Resource - Stormreach

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Resource - Stormreach

Post by Vardaen » Tue Oct 15, 2013 9:30 pm

This thread will have all sorts of Stormreach information posted to it. The Google Info sheet will also contain data, so check it out too.
As the ship nears Stormreach and Xen'drik the Dark Continent the crew makes an announcement, and the ship starts to drop altitude. That draws nearly everyone up on deck to witness the arrival at your destination.

Located on the norther point of Xen'drik, along the eastern coast of a large jungle peninsula is the City of Stormreach.

It's a ruin.

This is your first thought as Stormreach comes into view: the city has been destroyed by some terrible disaster. You see crumbling walls and squat, shattered towers. Then a moment later, you realize how far you still are from the city, and you notice the smaller structures clustered around those broken foundations. These ruins must be the work of the giants, buildings that fell long before humans came to this land.

It might not be a ruin, but Stormreach is a ramshackle city. As you draw closer, you see that the buildings are an astonishing assortment of architectural styles and materials. Some of the inhabitants have constructed their homes using stone quarried from the ruins themselves; others are partially built from driftwood or the hulls of broken ships. The Flamic architecture of Thrane stands next to a thatched hut that would seem more at home in the Shadow Marches. The city is a tapestry, hinting at the diverse range of people that have settled here. From what you can see, Stormreach is spread over a wide area, flowing down along a river valley. Barges and passenger skiffs drift between the harbor and the depths of the city. Vegetation - covered cliffs surround the valley with curtain of lush green.

As a boomtown devoted to extracting Xen'drik's riches, Stormreach will never be mistaken for a capital city or a paragon of architectural splendor. The climate seems agreeable, though (at least between storms), and the place holds and air of ancient mystery. You can see why so many choose to stay in Stormreach long after their expeditions have staggered out of Xen'drik's interior and returned to civilization.

Image Stormreach is humanity's greatest outpost on the continent of Xen'drik. Established by pirates and smugglers, it has become a vital resource for those who wish to explore or exploit the shattered land. Although the culture of Stormreach has its roots in Khorvaire, it is a free city with no allegiance to any of the Five Nations. As such, Stormreach is a haven for explorers and exiles, for adventurers and criminals, for soldiers disillusioned with their former kingdoms and those who wish to continue the war. It is a beacon for dissidents and romantics, for fugitives on the run and those who need to escape their own memories. Far smaller than Sharn, it is a city where a few bold adventurers can make a difference—a place where the major players quickly come to know each other. Stormreach is far more than a gateway to Xen'drik. The history of the city stretches back across the Age of Giants to the dawn of Eberron. Modern Stormreach is built on the ruins of past civilizations, from giant to thri-kreen and even stranger things. Some remnants of these civilizations can be seen on the surface. Others lie hidden underground, from the sewers of the giants to entire sections of ancient cities preserved from the ravages of time.

In the arena known as the Red Ring, a Valenar warrior leaps out of the way of a giant's club. The elf came to Stormreach in search of his history—now he is forced to reenact it in this deadly contest. In Falconer's Spire, a Lyrandar lord studies maps and reports. He reaches out with his thoughts, feeling the paths of the storm and considering if he wants to hold back the tempest or welcome it in. In the slum of Dannel's Pride, a young man studies the scroll he's been given, marveling at the destructive power bound within its words. For an instant he feels doubt. Then he hears the cries of a starving child and the curses of a crippled soldier, and he knows what he must do. In a harbor alley, a merchant spits blood and teeth onto the ground. As the half-giant ruffi an draws back for another blow, the wounded man sees a guard standing in the mouth of the alley, and for an instant hope surges through him. But the guard just laughs, and the merchant realizes . . . the guard is waiting for his cut.
Image The Golden Dragon begins its decent toward the tallest tower in Stormreach, as it heads for Falconer's Spire, you gaze off the railing down at the some district below and then at the brightly covered bazaar in the merchant district as you pass over the city's northern edge toward its center.

