Districts of Bornheim

The city of Bornheim is divided into 7 Wards, which are further divided into 23 districts. Each Ward has its own council to handle small local issues. In addition, each ward may elect a single Alderman to serve on the City Council. There are three independent districts that have a local council, but can not select an alderman.

The city itself is commonly into two large sections. The Upper City includes the districts of High Mount, Baymount, Kreideschloss, Tiefberg, and the Palace District. This is where most of the wealthy men and women of the city are concentrated. The Lower City includes all of the other districts where the vast majority of the population live and work.

The Rich and Powerful of Bornheim

This ward is located just inside of the southern wall that runs along the top of the Fuldelf Ridge. The only way to reach the Palace District is via the main thoroughfare that runs through this ward. The ward contains only a single district; although its Alderman wields significant power in the council.

High Mount

This district encompasses the entirety of its ward. It extends north nearly halfway to the cliff. This district is the only one that can claim it sits on equal footing as the Palace District. While this is a Free City there are many royalists that own land in this town. These are the most expensive houses that for rent, or if they are very wealthy buy, within Bornheim.

The Rich or Powerful of Bornheim

This ward is built along the northern escarpment of the Fuldelf Ridge. Located below High Mount, it is considered a wealthy district of merchants and master craftsmen as most of the land is ill-suited for gardens except in raised boxes. Most of the houses are built along terraces that were carved out of the stone and leveled, which did not start until 398 AH.

Baymount

On the lands bordering both the Palace and High Mount sits Baymont; although due to the cliffs people cannot enter either district from this area. The only way to enter this district is across the Glorreich Bridge or through Kreideschloss. The rocky and steep terrain of this district leave little room for a garden or chickens, so those living here have land elsewhere or are wealthy foreigners. The cliff face along the bay rises from 20 meters at the north to over 35 meters in the south.

Kreideschloss

Centrally located in the ward, this district is named not only for the chalky stone of the ridge, but the white plaster that covers the brick buildings found here. This district serves as a crossroads between the wealthy and the rest of the city the two large central bridges of the glories. The nature and location of this district brings a large number of people through it, so it is not surprising that most of the buildings in the area are shop fronts catering to the wealthy and powerful of the city. Master Dressmakers, glazers, purse makers, perfumers, gold and silver smiths, jewelers, artists, and many others have their shops and homes in this district.

While it is easier for large wagons to go up the ridge roads in Tiefberg, there is a large labor house located at the top of Kreideschloss with several large blocks and tackle. These ropes allow the men to pull up even the heaviest wagon far quicker than using the narrow roads of Tiefberg.

Tiefberg

The oldest district of the ward it sits on the most suitable land for housing. Unlike the brick and plaster houses of the other districts, most of the houses in this area fashioned from timber and stone. The stone used was quarried as the masons leveled the terraces to the west. These larger multi-family plots have been subdivided over the years until the neighborhoods more resemble a maze of blind alleys and narrow thoroughfares.

Before the completion of labor house in Kreideschloss, the only way to reach the palace was through the rising roads in Tiefberg. This is an easy route for horses, but as the houses increasingly encroached on the roads it became more difficult for larger wagons and carriages to use these roads. Currently the roads are only used by foot traffic, which allowed merchants to set-up carts and small shops along the roads.

Sailors, Dockworkers, Fishers, and Black Market Goods

This ward runs along the shoreline of the bay and contains all of the piers except for the single pier that the Elven District is allowed to maintain. This position gives the Alderman significant influence not for the wealth of the district, but due to his control over the dockworkers and ship hands that work (and occasionally) live here.

Warehouse

This district runs south to north along the shore of the bay. Large piers extend into the bay allowing merchant ships to dock or at least offload goods. Warehouses, Taverns, and Dockworking guilds are all built up along the most western edge of this district - as near to the bay as they can get. The Harbormaster has several houses in the northeast of the district where the bay and its watchtowers can easily be located. Taverns and Brothels catering to sailors are found among the warehouses.

Market Commons

There are goods sold in nearly every inch of this ward, but only the small market district on the most western stretch of the ward is actually allowed to have permanent merchants. This does not stop merchants elsewhere, but that matters little to the people that work here. It is well known in the city that most of what is sold in these shops is simply a front for illegal goods. Any ward constable not on the take will not survive a week in the job as “accidents” have been known to happen. This is not a district for the good people of Bornheim, but it is a necessary one.

Fishtown

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.

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.

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.

Soldiers and those that support them - plus Dwarves

Eastgate

The Eastgate district is dominated by the large barracks and training grounds for the soldiery. The rest of the district are those crafts like smithing, fletching, bowyers, and leather workers as well as the families of soldiers. Given that the Eastern Gate is the most likely section of the wall to be under full-scale attack it is understandable to find the barracks along the wall.

Rehb

The foundrymen and smiths that work in this district give many of the buildings here a distinctive layer of black soot. The Foundrymans Guild and Smiths Guild both have large halls in this district from which they control not only most of the metal crafting in the city, but what takes place in many of the surrounding villages. Although it is well known that the dwarves are the greatest smiths, a long-standing agreement between the Guilds and the Stonearm clan keeps the dwarves from undercutting the guild prices.

Stonearm

Once this district had a different name, but now more commonly named after the dwarven 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.

