.
The Western Heights (A)
Formerly territory of the Sun's Birth, the Western Heights is home to most of Sunberth's "upscale" establishments. Currently the area is in the process of being taken over by Sun's Birth. The area is now a point of contention between The Sun's Birth, Night Eyes, and Vigilantes.
The Sun's Refuge (B)
Currently the final shred of territory owned by the Sun's Birth. It is home to their last line of defense, in addition to the entrances of numerous tunnels spanning the city.
The Gated Community (C)
Formerly the seat of the Sun's Birth. This fortified area is now overseen by a civil guard. Rumours about possible gang takeover keep the population afraid.
Riverside (D)
The home of the Night Eyes...Although their "influence" is so obscure that many are not even aware of their presence.
Robern's Reaches (E)
The home turf of the Daggerhands, the Reaches are regularly patrolled by bands of well-armed thugs. Forgetting to watch your back here is a surefire way to end up killed or worse.
Rotten Ruins (F)
The former stronghold of the Daggerhands, now a ghost town of ruined buildings. Reputedly haunted by old Robern Dalangar himself.
The Den (G)
Easily the most dangerous place in Sunberth, not even the Big Three maintain any sort of control over the Den. Violence rules the streets.
The Castle Commons (H)
Oftentimes referred to as simply "The Commons", this district is the beating, commercial heart of the city. Rife with petty crime, the Commons represent the best and worst of Sunberth.
Stumble Alley (I)
Nominally controlled by the Daggerhands, Stumble Alley is the site of conflict between the gang of thugs and the secretive "Vigilante" group.
Baroque Bay (J)
Easily one of the busiest areas in the whole of the city, this area consists of marine establishments which cater primarily to sailors.
The Sunset Quarters (K)
Often referred to as the "Slums", this district is by far the home of most of Sunberth's denizens. Gangs rarely operate here out of an unspoken agreement not to disturb the city's housing.
The Quay (L)
Once the home of the Scars, the Quay was abandoned after a vicious series of attacks drove the Scars out of Sunberth. It is now in full control of a new gang on the rise known as The Vino.
The Seaside Market (M)
A bustling market only a stone's throw away from the "Slums". One can find almost anything in the bazaar just off Baroque Bay.
The Slaver's Row (N)
Home of the most lucrative business in Sunberth, complete with "lavish" housing for the slavers themselves. Once ruled over by the Brotherhood of Chains, they were broken and now the area is controlled by The Vino
Lodestar Isle (O)
A relic of the pre-Valterrian era, Lodestar Isle is treated with strange reverence and dread by mainland Sunberth. It is a symbol of all that the city doesn't understand, and all that it has yet to conquer.
The Elsewhere
Places within the city proper that shif, move, are all encompassing or has no set location. Like Tents, traveling merchants, tunnels, etc...
The Outskirts (P)
An accounting of the various establishments and structures located outside the city proper.
.Sunberth is a warren of back alleys, rotting buildings, and maze-like streets, tenuously divided between the constantly-warring gangs. Each neighbourhood has its own unique character, and the "bad part" of town is relative to who your enemies are. So learn your way around, friends, or else get swallowed up by the city of anarchy.
The Western Heights (A)
Formerly territory of the Sun's Birth, the Western Heights is home to most of Sunberth's "upscale" establishments. Currently the area is in the process of being taken over by Sun's Birth. The area is now a point of contention between The Sun's Birth, Night Eyes, and Vigilantes.
- A2 - Dagwood Metal - All purpose store for metal and smithing products.
The Sun's Refuge (B)
Currently the final shred of territory owned by the Sun's Birth. It is home to their last line of defense, in addition to the entrances of numerous tunnels spanning the city.
- B1 - Nightfall Tower - The seat of power for the Sun's Birth.
- B2 - The Proving Grounds - Training site for the Dragoons as well as outsiders, for a fee.
- B3 -The Barracks - Living quarters for members of the Sun's Birth
- B4 - Jolly Good Stables - Stabling and riding lessons for all.
- B5 - The Gold Lodge - Exclusive tavern catering to the Sun's Birth.
The Gated Community (C)
Formerly the seat of the Sun's Birth. This fortified area is now overseen by a civil guard. Rumours about possible gang takeover keep the population afraid.
- C1 - Goldfinger's Loan Agency - Quick and dirty financier for new businesses.
- C2 - Silvertongue's Silver Tongue - Pawn shop specializing in jewelry and finery.
- C3 - Ruby's Scarlet Sanctum - High class burlesque theatre and brothel.
- C5 - The Song's Rest - A place of rest for those who wish to sing a song.
Riverside (D)
The home of the Night Eyes...Although their "influence" is so obscure that many are not even aware of their presence.
- D1 - The Simpering Seacow - Open air cafe with secret ties to the Night Eyes.
- D3 - The Muted Maiden - Brothel specializing in fulfilling all manner of dark requests.
- D4 - The Fence - A shop dealing exclusively with the illegal and immoral.
- D5 - Cutters and Carvers - Lumber supplier with hidden connections.
- D17 - The Riverside Dovecote - The only means of contacting the Night Eyes directly. Likewise, a premier messenger service for the city and beyond.
Robern's Reaches (E)
The home turf of the Daggerhands, the Reaches are regularly patrolled by bands of well-armed thugs. Forgetting to watch your back here is a surefire way to end up killed or worse.
- E1 - Hanhi's Herbologie - Tonic, Tincture, & Teas.
- E2 - Brega's House of Happy Endings - The best little whorehouse in town.
