin 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 feet high. 
Dauphin Isle 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 .
1 The Breakers, a sharply sloping beach composed of sharp grey volcanic rock mixed with coral fragments.
2 The Sea 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.
3 Small 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.
4 Main 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.
5 Cave 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.
6 Old Ruined 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. 
7 Dauphin 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.
8 The Octagon - 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 system.
9 Warehouse
10 Warehouse
11 Nobleman's Estate
12 Stormdrift Shoal - A bank of shifting sand that sits on a coral reef. Its' rumored there are underwater sea caves underneath the stormdrift shoal.
13 Beacon 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.
14 Shell Tower - 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.
15 The Dockmaster - A series of three 25x35' buildings, the dockmasters' office, his home, and the Rowers guildhouse.
16 The Ice House - Kept permanently cold by a wizards' frosty spell. For a fee you can store perishable foodstuffs and items in the icy chambers here.
17 The Sailmakers' Shop
18 Dry Goods Store
19 Dry Goods Store Residence
20 Lanterns & 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.
21 Residence
22 Residence
23 Sailors' Guildhouse
24 Residence
25 The Red Lantern - a House of Ill Repute
26 Black Glass - The Glassblowers Shop
27 Residence
28 Fish Broker
29 Fruit Shop
30 The Alehouse 20' x 40'
31 Two 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.
32 The Chart 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.
33 The Schoolhouse - A teacher for the children, and for travelers, and for visiting sailors.
34 The Islands' Surgeon - Two nurses and a leech.
35 Fishermans' Home
36 Fishermans' Residence
37 Fishermans' Domicile
38 Fishermans' Home
39 Leather Goods - at premium prices.
40 Saint of the Seas Shrine
41 Poseidons' Temple, a temple run by two inept clerics, devoted to the sea-gods.
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