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BLACKWATER-PORT

The Great Trade City of BlackWatr-Port
Heart of Dorovar, Jewel of the Ganz
 

Capital city to the Empire of Dorovar; Blackwater is the major trade center for all the Rimward nations of Verith.  The rule of the Emperor has dictated the fate of the great city for over 800 years. Traditions handed down over the centuries have made court a terror for those unfamiliar with it.  The common dress in the capital city is robes or tunic of white and tans.  Citizens are allowed to carry only a cudgel or small club at their side while in the city walls.  The Yeomanry carries shorts words while on duty, sheathed on the back.  The upper class wear silks and other trinkets are one to show station in the local society.  Some nobles are allowed to hire bodyguards who carry the arms they are proficient in; although no more than five are allowed.  In the poorer sections of the city gangs control the streets, and in the ruined quarters, bandits and monsters roam freely.  The Emperor has been known to travel the streets and throw money to the citizens as well as deeds to land in various realms of the expanding empire. The Imperial Navy known as the Serpent Legion are based in Blackwater, as well as the Black Legion, who serve as the Emperors personal bodyguards.  The cities daily life is controlled by the guilds.  They make up many of the minor laws that govern trade and commerce in the city proper.  Many fees are assessed and taxes are burdensome.  Nevertheless, this is the place where it all happens.

The city has been able to survive countless wars and floods as well as pestilence and famine. As the ruins grow from the inside of the city, so the outer limits continue to grow and spread outward, ever growing. The wards wax and wane like the moons in their power and control of the city.

EMPEROR: The Most Eminent and Illustrious Sovereign in the Lands of Verith, the Ruler of Amber, Protector of the Great Depression, Lord of the Hosts, Harlan Sparhawk IV (Ranger/Mage 20/20 LN) Harlan is a bold and courageous man.  He was raised by the grand Vizier “Dumond” and taught all the ways of the land and the nobility.  He has ventured on many adventures in his youth and is not stupid to the ways of the world.  He demands respect by his very nature, but is not overly pompous.

GRAND VIZIER: Dumond Laclair, A sage fluent in politics on the Known world and Astrology.  Originally, from Atros, Dumond was admitted to the position after the death of his uncle in the wars of Garith five seasons ago.  Dumond is a plodding man in his 70’s.  He once held dreams of ruling the empire.  Now he just does his job, protect the emperor and try to squeeze a little pleasure out of life.  He frequently goes to the taverns in the city in disguise.  He may hear much but is usually too drunk to remember much of what was said although it has led to an occasion venture or two.

 
The Wards of BlackWater-Port
  1. Palatial Estates: Home to the Emperor and his entourage this entire area is composed of Imperial buildings, gardens, stables and courtyards.  The Imperial guard patrols the main walls while the Purple Fist patrols the skies above all the City, paying particular attention to the Imperial region. Only those invited by the Emperor or someone in his court may enter this area.

  2. Noble Estates: This region is composed of the vast array of noble estates built on the high hills and the canals.   Vast gardens and fountains show off the opulent decadence of the nobles.  The roads here have decorative paving stones and are lined with ornate shrubs.  Each noble vying for power and attention from the Emperor.

  3. Gentlemen’s Quarter: Brick row houses three and four stories high, with small yards and cobblestone walks.  Carriage houses, fountains and parks.  This region is for the wealthy among Blackwater who can afford to live here.  The streets here have fire lamps set along the paths to light the way at night and keep the streets safe.  Guards patrol here both day and night keeping the ruffians to a minimum.

  4. Embassy Row: This immense road is lined with embassies from all the trade cities and members of the trade unions as well as other countries that have relations with Dorovar.  Large enough for all the legions of Dorovar to assemble on, this avenue is called the “Way of Victory”.

  5. Eladrin District: Home to the Emissaries of Alcene and Neranvel, this walled district is a giant park full of trees, flowers, ponds, fountains, plants and wildlife of all kinds.  Fey creatures of good will roam here at will.  The Eladrin maintain discreet privacy here and foreigners are not allowed here. They go to their embassy when they wish to meet with outsiders.  Griffon riders patrol the skies here and have permission to fly the sky above the city.

  6. Guild Barrows:  This walled district is the heart of the new politics in Blackwater-Port.  The ancient complexes of the guilds stare down on the streets below casting shadows and intrigue on all who enter.  The massive buildings are enormous in size and stature, and are constantly being added on to as the guilds gain power and expand their influence.  Many cover multiple block and rise up over twenty stories, many using great magic’s within and without of their facilities. Many of the guilds have underground complexes some reaching down to the First World.

  7. Merchants Quarter:  The heart of commerce on Blackwater-Port.  Blocks and blocks of storefronts, tradesman and markets. The buildings here are a hodgepodge of Ancient Ruathyn to modern Dorovar and everything in between. From small corner stalls to great, six story building full of wares. Street venders hawk their wares while others staff fashionable stores and trade items from all over Verith.  Moneychangers are located at many locations as only the money of the trade guilds is accepted here. Best to watch you purse here as many a pick pocket skulk in the alleys hiding out of sight from the Enforcer’s waiting to grab a quick meal.

  8. Warehouse Blocks:  Bordering the docks and the Merchant’s quarter’s this section of the city is composed of immense warehouses, some owned by single individuals or companies, others rented out to many business’s as storage units for various items.  Both Dwarven and Eladrin magic’s protect the warehouses and their goods in this district.  Guards patrol here more heavily than in other districts.

  9. Caravan Yards:  A vast expanse of dusty hard ground lined with wells and feeding troughs.  Piles of old broken caravan wagons litter the area.  All manner of beasts of burden can be found here along with their masters and caravans.  Much trading takes place here although very few admit it as it is against guild policy.

