Shadewater Neighborhoods

Norin’s Docks

  • This relatively large, flat outcropping sits just above the tideline, unique in the entire bay. When the Orinias and Boragias initially re-founded the city, they quickly decided that Marigold’s Wharf was insufficient and so commissioned the dwarven architect Norin Stonecutter to turn the outcropping into series of docks.
  • The edge of the outcropping is notched at regular intervals to allow ships to pull in, with large stone warehouses built in between. Further from the shore the land begins to rise up, giving way to cheaper, longer term storage warehouses, workshops and homes of shipwrights, and the homes of ships’ officers. Most of these homes are 2 story stone construction with peaked slate roofs, turning to 3-4 story stone buildings with flat roofs as the hill begins to get steeper as it rises towards the wall. The streets are fairly wide (about 12 feet) to accommodate cart traffic going from ships to warehouses. The area is well patrolled and quiet, aside from the noise made by the neighborhood children. Loitering, begging, or generally looking like you don’t have business here is standard grounds for being stopped and questioned.

The Mule Haul

  • This steep road, about 12 feet wide, cuts back and forth the entire way up the side of the town. It rises at about a 10% grade, backtracking on itself about every 200 feet. This means that to climb the 1,000+ vertical feet from Norin’s Docks to Windwatch, one must walk over two miles. The Mule Haul represents the primary artery for goods, as well as those wealthy enough to rent transport, to get up and down the hill.

Good Luck

  • The area between the base of The Mule Haul and Slave’s Folly is home to a small but densely crowded series of stone stables, granaries, and large open-room housing, formerly known as Cassara’s Pens but now known as Good Luck Fuck You (also known as “Good Luck” or “Fuck You,” depending on the sensitivity of the speaker). The stables and housing-buildings are home to the eponymous mules, as well as the newly formed Freemen Haulers Guild.

Slave’s Folly

  • This small area sits between Good Luck and Marigold’s Wharf, high on the hillside, nestled at the base of the wall of Boragia Fortress. It is home to a small number of fishermen and sailors operating out of both Marigold’s Wharf and Norin’s Docks, as well as a few taverns and inns servicing those looking for somewhere louder than Sailor’s Rest but quieter than Stumblestep.

Marigold’s Wharf

  • A small wharf that sticks out only a short distance from the base of the hill. The docks are short and usually constructed of wood attached to stone piles. The buildings are still the ones maintained by halfling fishermen from 1500 years ago (obviously rebuilt many times over) and so are typically rough mortared stone with wooden shingled roofs (and most of them are halfling sized).
  • The ship channels in several places lead to tunnels cut into the base of the hill, so one can sail small boats inside the mountain. The tunnels lead back several hundred feet, and are flanked on either side by small warehouses cut into the stone (it looks a bit like Venice meets interior mini storage). Most of these warehouses are not in use, since Norin’s Docks has better storage with access to larger ships. Many slaves were housed in these during the previous centuries, though, but few remain, other than enclaves of freedmen dwarves and freedmen orcs, who maintain a usually-jovial rivalry with each other.

Sailor’s Rest

  • A quiet area, dedicated primarily to cheap inns and a few small temples to popular gods (especially those popular with sailors). A large number of sailors and their families, mostly human, live here as well. Strict agreement between proprietors enforces a rule that no one may be served alcohol who appears intoxicated, and no prostitution takes place, ensuring an alternative exists to Stumblestep for those wanting some peace and quiet

Spintown

  • Rising from Hauler’s Gate up the hill to Windwatch, Spintown is the city’s manufacturing district. The Mule Haul runs through the center of it. It is composed of large buildings, usually about 100 feet along the front and 50 feet front to back, typically 2-4 stories high. The cut foundations from the original Annazian city were still present in this region when the city was refounded, making it easy to build the larger buildings (this also means they usually have a significant portion fo the back wall is stone cut from the mountain)
  • The roads between the buildings are not large, but usually at least 5 feet or so to accommodate carts carrying goods to and from The Mule Haul. The buildings are often separated, but it is not uncommon for one to abut to the next one downhill, with the road running underneath it.
  • By far the most common type of workshop is spinshops or weaving shops, but tanneries, cobblers, or tailors are not uncommon. Less common, but still present, are some various metalworkers for small items (ie tinkers, gold/silversmiths), most true blacksmiths, though, either maintain shops near Norin’s Docks (servicing the ships or making horseshoes for the mules), or near Sheepgate, making weapons for the soldiers at Stormbreaker Barracks or household goods for the various shepherds who come there
  • There is a now-mostly-abandoned slave-shanty town in the 50 foot space between the buildings of spintown and the eastern wall

