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Posted

Dtillan Orsti, Trillolara



Map upped from 1200 pixels to 2000 pixels on January 28, 2019.


Information on Dtillan Orsti and the nearby towns and villages. Area map at bottom of this article.

Dampswan: small village

Population: about 600 Races: any non-evil, mostly human and elf. A few half-elves and dwarves. Main purpose: farm community

Buildings, etc: guildhouse, tailor, temple, bricklayer, rope maker, clothier, blacksmith, market place, warehouse, carpenter, town square with fountain, militia headquarters, tavern, candle/oil lamp maker





Dtillan Orsti: seaport and walled city.

Population: about 33,700 Races: any non-evil Main purpose: Main ocean transport hub between Dwarf Home and the rest of the planet.

Buildings, etc: accountants, actor’s guild, alchemist, Amazon Hall, Animal trainers, armorers, armories, arrowsmiths, artists, bakeries, banks, Bard’s Guild, barracks, barrel makers, basket maker, public bath houses, blacksmiths, boat builders, book bindery, boot shops, bowyers, brewers, brick layers, brick makers, building inspectors, building supplies, butchers, cabinet maker, candle maker, Captain of the Guard, Captains of the Watch, carpenters, carpet makers, cartographer, ceramic shop, clerks, clothiers, coal supplier, cobblers, college, copper smith, Corporal of the Guard, Corporals of the Guard, Court Clerks, Courts of Law, 15 docks, Druid College, dry goods, engineer, feed store, Fighter’s schools, fletcher, 1 fortress, furniture maker, gambling houses, Gates, gem cutters, 6 general stores, 2 glass blower shops, 1 goldsmith, Government House, graveyards, Green grocer, 1 Green Guild Hall, 2 guard-for-hire, guard houses, Guild house, hat maker shop, 4 herb and spice shops, Horse markets, House of Law ( lawyers ), Illusionist school, 12 Inns, instrument maker shop, interpreters, 2 jails, 7 jewelers, law judges, 10 lamplighters,

lampwright shop, 3 laundry services, 2 leather worker shops, lens grinder, 2 letter writers, Leutenant of the Guard, Leutenants of the Guard, 2 libraries, limner ( sign painter) shop, 1 locksmith, 3 magic supplies, Magic-User school, 2 market places, 3 masons/brick layers, Merchant School, Metalsmith, Military School artillerist, Military School cavalry, Military School men-at-arms, Minstral guild, 3 Monasteries, Mold and pattern maker, 5 money changers, 2 mousers, navigational shop, pack handler, painters, Paladin School, 5 Parks, 4 potters, Ranger School, red light district, 7 roofers, 6 rope makers, 4 saddle shops, Sage Guild, 3 sail makers, 2 Sailors’ Hall, Sailors’ Home, 20 public scribes, Scribe Hall, 3 sculptors, Seamen’s School, Serjeant of the Guard, Serjeants of the Watch, 3 ship builders, Ship Captain’s School, 3 Shipyards, 3 silver smiths, 6 stables, 1 stockyard, 5 swordsmiths, 5 tailors, 2 tanners, 3 tapesters, 9 taverns, 3 tax collectors, tax office, 7 teamsters, 2 Theatres, Thief School, 2 tin smiths, tool shop, 6 town criers, undertaker, 4 wagon makers, 12 warehouses, 4 weaponeers general, 5 weavers, 5 wharfs, 2 wheelwrights, 3 wig shops, 2 wire makers, 2 wineries, 3 wood cutters, Hall of the Great Druid





Norhound: small village

Population: about 700 Races: any non-evil, mostly human and elf. A few half-elves Main purpose: farm community

Buildings, etc: weaponeer general, guild house, bake shop, glassblower, potter, bank branch, blacksmith, armorer, leather shop, market place, warehouse, carpenter, town square with fountain, militia headquarters, guards-for-hire, tailor, temple, bricklayer, rope maker, clothier, tavern, candle/oil lamp maker





Rarefrist: small village

Population: about 650 Races: humans and elves Main purpose: farm community

Buildings, etc: guild house, bake shop, mason, bank branch, blacksmith, locksmith, leather shop, market place, warehouse, carpenter, town square with fountain, militia headquarters, tailor, temple, bricklayer, rope maker, clothier, tavern, candle/oil lamp maker





Rillzan: small village

Population: about 620 Races: humans Main purpose: farm community

Buildings, etc: guild house, bake shop, mason, Druid School, blacksmith, locksmith, leather shop, market place, warehouse, militia headquarters, tailor, temple, Ranger School, bricklayer, clothier, candle/oil lamp maker, tower





Saddlegarth: small town/large village

Population: about 945 Races: humans, half-elves, a few halflings Main purpose: farm community, last stop before heading for Hommlet and Dwarf Home

