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atlas:districts_of_bornheim [2013/08/29 20:39] galacticcmdr |
atlas:districts_of_bornheim [2021/12/03 23:36] (current) |
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| ==== Fishtown ==== | ==== Fishtown ==== | ||
| - | The most northern stretch of the ward is the Fishtown district. The land and bay are not suitable for larger ships, so instead a few small anchored piers serve the fishermen who have not purchased the right to pull their boats to shore. The district does not have a charter from the city to operate a market, but instead each of the fishermen use two-wheeled carts to hawk their catch. | ||
| + | Most of Fishtown is not actually located on land, but in fact is built upon large tarred timbers that have been sunk into the bay near the northwestern shoreline. The only way to reach the collection of shanties, longhouses, and businesses is by boat or swimming. Fishermen and their families live here nestled along a couple of taverns and a merchant house. | ||
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| + | Most of the catch is taken into the city and sold in the market, while what is left becomes fish stew or sold off the waterline porches of the fisher families. Their more isolated location requires the fishers to watch and protect each other as neither the Bornheim tax men nor the guards visit them. This makes the area a haven for smugglers or those simply wanting to avoid official entanglements. | ||
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| + | The single street on land is bunched between the warehouse and the Elven Quarter. It remains a very popular place for elves and the local populace to interact. | ||
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| ==== Stonearm ==== | ==== Stonearm ==== | ||
| - | Once this district had a different name, but now more commonly named after the dwarven [[lore:Stonearm clan]] that built a strong stone keep on the northwestern edge. Unlike the [[#Elven Quarter]], many humans still live in this district and sit on the Ward Council. The dwarven clan simply rents the land upon which they built the most defensible building aside from the main castle. | + | Once this district had a different name, but now more commonly named after the dwarven [[orgs:stonearm_clan]] that built a strong stone keep on the northwestern edge. Unlike the [[#Elven Quarter]], many humans still live in this district and sit on the Ward Council. The dwarven clan simply rents the land upon which they built the most defensible building aside from the main castle. |
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| ==== Geldensich ==== | ==== Geldensich ==== | ||
| - | In 208 AH the buildings in this district were devastated by | + | In 208 AH a fire swept through this district destroying most of the buildings. The Stonecutters Guild convinced the city council to rebuild the area with houses comprised mostly of stone in the manner of dwarven houses. The council rejected the proposal, but did agree to fund construction of partial stone storefronts. This mock parody of dwarven construction served nobody's purpose and so what was hoped to be a new home for the growing gold and silver smiths has fallen into ruin. The blame for this failure depends on who is talking about it. The dwarves blame shoddy construction, the locals blame the Lord Marshall for renewing the [[#Edelstarn]] district, the Stonecutters blame everybody as the houses fall to ruin. |
| - | ==== XXX ==== | + | ==== Blackyard ==== |
| + | The houses that once occupied this land were razed after the fire of 208 AH. In its place was built a prison, small barracks, and courtyard surrounded by a wooden palisade. Before the prison was completed most prisoners were held by either the Lord Marshal, for treason and other high crimes, or several buildings owned by the [[Temple of Luminous Kaskade]]. Once the prison was completed all prisoners held by the temple were transferred here and the church sold the buildings. This has often led to friction between the council and the Lord Marshal in regards to who holds important prisoners, but so far it has worked in the favor of the council. | ||
| - | ==== XXX ==== | ||
| + | ==== Rottziel ==== | ||
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| + | Although most of Himmelward is dangerous to the unwary, the district locally called "Bloody Alley", "Red Tide", and "Sweeps" is a place where even hardened toughs never travel alone. The law of the council and the word of the Lord Marshal are nothing more than fog that wafts through the area during the daylight. Constables, shielded by guards, walk through the district watching everything and seeing nothing. Those that do stop for more than bribes find their career, and life, cut short. | ||
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| + | When night comes the thin veneer of the law is pulled aside and the true monsters come out. If there is a place to disappear it is here or if someone needs a murder they find a killer here. Petty crimes like theft and battery are suckled by the people of this area on their mother's breast. Those that survive are some of the most dangerous people found in the city - human or otherwise. | ||
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| - | ===== Six Glories ===== | + | ===== Five Glories ===== |
| **Canal dedicated to Karash, the Patron God of Bornheim** | **Canal dedicated to Karash, the Patron God of Bornheim** | ||
| - | Truly a wonder for both the eyes and ears. Built with the expertise of both human and dwarf, this strip of land extends from the [[Bornheim#River Gate]] to the east to the [[Temple of Illuminous Kaskade]]. Along this route runs the [[Doursse River]] until it becomes a waterfall that empties into the bay. The district is named for the six bridges that sit astride the river, providing not only a bridge to cross, but a place to glorify Karash. The river itself runs in a stone-lined canal its full length inside the city. | + | The [[atlas:Five Glories of Karash]] is truly a wonder for both the eyes and ears. Built with the expertise of both human and dwarf, this strip of land extends from the [[Bornheim#River Gate]] to the east to the [[atlas:Temple of Luminous Kaskade]]. Along this route runs the [[Doursse River]] until it becomes a waterfall that empties into the bay. The district is named for the six bridges that sit astride the river, providing not only a bridge to cross, but a place to glorify Karash. The river itself runs in a stone-lined canal its full length inside the city. |
| Each of the bridges as a controlled gate that allows the city to keep the canal full during dry seasons and stops the rainy season from over-flowing its banks. These gates were fashioned by some of the finest dwarven masons and pilgrims come from across the realms to walk the steps, listen to the morning bells, and wash themselves in the cleansing pools. The last temple is dedicated the the city's patron god, [[lore:Karash]] and where the water falls into the bay is a 50 foot statue of Karash carved into the cliff with his chest and head rising above the town. | Each of the bridges as a controlled gate that allows the city to keep the canal full during dry seasons and stops the rainy season from over-flowing its banks. These gates were fashioned by some of the finest dwarven masons and pilgrims come from across the realms to walk the steps, listen to the morning bells, and wash themselves in the cleansing pools. The last temple is dedicated the the city's patron god, [[lore:Karash]] and where the water falls into the bay is a 50 foot statue of Karash carved into the cliff with his chest and head rising above the town. | ||
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| {{tag>city bornheim}} | {{tag>city bornheim}} | ||
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