Boragia Fortress

  • This large fortress sits on a flat stretch of ground directly north (downhill) of The Dwarfwood, and its front comprises the section of wall directly south (uphill) of Slave’s Folly. The fortress is a tall, wide, but fairly thin structure, about 300 feet long, 100 feet tall (on the front – the land is mostly flat but it’s still 20-30 feet higher on the backside).
  • Boragia Fortress is indeed named for the now extinct Boragia Clan, who financed most of its construction and provided the bulk of its men at arms during the centuries before the siege.
  • The Fortress features The Furies of the Wind, two giant catapults and six large ballistae which sit on its east and west towers. From their height (50 feet higher than the wall, so 100 feet higher than slaves folly, so 150 feet above the bay, for a total height of 300 feet) they can threaten the bay in front of both Norin’s Docks and Marigold’s Wharf
  • Approximately 1,000 soldiers are stationed here, primarily infantry who are reasonably skilled with longbows or heavy crossbows. Despite being led by a priest of The Old Man (whose favored weapon is the pike), the infantry typically carry warhammers, short swords, and short spears, due to the difficulty of using any long weapons or larger slashing weapons in many parts of the town

Stumble Step

  • The city’s primary red light and tavern district, Stumble Step sits on both the uphill and downhill side of The Perfumed Gate, uphill from Marigold’s Wharf. The area features some large buildings constructed by the Stonecutter clan, mostly being used as large inns. For every sound structure, there are a dozen haphazard ones built around it to take advantage of its stability. Cheap taverns, inns, and brothels abound, along with semi-orphaned children, roaming packs of dogs, and (more dangerous) roaming packs of drunken soldiers or sailors. Roads are narrow, commonly barely worthy of being called an alley, and rarely run for more than 100 feet before giving way to dead ends, turns, or steep stairs. Getting lost and deciding you need another drink is half the business model.
    The area is filled with poorly constructed buildings, mostly cheap taverns and brothels. There are, of course, plenty

Stubtoe

  • A fairly non descript area. Mostly consists of buildings between 2 and 5 stories tall, typically quite small (about 25 × 25 feet), usually bordering on one another.
  • There are three main “throughways” up the mountain through stubtoe (there are of course other, more haphazard paths known to the locals or chanceable upon by luck).

i. The halfling stair – a set of not-too-steep (about 15-25% grade) stairs that cut back and forth, winding up the side of the hill, often going through basements. Somewhat haphazard, the stairs usualy go about 100 feet in either way before cutting back, but in a couple places run significantly further at a lower grade and in other places take significantly shorter zig zags at a higher grade

ii. The knights’ stairs – this set of stairs sets the border between stubtoe and the dwarfwood. It is a well maintained and wide set of stairs with heavy wooden railings. It runs about 25% grade (so similar to regular stair grade), turning back about every fifty feet. Anyone can use this stair, but they are expected to get out of the way quickly when anyone sees soldiers coming

iii. Wall climb – this set of stairs just goes straight up the god damn mountain right on the inside of the wall. It runs at about a 45% grade, some places more so some places a little less. It has stone pilons on the outside, with anchor rope run through them to help with the climb, and on the wall side has the same thing but iron rings anchor it to the wall

  • The Lower Market is located at the base of Stubtoe, and marks the border between Stubtoe, Stumblestep, and the Scaled Gate.

The Haunted Quarter

  • This is the only remaining portion of the original Annazian city. It sits outside the western walls, and is composed of large stone buildings, mostly about 3 stories tall, with wide (about 15 foot wide) streets filled with cracked paving stones. The buildings almost all have domed roofs for their central chambers, most of which have cracked and partly collapsed. When the wind blows hard enough to reach over the hill top, these make a terrible wailing sound.
  • Though traditionally abandoned (it is haunted, after all), recently most of the freedmen have relocated here, preferring to live outside the main walls. The area has a bit of an atmosphere of a refugee camp, and a bit of an atmosphere of excitement and hope. Despite the wide streets it is cramped with humans, demihumans, and humanoids (almost 4,000), most making their living through the daily tasks assigned to them by Azzak Kul. These are known as “greenfingers,” due to the way Azzak’s use of copper chits (to track participation) supposedly stains their fingers (the term is used as slur by many but a term of pride by the freedmen.)
  • “Haunted” does not mean there is a specific ghost or undead presence here (although many claim there is). Instead, it is alleged that odd and unexplained things happen, dreams are visited upon those sleeping there, and madness from the wailing of the wind is never far away.