Halas Martain joins the group, he leans over and points below, "Careful who you trust down there, every Reacher will offer you a free tour and then steal your coin purse even as you thank him. "That's the Temple of the Soverign Host there, oldested temple to the Host in Stormreach, founded before the Temple district was established. You'll find Mercs often visiting the temple to make offerings to Dol Dorn or Dol Arrah. Don't be surprised if the images of your gods don't match your normal conventions from Khorvaire, down here, they look like dragons."

He points out a few other major landmarks as the ship comes toward the Lyrandar Tower. Mainly he names districts and major landmarks for you like the Bazaar, Falconer's Spire, the Deneith Enclave, Keep of the Silver Flame, and the Red Ring, the local area. His manner is a bit annoying but he knows his stuff, and that's important in this town. "The Captain has agreed to launch one of the skiffs for us before he touches down at the tower, that will save us hours of waiting around at the dock before setting out. So if you are ready, I'm ready, we might as well head down to the cargo hold and shove off. You'll have plenty of time to gawk at Stormreach when we come back with all our riches. Image
This is a map provided by the Grey Company.
Image
Population: 11,650.
Demographics: Humans 43%, gnomes 9%, halfelves
9%, dwarves 8%, orcs and half-orcs 8%, halfl ings
7%, elves 6%, warforged 2%, shifters 2%, changelings
1%, other (drow, goblinoids, giants, kalashtar, monstrous
races) 5%.
Rulers: The Storm Lords.
Founders: Yorrick Amanatu, Molou Lassite,
Delera Omaren, Kolis Sel Shadra, Jolan Wylkes.
Motto: “Rising on the edge of the world.”

History of Stormreach
Stormreach is relatively small—its population could live in a single ward within Sharn—but it is a free city; for all intents and purposes, it is an independent nation with its own customs and traditions. The Code of Galifar does not apply here, and the rulers of Stormreach consider themselves the equals of any king in Khorvaire. To understand the culture of Stormreach, one must look to its history. Stormreach is haunted by its past. Born in the modern age, the city is a human creation, but the region's history stretches back long before the rise of human civilization. The giants of Rushemé say that the region is cursed and point to the ruins of a half-dozen civilizations as proof. Scholars from the Library of Korranberg and Morgrave University have studied these ruins for decades and have created a simple map of the region. But many of the greatest secrets remain. Uncovering the truth is a challenge for adventurers—and a task that has already claimed the lives of hundreds.

We have the Stormreach PDF in the Imperial Library. Feel free to download the book and give it a look. It is a rich city which I don't intend to try and copy and paste the entire 161 page book here for reference. Take a look, get a feel for the city, that will make your game play a much more rich experience. We also have the Secrets of Xen'drik book, that maybe fun too for you if you avoid the Adventure sections.
Image
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Resource - Stormreach

Post by Vardaen » Tue Oct 15, 2013 9:31 pm

These are detailed maps of Xen'drik and Stormreach. They aren't really IC maps at this point, but you need to have good idea of where you are. So here they are.
Image
Sharn is to the North (Top of map)
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Note that on this map North is to the right, the orientation isn't what we normaly see.
Image
Note that on this map North is to the right, the orientation isn't what we normaly see.
Image
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Resource - Stormreach

Post by Vardaen » Tue Oct 15, 2013 9:33 pm

FIVE THINGS EVERY STORMREACHER KNOWS ABOUT

The Storm Lords: Stormreach is a small city, and the Storm Lords are prominent public figures. The streets buzz anytime new gossip emerges about Lord Jonas Wylkes or whenever the Lassites throw a party at Molou's Distillery. Lady Kirris Sel Shadra maintains a low profile, but people are always speculating about the power she wields in the shadows. People might love them or hate them, yet the Storm Lords are a common topic of conversation whenever people gather.