Bluchen

Although known by other less savory names, it is in this district that many of the soldiers families have houses as well as those smaller craftsmen that are not guilders (chandler, butcher, bakers, etc.). It is also very well known for the less savory past times of common soldiery. Brothels, Gambling Houses, and Taverns are often found in the same neighborhood as peasant families.

Stonecutters Guild alongside the poorest and least politically powerful

While this may be the poorest ward in the city, it still is the neighborhood of the powerful Stone Cutters Guild. In addition, the larger number of non-humans gives the Dakarians more political control with fewer numbers. This ward also contains the only district, Medaille, where a non-human may buy land.

Kutteran

Named after the stone cutters that control this district. The quarries to the northeast have brought in wealth and the stone cutters have profited both in terms of silver and political control. The vast majority of the stone is brought down the Zaber River until it reaches the village of Steinal, which is controlled by the Stone Cutters Guild. From that village the stones for use in the city are brought to this district where the master craftsmen work.

The Wash

The poorest of the poor eventually find there way here. Located near the warehouse district where sailors are often “impressed” by captains and bodies are dumped. It is not a place that proper people go unless they wish to engage in improper behavior. When the snows melt and the spring rain comes the north wall would weaken from the Zaber River overflowing its banks. To fix this problem a series of sluice gates were cut in north wall that allow the water to flow through channels cut through this district and into the storm sewers. After the spring floods recede the fetid water, muck and carcasses left behind begin to rot lending this district a distinct smell.

Medaille

Unofficially this area is called the Foreign Quarter for the large number of non-humans that live here. The reason for this is that this large district was set aside by the City Council as one of the places within the city boundaries where non-humans could buy land. They cannot vote or stand in the elections, but they are not required to rent land from a human within this district. While most of the neighborhoods are dwarves, there are a few pockets of elves, orcs, goblins, and hashan.

Grand market, Craftsmen, and Merchants

Located in the center of the lower city, this ward is the crossroads for the large streets from the Eastgate, Northgate, and Docks. These central roads are large enough to fit three wagons side-by-side and kept clear of obstacles by the large number of watchmen who patrol this area.

Greenacre

Named after the large number of meat and vegetable sellers that have shops in this area. Most of the surrounding villages cart their foodstuffs into this area and sell to the merchants who then resell the foods at a significant increase. This relationship has profited those who own land in this district such that they are constantly working to keep the number of smaller food stalls out of other districts.

Plaza Market

This is the central and largest market. During the sunlight hours goods are constantly being sold and resold in this market. The largest and most wealthy merchants control several shops along the wide roads. Even after the markets are officially close there are still sales, just less of them. In the center of the market is a large plaza dominated by a large clock. This Astronomical Clock was built by the Strongarm dwarven clan and gifted to the city.

Edelstarn

In addition to the iron, tin, copper, and stone that is quarried to the northeast - there are several significant veins of gold, silver, and precious stones. The skilled smiths that work these precious materials have claimed most of this district for themselves. Most of the rest of the district is comprised of money changers, lenders, and advocates. The Dakarian Crown owns a single neighborhood where the men that have been given the right of coining perform their work. It falls to the Lord Marshall to ensure the integrity of the process.

Damenstrad

Sometimes called the “Cloth Road” by the locals, these neighborhoods mostly house the dreess makers, purse makers, clothiers, boot makers, fine leather workers, and other skilled craftsmen and merchants that deal in wool, sheepskin, lace, linen, cotton, fur, and even exotic materials like silk and velvet. The Clothier Guild in this district and the Dyers Guild in Kohlrein are close political allies in this ward.

Kohlrein

This small district is located nearest to the docks and is where most of the leather workers, dyers, tanners, alchemists, and perfumers can be found in the Lower City. Walking through these neighborhoods can be an assault on the eyes and ears caused by the large number of chemicals used by the craftsmen. To keep this area clean a large central sewer was dug in 436 AH that runs into the bay just north of the Elven Quarter over the protests of the elves.

Original City and a warren of small roads and blind alleys

Old Town

The largest district has been destroyed and rebuilt hundreds of time in its past. This is the site of the original settlement by the first humans to settle here. It was also the town of the Mladovians; although only a few signs of it remain standing. It is now a warren of twisting roads and alleys that are barely large enough for a hand cart to pass through. Often roads are closed off by a neighborhood seeking to claim more land as their houses extend closer to the road.

Geldensich

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.

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.

Rottziel

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.

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.

Crown Lands held by Lord Marshall

These land within this district is owned by the Crown. The alderman of this district, by tradition, is the Lord Marshall who was selected by the Crown to administrator their lands within Bornheim. The palace that is built in this district sits on the site of the original fortress built by the Mldavoians. There are thick stone walls surrounding this district and the only way in is through a fortified gatehouse that sits between the Palace District and High Mount.

Only subjects of the Kingdom of Dakar are allowed to rent the few houses and apartments that have been built in this district. Foreign Dignitaries can spend several weeks as a guest but they cannot control property.

Ellendar rents this land it its dock

Although this district is the smallest of the nine it does have its own dock jutting into the bay. A strong, but very decorative, stone wall marks the border. Inside this border is an enclave of elves. The elves have been given special rights to maintain their own laws within their district as long as none of them run counter to the laws of Bornheim. Even though that is true this district still has a Citizen Constable as elves cannot purchase land within the charter.

Canal dedicated to Karash, the Patron God of Bornheim

The 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 River Gate to the east to the 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, 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.