Rotten Ruins (F)
The former stronghold of the Daggerhands, now a ghost town of ruined buildings. Reputedly haunted by old Robern Dalangar himself.
- F1 -The Rotting Mansion - The burned down estate of lynched Robern Dalangar.
The Den (G)
Easily the most dangerous place in Sunberth, not even the Big Three maintain any sort of control over the Den. Violence rules the streets.
- G2 - The Blood Pits - The infamous arena that sees an end to most of Sunberth's quarrels.
- G4 - Killroy's Kennel - The finest purveyor of stolen animals in the city.
- G7 - The Clinic - The only doctor mad enough to tackle the Den works from the Clinic.
The Castle Commons (H)
Oftentimes referred to as simply "The Commons", this district is the beating, commercial heart of the city. Rife with petty crime, the Commons represent the best and worst of Sunberth.
- H1 - Temple of the Unknown - A mysterious relic left from Sunberth's pre-Valterrian past.
- H2 - The Pig's Foot Tavern - The most popular tavern in Sunberth.
- H3 - Baker's Butchery and Bakeshop - Reliable source of meat in the city, even if the meat's quality is dubious.
H4 - Whiteflame's Cider Mill Link - A popular family-owned brewery nestled in the Commons. (Destroyed - Vantha killed.)- H5 - The Storage Houses - A tightly patrolled compound housing merchant stock.
- H6 - The Establishment - A business specializing in job listings and finding mercenary work.
- H7 - The Knight's Armory - The finest smithy in the city.
- H8 - Deu's Vestments - Popular tailor and garment alteration store.
- H9 - The Gallows - Here, the city of Sunberth metes out justice on its public execution stage.
Stumble Alley (I)
Nominally controlled by the Daggerhands, Stumble Alley is the site of conflict between the gang of thugs and the secretive "Vigilante" group.
- I1 - The Majestic) - Secret location that offers potions, poisons, and magical services.
- I2 - The Library - The only library in the city, this site is also home to the mysterious Vigilante gang.
Baroque Bay (J)
Easily one of the busiest areas in the whole of the city, this area consists of marine establishments which cater primarily to sailors.
- J1 - Tall Johnny's Casino and Cage Fights - A popular business catering to the brave and the foolhardy.
- J2 - The Drunken Fish - A tavern hangout for sailors and recruiting location for "privateers".
- J10 - The Midnight Gem - A jewelry store and residence by the mouth of Mudway on the eastern sea.
The Sunset Quarters (K)
Often referred to as the "Slums", this district is by far the home of most of Sunberth's denizens. Gangs rarely operate here out of an unspoken agreement not to disturb the city's housing.
- K2 - Sunset Quarter Orphanage - A safe place for lost, abandoned, and troubled children.
- K6 - Yedra's Fountain - A fountain long fallen into disuse
- K9 - Execution Square - The Hanging Oak
The Quay (L)
Once the home of the Scars, the Quay was abandoned after a vicious series of attacks drove the Scars out of Sunberth. It is now in full control of a new gang on the rise known as The Vino.
The Seaside Market (M)
A bustling market only a stone's throw away from the "Slums". One can find almost anything in the bazaar just off Baroque Bay.
- M6 - No Man's Land Tavern- A new tavern in Sunberth that welcomes anyone no matter their affiliation. Also home of the Job Board
- M8 - Bright Fortunes - A friendly fortuneteller in the ever-shifting Seaside Market, near the rickety flower cart.
- M9 - Pushing Up Daisies - A portable flower stall that makes Sunberth smell just that little bit sweeter.
The Slaver's Row (N)
Home of the most lucrative business in Sunberth, complete with "lavish" housing for the slavers themselves. Once ruled over by the Brotherhood of Chains, they were broken and now the area is controlled by The Vino
- N1 - The Slave Market - The primary auction area for slaves in Sunberth.
Lodestar Isle (O)
A relic of the pre-Valterrian era, Lodestar Isle is treated with strange reverence and dread by mainland Sunberth. It is a symbol of all that the city doesn't understand, and all that it has yet to conquer.
- O1 - Leywellin Manor & Lighthouse - A ruined testament to the mining barons that once ruled Sunberth.
- O2 - Robern's Sea Tariff Keep - A Daggerhand outpost used to impound ships.
- O4 - Shipwreck Cove - A maze of broken ships located just off the Isle.
The Elsewhere
Places within the city proper that shif, move, are all encompassing or has no set location. Like Tents, traveling merchants, tunnels, etc...
- The Mines of Sunberth
- The Bolt Hole - A place for those seeking music and revelry!
- The Overlook - A view and a dovecote on the cliffs north of the dust bed
The Outskirts (P)
An accounting of the various establishments and structures located outside the city proper.
- P1 - The Slag Heap Fire - The endless fire that serves as Sunberth's treasured local monument.
- P2 - The Tent City - An extremely poor community of those that cannot afford to live in Sunberth proper.
- P3 & P4 - Southwatch Tower & Westwatch Tower - Twin hideouts used by the Night Eyes.
- P5 - South Woods Caverns - A mysterious cavern located outside the city, fuelled by wild died.
P6 -The Plantation - A Night Eyes plantation that produces the unique drug "Pulp". (Destroyed via Wildfire, Summer 518)- P7 - Aquillar Hot Springs - A peaceful bathhouse run by a sweet elderly couple.
- P8 - The Dust Bed - Sunberth's graveyard, located on top of an ancient burial site.
- P9 - The Park - A public park run by the Daggerhands and now their main Headquarters.
- P10 - Agremmon Fields - The agricultural farmsteads of the city .
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