Tall Tales of Xen'drik: Every Stormreacher can spin tales of horrific monsters, lost expeditions, and fabled treasures found in the depths of Xen'drik. Some stories are passed down over the generations. Others are embellishments of personal experiences in the dungeons below the city or on trips to the continent's interior. When people gather in Stormreach taverns, they typically tell tall tales, with each storyteller trying to top the one before.

Languages: Stormreach is extremely cosmopolitan for its size. The inhabitants not only deal with a steady influx of travelers and merchants from Khorvaire but also with drow, elves from Aerenal, giants, and sahuagin. Most Stormreachers learn at least one additional language. Beyond this, a number of words and phrases from other languages have fallen into the basic vocabulary. A Stormreacher might not speak Sahuagin, but he can certainly swear in it.

No Justice: The Stormreach Guard serves the Storm Lords and their interests. The guards are a force to be avoided, not a source of security. They arrest and sometimes execute criminals, but only if this benefits the Storm Lords; no moral principle is at work.

Gangs and Militias: Groups described as gangs are typically criminals driven by selfish desires. Whether they are muggers, pickpockets, burglars, dreamlily dealers, or worse, they prey on the city's people. Militias are armed groups based on political or religious ideology. Often they are supported by the inhabitants of their wards, who perceive them as a source of stability and vigilante justice. Whether they support or despise them, Stormreachers are familiar with the gangs and militias in their home wards.

Image With The Grey Tower/Company as a resource you have a great start for basic information on the city. If you would like to read over the Stormreach book please go ahead, obviously IC and OOC information will need to be separated but you can get a great feel for the place ahead of time.

Also Fiction on Stormreach: http://www.wizards.com/default.asp?x=dnd/fict/20060612a
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Resource - Stormreach

Post by Vardaen » Tue Oct 15, 2013 9:35 pm

The next few posts will be location guides, which I'll update as you explore the city, so you can come back here as a reference as we play. You start with a little bonus info thanks to what you learn from the Grey Company.
District: The Marketplace

Here broken arches and fallen columns are covered with awnings and surrounded by market stalls. The twisting, improvised streets are crammed with people, most of them visitors, making their way through the city and stopped at every turn by hawkers trying to sell them one thing or another.

Three great buildings loom over everything in this quarter: Falconer's Spire, with airships docked against it; the bazaar, a gigantic tent sheltering the city's great open-air market; and the Lorsmarch Palace, center of the Storm Lords' power.

This is the heart of the city. Here all the city's struggles, opportunities, and dangers are gathered and intensified. You can feel it in the air, and soon something is going to change.

Falconer's Spire
Falconer's Spire rises high above the Marketplace, even taller than the Lorsmarch Palace and the great tent that covers the bazaar. A great blue-inlaid edifice, the spire acts as a docking station for airships and as the enclave for House Lyrandar, overseen by Calynden d'Lyrandar (page 66).
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Last edited by Vardaen on Tue Oct 15, 2013 9:40 pm, edited 1 time in total.
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Re: Resource - Stormreach

Post by Vardaen » Tue Oct 15, 2013 9:37 pm

District: Respite

As you pass beneath the great arch, covered in flowering creepers, and enter Respite, you are surrounded by the sweet scent of blooming flowers. Here the ruins, plant life, and new buildings seem harmonious, one flowing into the next. Even the floating rubble—fragments of long-forgotten majesties—play their part, covered in blooming plants and small trees.
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House Jorasco Enclave
An ancient building renovated in recent decades, the House Jorasco enclave is built on the district's highest point, looking down the slope toward the gate that leads into Dannel's Pride. The building is filled with plants and fl owers, perfuming the air and giving the rooms a feeling of life. At night, the enclave's windows glow with a soft blue light cast by everbright lanterns. The enclave's main healer is a cleric of Olladra, Alhaura d'Jorasco (LN female halfl ing cleric 9).