Buildings, etc: weaponeer general, guild house, bake shop, general store, tax collector, carpenter, 2 temples, rope maker, bank branch, clothier, armorer, bowyer, 2 towers, jail, market place, warehouse, militia headquarters, blacksmith, candle/oil lamp maker, 2 barracks, leather shop, mason, tailor, bricklayer, wagoneer, general store





Star-nock: small village

Population: about 750 Races: humans, half-elves, a few halflings Main purpose: farm community, with suppliers of adventure items

Buildings, etc: 10 bowyers, weaponeer general, guild house, bake shop, general store, carpenter, 2 temples, rope maker, bank branch, clothier, armorer, bowyer, 2 towers, jail, market place, 2 warehouses, militia headquarters, blacksmith, candle/oil lamp maker, 5 barracks, leather shop, mason, tailor, bricklayer, wagoneer, 2 silversmiths





Traveler’s Pair: large town

Population: about 10,000 Races: humans, half-elves, halflings, dwarves, a few elves. Main purpose: way stop for adventurers for those that suddenly realized they forgot something in Dtillan Orsti, farm community

Buildings, etc: 3 bowyers, 4 towers, a keep, jail, Magic-User School, leather shop, silversmith, 2 spice shops, 1 sculptor, 2 market places, 8 barracks, 6 warehouses, guards-for-hire, 3 wagoneers, 2 town criers, 2 weaponeers general, 2 guild houses, 2 masons, 2 artists, 5 bake shops, 3 general stores, tax collector, 2 magic supplies, 6 inns, 3 tailors, 2 carpenters, 2 locksmiths, 6 temples, Fighter School, monastery, glass blower, bricklayer, 2 laundry services, 3 jewelers, 2 rope makers, 2 banks, clothier, 3 black smiths, 2 armorers, Court of Law, Blue’s Tavern, Traveler’s Inn, Freda’s General Store, House of Good Repute, Mother Kree’s Bakery


The North coast road eventually goes to Dwarfbas, out in The Great Open. The South road, that goes past a taboo area, eventually leads to Fondfield.

The dead trees to the west of Saddlegarth used to be a road that led through the forest and crossed the border in some low hills. No one goes that way anymore, too dangerous.

South of Rizllan is a monestary that raises cattle. They will train monks for the usual fee. The Druids and goats in the south west have been there for many years. Some say the older goats can speak and pass on legends. The druids do not like adventurers bothering the goats.


Author
Categories South Hemisphere

Posted

Dtillan Orsti area information



Fondfield is down and to the right, southeast, of this area. Dwarf Home is up North. Hommlet is off to the South. The player characters journeyed by trail on to Dwarfbas. There they set up for their adventures in Dwarf Home.

This map was drawn using a 5 mile hexagon based on the Judges Guild Campaign Hexagon System maps.

The squares are 500 feet by 500 feet.


Map showing the different areas within Dtillan Orsti. Map redone Feb 20, 2015.

Pa = Park
Po = Poor
Ri = Rich
Mi = Military

Travelers’ Path is the safest way from travelers and adventurers to go from the seaport to the interior and vice-versa. Safest way ? Yes, Dtillan Orsti is old, much older than many towns, cities, and nations. A rather dangerous place if a character gets involved in local politics. Sallor and Fondfield are days travel away. Their influence is much diminished here.

The areas not marked are too small to show on this map.

When I get them updated to CC3, I’ll post the geomoprhs that go with the different parts of this city.

Dtillan Orsti area

Author
Categories South Hemisphere

Posted

What type of oddities ? Well, maps that show trees and forest above the tree line. Very unusual. Do those trees actually exist ? Are they mapping errors ? Is the tree line a mapping error ? Magic-user’s hold ? Why put up trees ? Too easily seen and noticed where none belong. Or maybe the person or person putting them there are too powerful to care ? Or is there something else going on ?

The mystery thickens. [ Yes, I know deepens not thickens is how the cliche goes, but I deliberately chose the word ‘thickens’.] In a fog yet ? In the middle of the knight a sword gleams ? Has a dragon steamed the villagers yet ? And what about Dr. Frank’N‘Furter ? Well, this is not a RHPS picnic !


Author
Categories General

Posted

All of the military are presumed to have a place to sleep when in town, extra regular clothes, eating utensils, gear for travel and shelter while traveling. Clothing for various weather conditions is supplied by Fondfield. Some units have ceremonial gear, but mostly these units have no use for such items. Each barracks has a laundry, dining room, kitchen, storage and various other supplies. Uhm, and anything I may have forgotten…

Too many troopers ? No, usually one-fourth to one-third are out on patrol outside Fondfield. Every three weeks of duty gets them three days off. Four additional days for gear, clothing, cleaning the barracks, etc. upkeep. They can drink 1 or 2 beers (total) in the unit dining room on their days off. Why not more ? The town leaders want sober troopers, and the water here is drinkable.

Not mentioned in unit lists are the several clerics, druids, magic-users,and illusionists that work with them to provide medical and magical backup.

The guards units are paid by Trillolara.