  10. Naval Yards: The huge naval yards of Blackwater-Port are a sight to behold.  Massive warships designed for land, sea, and air are built here. To aid the serpent Legion in defending the Empire.  The streets are crowded with the many workers here.  Several hundred ships are under construction at any given time in all phases of completion.

  11. Old Wharf: the anglers and non-military citizens of Dorovar use the old wharf. Ships and fishing vessels come and go as they wish but all must register with the wharf master before anything may be loaded or unloaded on any boat.  The buildings here are old and ramshackle.  Nets, bait buckets and cages are piled all over the docks, as are crates of goods.  All manner of citizens may be found wandering the streets.

  12. Great Arena: The great arena is a wonder to behold.  Built out of granite, marble and other massive stones.  The arena can hold over 100,000 citizens.  It is over 500’ high and 2000’ long lit with magic so that all may behold the great spectacles in the main arena.  Many smaller arenas are located within the walls and beneath the surface.  Events go on here year round in some fashion, not always drawing a full crowd. Gladiatorial training is available here as are charioteering skills.

  13. Agora District: This region is home to most of the temples and religious shrines, assembly halls and meeting grounds.  Religious guards patrol this district as well as the Enforcer’s.  Priests, paladins and other clergy are the prominent inhabitant here with monks and other temple workers. While they do not see eye to eye the Emperor’s will helps keep the peace.

  14. Theater District: This district is made up of many newer buildings, painted in bright colors with many fanciful drawings and trinkets attached to the buildings.  Magic mouths speak to passers-by and hawkers vie to get citizens into their shows.  The smaller theaters have rinky-dink shows and would be actors the big theaters have huge companies of actors and musicians that perform for the nobles and the Imperial court.

  15. Van Iverson’s Point: A mystical part of the city near Van Iverson’s lighthouse, many strange and weird things happen in this region. Glowing mists float along the alleys and roads.  Strange portals of energy appear and disappear.  A majority of the buildings here are empty and abandoned as the business owners fear the things that come from the mists.

  16. Old District of Arduss: Built by the Dwarves in ages past Arduss is one of the few remaining citadels of the First World that still stands above ground.  It is home to dwarves from all over Verith and is considered as an embassy with regards to political safety.  It is one large enclosed complex that has only one entrance above ground.  The first few levels are open to all citizens and travelers as the dwarves trade many items that have been crafted of stone or metal.

  17. Ruined Quarter of Ashant: This quarter was burned in the great fire of 2114 and has yet to be repaired.  Some poor live here along with wandering monsters, undead, Cendrum and other creatures.  The walls have all but collapsed and the main populace of the city has forgotten about this quarter.  Others use this place to hide out from the enforcer’s or the thieves guild.

  18. Ruined Quarter of Illash: This region collapsed hundreds of years ago under the force of a great earthquake.  The stonewalls that still stand have been covered by vines and thick undergrowth. The wells have dried up long ago save one in the center of the square.  The inhabitants are mostly wild fey creatures.

  19. Thieves Quarter: This region of the city still stands from ages past.  Originally, the old merchant quarter it has fallen apart over the last 500 years with many of the buildings crumbled to ruin and others rebuilt out of all manner of wood and stone.  Alleys and dark shadows abound with secret tunnels and paths for the thieves to skulk about and remain unseen.  The poor who live here keep to themselves and the other city folk avoid this area whenever possible.  The Enforcer’s tend to stay out of this area unless they are after a rather high profile thief.

  20. Beggars Plot: The Beggars Plot is a long expanse of spoiled ground where nothing grows along the outer walls of the merchant’s quarter and runs along the trade road. Beggars come here in the mornings by the hundreds. They sit and beg for food and money, clothing or anything of value that they can use to survive.  Piles of filth and rubble rise along the walls hiding small hovels for the beggars to sleep in or keep out of foul weather.

  21. Poor Slums:  The sprawling slums run along the abandoned canals on the old side of the city.  Ramshackle huts and lean-tos are built one on top of another huddled together in clusters.  The poor here get their water from the canals as well as use them for daily cleaning and watering needs. Small gardens are sparsely located throughout the region with little or no crops growing in them.  The poor stick to themselves free of guild rules and influence trading amongst themselves for survival.

  22. Shanty Town: The shantytown is very similar to the poor slums.  Most of the inhabitants here are non-citizens, refugees from other countries, tribes and races.  Most citizens shun this place and the shanty folk are considered non-people by most.  The enforcers do not patrol this region and the people here are left to police themselves.  Not a safe place for the weak or dumb as those that are here will prey upon them.

  23. Trash Heaps: All the refuse of the city is piled here and burned.  The workers here are drafted from the slums and beggars plot, for their work they can eat anything they find or keep any item of worth that they need to survive.  One the trash is burned the refuse is piled on barges and taken to the bay and dumped into the sea.

  24. Closed Cemetery: This cemetery was closed off to the public for over 200 years.  The Emperor did not want any more bodies buried here, for fear of undead rising and damaging the city.

 

Each section is detailed on the following pages.  Some houses may have been left off the map. Others will have a full detail blow up.  Most houses are from three to five stories high with pitched roofs of tile.  Many have garden and atriums.  Aqueducts run to most of the wards to provide fresh water and the sewer system usually works unless the bay is rather rough.  The majority of the numbered houses are of note for one reason or another.

 

First developed for 1st Edition Advanced D&D,

Revised for 3rd and 3.5 Editions; under current revision for

5th Edition Rules.

©

Written by R. Shawn Dickensheets CEC

Copyright 2014, 2010, and1989

Dragonwing Publishing.

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