Beside Alhaura, the enclave maintains a staff of lower-level adepts and experts, who can cast healing spells and provide long-term care in the enclave's bedrest wing. Healing potions are also for sale, though supplies sometimes run low because of demand from the Stormreach Guard and other major clients.
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Ward: Stormhaven
Stormhaven is home to the city's wealthiest. The ward is surrounded by walls covered by flowering creepers and is almost a miniature city, with its own shops and a group of the Stormreach Guard assigned to patrol its streets day and night. These guards keep their eyes on “riffraff” from other parts of the city and run them out at the first sign of trouble.

Coldwake Pond
You circle around Coldwake Pond, a deep body of water near the gate to the ward. Azin comments, "The pond—a cistern in centuries past—is much colder than other bodies of water in and around the city. Every day mist rises from the pond as warm, damp air meets its iciness. Speculation is rife about what causes the pond to be so cold."
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Resource - Stormreach

Post by Vardaen » Tue Oct 15, 2013 9:38 pm

Forgelight District

Forgelight isn't quiet, not at all. The hammering of the smithies, the clash of arms against shields and armor, the roar of the furnaces—these things make the place a tempest of metallic noise. It isn't quiet, but the people are hushed. The people here don't waste words; they go about their business with a grim and admirable efficiency of language and motion that infects the whole district with seriousness.

Forgelight is the city's most heavily rebuilt and reordered district, where evidence of the ancient city has to be sought out rather than being obvious. Each time the city has been resettled in past centuries, this district has been a starting point; it has clean water, stable ground, and newer structures. These days, Forgelight is dominated by House Deneith. The house's numbers are modest, but its employees are numerous. Martial skill is much prized in Stormreach and Xen'drik, so the house's Defenders and Blademarks guilds do a booming business. Even a simple club-swinger can make a tempting wage working in the city or accompanying expeditions into the jungle. Azin chimes again, "Forgelight's mercenaries fill in for the Stormreach Guard and protect shipments and explorers. The forges and shops buy, sell, and repair the equipment used by these mercenaries, as well as by adventurers. Its a good starting point for you... us."

Hammersmith's Inn
The common room is like many a tap room in any other city, and upstairs are the beds and rooms for rent. Val quotes something Halas Martain told you, "Hammersmith's Inn is favored by the district's mercenaries, ex-soldiers, and adventurers. Despite being rough and ready, the inn is hospitable and, like the rest of the district, has a sober atmosphere. Veterans of the Last War come here to drink away their sorrows and commiserate with friends, and enemies, made during that conflict."
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Resource - Stormreach

Post by Vardaen » Tue Oct 15, 2013 9:38 pm

Cross District

Cross is all abustle. The main streets lead to and from the city's other districts, making it a busy place to pass through. Above the streets hang clotheslines and rope bridges between ruins and the places where people have built precariously perched homes. Conversation flies everywhere, accent and idiom most typically from Cyre and Breland, while street hawkers, selling food, try to sound cosmopolitan, despite the parochial nature of their wares.

You pass a hawker on the street, “Apples! Get your apples! Pickled apples, sweet and tangy. Good for you sailors, and good for a treat! Spiced, pickled apples! A delicacy, green or red, sweet or sour. Get your pickled apples here!”

You quickly get the feeling that Cross is the place you travel through to get other places, as people rarely slow down as they move. Those that are lingering about have the look of Brelish and Cyran refugees.
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Ward: Dannel's Pride
A little piece of Cyre survives in Dannel's Pride. Once a small community, the ward is now bursting with refugees. It is a place of Cyran nostalgia and hope, but also a place of anger, regret, and overcrowding. When Cyre still existed, the ward began as a trading outpost established by Cyran merchants and diplomats. Then came the Last War and the Mourning. Now the original trading outpost is the heart of what the ward's inhabitants call Little Cyre, a shadow of their homeland.
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Re: Resource - Stormreach