   Guards, Heavy Infantry:

       The Wolverines: 100 men-at-arms          2 spears, long sword, chain, shield
                        10 Serjeants/fighter 1  long sword, morning star, chain, shield
                         4 Leutenants/fighter 3 long sword, morning star, chain, shield
                         1 Captain/fighter 5    long sword, +2 Battle Axe, chain, shield

                   ( attack as one unit or 4 squads of 25 men-at-arms each)

The Wolves: 60 men-at-arms heavy crossbow, 20 quarrels, short sword, chain, shield 4 serjeants/fighter 1 long bows, 30 arrows, long sword, dagger, chain, shield 2 Leutenants/fighter 2 long sword, mace, chain, shield 1 Captain/fighter 4 long sword, morning star, chain +1, shield ( attack as one unit or 2 squads of 30 men-at-arms each)
The Eaglad: 50 men-at-arms 1 spear, long sword, hand axe, chain, shield 5 serjeants/fighter 1 long bow, long sword, dagger, chain, shield 2 Leutenants/fighter 2 long sword, battle axe, dagger, chain, shield ( attack as one unit or 2 squads of 25 men-at-arms each)
The Badgers: 40 men-at-arms heavy crossbow, 20 quarrels, short sword, chain, shield 4 serjeants/fighter 1 long bows, 30 arrows, long sword, dagger, chain, shield 2 Leutenants/fighter 2 long sword, mace, chain, shield 1 Captain/fighter 4 long sword, morning star, chain +1, shield ( attack as one unit or 2 squads of 20 men-at-arms each)
Additional: 60 men-at-arms, 240 shields, 290 chain mail, 200 long swords, 20 morning stars, 270 spears, 30 battle axes, 45 hand axes, 50 short swords, 50 heavy crossbows, 1,000 quarrels, 70 maces, 100 daggers. These 60 men-at-arms can fill in ranks of the above units if needed, but their training in something particular might be behind on any tactics changes. They are otherwise in good fighting condition.

Author
Categories South Hemisphere

Posted

All of the military are presumed to have a place to sleep when in town, extra regular clothes, eating utensils, gear for travel and shelter while traveling. Clothing for various weather conditions is supplied by Fondfield. Some units have ceremonial gear, but mostly these units have no use for such items. Each barracks has a laundry, dining room, kitchen, storage and various other supplies. Uhm, and anything I may have forgotten…


   Guards, Light Infantry:

       The Shakan:     100 men-at-arms          long sword, 2 spears, dagger, ring, shield
                         4 serjeants/fighter 1  long sword, mace, chain, shield
                         2 Leutenants/fighter 2 long sword, morning star, chain, shield
                         1 Captain/fighter 4    long sword, morning star, chain, shield

                   ( attack as one unit or 2 squads)

The Hawks: 80 men-at-arms long sword, dagger, ring, shield 8 Serjeants/fighter 1 long sword or 2 spears, morning star, chain, shield 4 Leutenants/fighter 2 long sword, morning star, chain, shield 1 Captain/fighter 4 long sword, morning star, chain, shield ( attack as one unit or 2 squads)
The Shrikes: 40 men-at-arms light crossbow, 20 quarrels, short sword, chain, shield 4 serjeants/fighter 1 long bows, 30 arrows, long sword, dagger, chain, shield 2 Leutenants/fighter 2 long sword, mace, chain, shield 1 Captain/fighter 4 long sword, morning star, chain +1, shield ( attack as one unit or 2 squads)
The Turnak: 20 men-at-arms 1 spear, long sword, hand axe, chain, shield 2 serjeants/fighter 1 long bow, long sword, dagger, chain, shield 1 Leutenant/fighter 2 long sword, battle axe, dagger, chain, shield ( attack as one unit or 2 squads)
The Nuraka: 20 men-at-arm 1 spear, long sword, hand axe, chain, shield 2 serjeants/fighter 1 long bow, long sword, dagger, chain, shield 1 Leutenant/fighter 2 long sword, battle axe, dagger, chain, shield ( attack as one unit or 2 squads)
The Waknan: 20 men-at-arms 1 spear, long sword, hand axe, chain, shield 2 serjeants/fighter 1 long bow, long sword, dagger, chain, shield 1 Leutenant/fighter 2 long sword, battle axe, dagger, chain, shield ( attack as one unit or 2 squads)
The Shar-Tan: 20 men-at-arms 1 spear, long sword, hand axe, chain, shield 2 serjeants/fighter 1 long bow, long sword, dagger, chain, shield 1 Leutenant/fighter 2 long sword, battle axe, dagger, chain, shield ( attack as one unit or 2 squads)
Additional: 60 men-at-arms, 340 shields, 190 chain mail, 200 ring mail, 200 long swords, 20 morning stars, 270 spears, 30 battle axes, 45 hand axes, 50 short swords, 50 light crossbows, 2,000 quarrels, 70 maces, 110 daggers.

Author
Categories South Hemisphere


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