The Dwarf Woods

  • This forest stretches from lower reaches of The Rosestone downhill to the back wall of Boragia Fortress. It is named both for its small size, as well as the Stonecutter clan of dwarves who reside in the base of The Rosestone at the Woods’ uppermost reach.
  • When Norin agreed to build the docks, one of his stipulations was that he be granted the area where the Woods now are (at the time, much of Spintown and Stubtoe were also wooded as they had not been converted to their current use). Being somewhat steeper than Spintown and Stubtoe, as well as lacking the Annazian sewer systems underlying those neighborhoods, the stipulation seemed like not a bad thing to throw in to sweeten the deal. To this day the Stonecutters pay The Elandril Druids (from The Hurt) to maintain a resident who keeps the woods protected and healthy.
  • The trees are short, usually evergreens, and shade loving, since they are always in the shadow of the Rosestone even in the height of summer. Small creeks trickle down among moss covered rocks, and the overall feeling is one of peace and calm
  • Numerous small footpaths cross back and forth, that residents of Stubtoe use to get to Spintown, and so see heavy foot-traffic during the day. The dwarves do not mind anyone visiting or passing through the Woods, so long as you stay on the trail and do not mess up any of the plants, foul the creeks, etc. And, of course, so long as you stay out of the Woods at night.

Wind watch

  • The civic district for the town. The higher ranked officers live here, as well as a moderate contingent of guards. This is where the main court building is, where Gulgul and Azzak administer the city. The area generally resembles Rosestone Park, but is much more active with people coming and going.
  • The Upper Market is located here, in the area between Rosestone Park, Sheepgate, and Windwatch.

Brandinno Hill

  • A somewhat more eclectic area than RP, but still wealthy. This area straddles the hilltop b/w Stubtoe and the Barracks. Several moderate temples dot the area, as well as Brandinno Sandy School of the Magical Arts, two fencing schools, and a general school. A small enclave of artists lives here, there is the theater, the library.
  • The buildings are typically 3 stories, and 100-200 feet long but only a couple of rooms wide, facing north/south.
  • The tower for the Brandinno Sandy School of the Magical Arts sits about 200 up the Rosestone from its base, built attached to the (by that point) almost vertical stone wall of the Rosestone. Aside from the large squat base attaching it to the Rosestone, it looks like a stereotypical 15 story mage tower (tall, thin, pointed roof). However, the tower produces a confusing optical illusion – it appears to be much further away than it is. It is only after much staring that one realizes what is going on – the windows for the floors are much closer together than they should be, because the interior of the tower has been entirely built to halfling proportions! The rest of the school sits at the base of the steep stairs leading up to the tower (themselves shrouded with thick vertical-growing forest), and is a small but beautiful campus of five marble buildings surrounding a pentagram shaped courtyard.

Rosestone Park

  • The park itself is beautiful, covering several acres with windsculpted trees and low walls w/ evergreens growing from the top of them to create windbreaks. The pride of the park are the hot baths at the base of the rosestone, where hot sulphuric water bubbles up. The original Annazian baths are still present, carved back into the rosestone. They are now open to all, but regularly patrolled
  • The rest of the neighborhood consists of the mansions of the nobility, usually consisting of long homes facing north/south. The southern side is now shuttered, but tall white walls on the north side serve to reflect light back. Palaces are usually constructed with several courtyards facing north, with the large white walls at their north end to reflect the light back inside. (Of course, one must get over the walls to see this). The general look of one of the palaces is like a medieval Japanese palace but constructed of stone rather than wood/bamboo. Most of the palaces’ central courtyards are built around some of the other hot springs that bubble up around here, providing heat.
  • The streets are wide, usually w/ 15’ walls on either side, above wich can barely be seen the peaked roofs of the mansions. The walls are whitewashed with limestone mixture, and the streets are well maintained and smooth.
  • The area is heavily patrolled, and visitors will be questioned if they look aimless or unfamiliar.

Stormbreaker Barracks

  • Sets of long, three story barracks, stone buildings with small windows but verandahs on every floor, with wide well maintained streets in between. The Barracks house most of the city’s soldiers, under the command of Gulgug, sitting between Rosestone Park/Brandinno Hill and the south wall.

Sheepgate

  • This neighborhood sits right inside The Sheepgate (the gate leading to the road to the main island. The gate itself is a broad but heavily fortified double gated gate house, watching the road.) Inside the area is filled with large, low barns and warehouses, for temporarily storing/shearing the sheep as shepherds bring them in, or storing bales of wool, skins, grain, etc.

Shadewater Neighborhoods

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