Post by Vardaen » Tue Oct 15, 2013 9:39 pm

Harbor District
All harbors stink, but this—this is something special. All of Stormreach's great sewers, pipes, and drains lead, ultimately, to the harbor. The effluent doesn't seem to worry the wildlife; there's plenty of fish on sale for a hungry traveler. You're just not sure that you'd want to eat them. Away from the chaos and business of the harbor, the city rises uphill and in from the shore. From down here it looks as if toy soldiers have come to life and settled in a ruined city, and above it all stands a great statue, staring out to sea, a beam of light shining up from its outstretched hands.

Like every other part of Stormreach, the Harbor district is built on the bones of the past. The city ever was and ever will be a port, and time and tides have pushed the harbor farther and farther into the city, as neighborhoods have sunk or been washed away. The harbor is Stormreach's lifeblood, for the city relies on trade and its status as a free port, where rules are lax as long as you have enough coin. Without the harbor, Stormreach would be stranded and quickly die. Aside from taverns and a few shops, most of the district's businesses concentrate on loading and unloading vessels and storing cargo.

Ward: The Styes
Beyond these services is another small section of the harbor that officially is the Alchemist's Ward, that which Halas called The Styes, and he's not the only one. Once ages ago a seat of scholastic and religious leaders, the Alchemist Ward comprises the southwest section of the Harbor District. This ward's once fine temples and universities have been replaced or converted into large factories and laboratories owned by prolific and often shady alchemists and artificers. A lack of regulation allows the alchemists to cut corners, producing mass qualities of potions and alchemical gear or focusing on experimentation. Iron chimneys belch foul vapors and smoke into the air from the massive stoves used to boil and bake nefarious ingredients, and more solid wastes are simply tossed into the waters that surround this ward. This has caused a large section of this region to become so clogged with refuse and silt that the water has transformed into swaths of and channels of reeking mud. Still, its not uncommon to see the truly desperate wallowing in the filth, scrounging for something of value that a careless alchemist might have tossed out wit the trash.

Frother's Lamp / Lighthouse
On a small rocky island in the harbor stands Stormreach's lighthouse, another remnant of ancient giant architecture and magic. Believed to be almost as old as the Emperor(1), the lighthouse's gleaming crystal slowly turns, casting its light out to sea and then across the city. Strangely, the lighthouse building does not contain any rooms or stairs, being made of solid stone, except for the ground floor and cellars. These chambers have been claimed by Eldamir Fallowcrest, who maintains them as his private haven and library. He is paranoid in his defense of his books, and though he allows visitors to examine them one at a time, he hovers over their shoulder. At the first sign of trouble, he locks down the library and activates traps to secure his collection.

As dawn begins to rise up in the east the shadow of the lighthouse begins to fall to the west. It lands on an area of the Harbor that is consumed by shanties and other buildings built around and over the corpses of other ancient pieces of the city. It is an area of the city many refer to as Flotsam, and is the most depressing section of an already morbidly depressed district. Dawn causes Frother's Lamp, like some finger, point right into the center of this Flotsam area.

The Emperor
On the cliffs above the harbor stands a great statue, palms together and with a great beam of light rising from its outstretched hands. Scholars believe this is a statue of Emperor Cul'sir from the Age of Giants. Although the general populace has no idea who Cul'sir was, everyone refers to the statue as the Emperor. It radiates an overwhelming magical aura, and despite many wizards' efforts to discern its purpose, it remains a mystery.

Stormreach Guard
Anyone who knows how to use a sword can try for a place in the Stormreach Guard. Your past is irrelevant; all that matters is your willingness to forget past loyalties and to serve the Storm Lords. As a result, the guard is a mixture of ruffians, war criminals and fugitives from the Five Nations, former soldiers still itching for a fight, and a handful of people who actually care about the law. They randomly patrol the streets and are as likely to ignore a crime as they are to intervene.

Guards who do their best to uphold justice find the obstacles in their path daunting. Rampant corruption in the Guard's upper echelons makes displays of heroics potentially threatening to a guard's continued employment. By doing their job, these devoted guards put pressure on their fellows to do the same, and the city's rabble is much easier to dupe when no one steps out of line to help them. Also, busting criminals who paid bribes to higher-ranking guards ensures dire consequences.

The city's gangs and militias are well aware of the Guard's boundaries. They know the battlegrounds that guards will leave alone. The Titans might fight the Storm Hammers in the alleys of Dannel's Pride, but they would never cross blades in the heart of the Marketplace. Common sense is the key to avoiding an encounter with the Stormreach Guard or the Iron Watch; you can brawl freely in Locksmith Square, but keep your sword in its sheath in Respite.

In the Harbor District Constable Jute is a rare beacon of good among the corrupt Guard. The three story building he works out of is just as bad as any other station. Located on Ninth Street it is in okay shape but in need of a new white wash.
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Last edited by Vardaen on Mon Mar 17, 2014 6:46 pm, edited 1 time in total.
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Re: Resource - Stormreach

Post by Vardaen » Wed Oct 23, 2013 11:51 pm

Oldgate District

You'd heard that Oldgate was one of the oldest and most significant parts of the city, but passing through it doesn't give you that impression. Oldgate seems too ordered and polite, too clean and safe. Contrary to its name, this area feels newer than the rest of the city, and the people seem as if they're in a city of their own, far from the chaos in the neighboring districts.

Compared to the rest of the city, Oldgate is in good order, with rubble cleaned up and many buildings sporting new coats of paint. In the Age of Giants, the district housed the city's main inland gate, the ruins of which loom over the westernmost part of the district. In recent decades, Oldgate has become the home of expatriate communities from Aundair and Thrane and is considered a model district by the Storm Lords. However, under its respectable face, the district contains intrigues between its militias—the Knights of Thrane and the Ninth Wands—and other power groups in the city like the Grey Company.

Ward: Whitewash
Whitewash is home to Aundairian expatriates, who have a reputation for aloofness and one-upmanship. They certainly do take pride in their ward. Over the centuries, a considerable amount of magic has been woven into it. More everbright lanterns flicker here than anywhere else in the city, and the district takes its name from a centrally located magic fountain that allows people to instantly clean clothes there. A team of magewrights use prestidigitation to keep the district itself clean. The Aundairians are largely peaceful, but if pressed, they will not hesitate to call on Jorian Thiel and the Ninth Wands.

The Grey Company and the Grey Tower is in Whitewash.
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Re: Resource - Stormreach

Post by Vardaen » Wed Oct 23, 2013 11:59 pm

Temple District

Your senses are assaulted on all sides by the overwhelming presence of this part of the city.

Sight: Bright colors, pennants, entertainers dressed like colorblind magpies, swooping arches, green leaves, and colorful lanterns.

Smell: The tang of spices on the wind, the hint of incense and oils from the temples.

Sound: Temple adepts calling passersby to worship, hawkers drawing attention to their sweetmeats and savories, bards plucking at their instruments, actors calling out the merits of their plays, and, booming over all of it, the performance in the Livewood Theater.


Standing at the fork of the Koronoo River, the Temple district is the heart of entertainment and worship in the city. Because of the abundant groundwater here, the district is subject to more subsidence than other parts of the city, its stone buildings cracked and its cobbled streets uneven. Aside from the city walls and the stone banks of the Livewood Theater, few ancient structures remain. New buildings are crafted out of wood, many of them out of livewood. The district's architecture is marked by arches and domes, intermingled with trees festooned with paper lanterns. When House Phiarlan arrived in the city, the giants' amphitheater --now the Livewood Theater -- was a major attraction to them, so they established their enclave here. Nearby are various entertainment venues, accommodations for visitors, and many shrines.
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"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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