.
The Heaps:
Named after the towering eyesores to the south of it, the Heaps is little more than a chaotic cluster of ramshackle wooden buildings with dirt floors. It is generally overpopulated during the warmer seasons, but because it is not hemmed in by the river or sea, its people are able to throw up hastily built shacks to continue to expand the edges. These new expansions seldom last longer than a few years however as nature finds a way to reclaim back what is hers through natural disaster.
A majority of Sunberth’s tradesmen also call this part of the city home as the streets are wider, and here they have access to the raw materials they need for their profession. Because of the slag heaps the ground water here is undrinkable so most of the water is drawn from wells up north near the fields, or from the river itself. The air quality is also generally poor, especially for those that live nearest to the heaps so naturally the poorest citizens in the cheapest houses live nearest the slag heaps.
Territory of the Night Eyes: Unlike some of the other gangs, the Night eyes do not actively patrol their territory. In fact, they don’t even use their own members to collect fees from the business in their territories. Instead they outsource all of it through a series of dead drops so that even the people doing their dirty work can’t say they’ve ever met a member. That said, the Night eyes have ears and eyes everywhere to keep an eye on everything. People who do or say something they shouldn’t in their territory have a way of disappearing without a trace the next day. Because most of their territory is on the outer fringe of the city, the buildings here tend to be larger, and more spread out. Houses tend to be made out of loose stone, and thatch while commercial buildings are made of wood.
- The Sunset Quarters
The Sunset Quarters are the last resort for many. A slum so tightly packed together that many of the houses are stacked on top of one another, and often house more than one family. The streets here are a winding, confusing mess that even the residents have a hard time navigating. Institutions like the orphanage tower over most of the residences here while other places go unnoticed, lost in the maze of slums.
The Sun's Refuge Territory:
One always knows when they are on the Sun’s Birth side of the city. They tend to run a tight ship, patrolling the streets often to disrupt any trouble-making not of their own doing. In order to keep their streets clear of rubbish they tend to offer incentives in the form of tax breaks for businesses or leg breaks in the case of anyone insensitive enough to litter in front of a dragoon. The buildings here tend to be small, rarely if ever reaching two stories and for the most part made of wood. This is because the southern section of the city was the site of extensive mining operations before the Valterrian, more so than anywhere else across Sunberth and that has made building here a fairly unstable proposition. However not one’s to let a bit of risk stop them, the majority of residents combat this by expanding their homes underground into the tunnels before blocking them off but of course that came with its own risks as well, for on top of the instability there are some things down in those tunnels that a thin wooden wall will not keep out.
Rotten Reaches:
The Rotten Reaches were built around the ruins of what once had been Sunberth before time ate away at her like it always did. The buildings here are a suitably bizarre mix of styles featuring some of the old stonework left by those ruins with wooden additions that look sloppy in comparison. The floors here are mostly dirt or stone and the population typically stays on the poor side unless they are otherwise affiliated with the Daggerhands at which point they can enjoy an average lifestyle if they are lucky.
Daggerhand Territory:
In arguably the worst section of the city, the Daggerhands have been recovering their losses by flooding the area with drugs. Because of this, much of this section of the city has started to come apart with drug dealers and users littering every street. Many homes are falling apart while Daggerhand thugs roam the streets to squeeze what little they can out of those who continue to live here. Meanwhile Daggerhands have taken the best of everything this area has to offer and concentrated it into several safe houses throughout the district. These are easy to spot as they are the only buildings that don’t look dilapidated, and tend to have well fed and well armed guards loitering outside of their premises. Against the ruin that is the rest of this part of the city, the effect is jarring.
Unaffiliated Communities:
These communities have for one reason or another managed to resist the influence of the major gangs that have to continue to dominate large swathes of Sunberth.
- The Gated Community
Formerly the seat of the Sun's Birth. This fortified area is now overseen by a civil guard. Rumors about a possible gang takeover keep the population afraid.
Sunberth is a city that has only survived because of the stubborn tenacity of its denizens. By all appearances the city should have collapsed in on itself long ago but somehow it still exists. This is in part because of how adaptable most of its residents are, and how vicious living in such an environment has made them. To an outside eye, it looks like these people have never moved from the chaos that the Valterrian left in its wake but the truth is much more complicated. Unbeknownst to almost everyone, a fragment of hate keeps the city perpetually locked in its self destructive cycle, never organizing beyond small groups of like-minded individuals.
Most of the buildings in Sunberth are not built to last. They are, and often have been easily destroyed so Sunberthians don’t tend to spend much time putting up a structure that is just going to fall down in a couple of years. Using cheap materials, and even cheaper labor they put up what they can to keep out of the elements. If they are one of the lucky few Sunberthers that can afford it, they put their house up in the stone shell of one of the older structures in the city, ones from a time that has long since been forgotten. The bones of what the city once had been are everywhere when you look for them, although most of them have had their materials recycled by now. If one wants to really get a sense of what was, they go below the city were the tunnels stretch on for miles and miles into the darkness. Some businesses have extended themselves into these old tunnels but that comes with its own risks as well. Not only is it easier to break into, but there are things in those tunnels that people only whisper about when the sun is shining high over their heads. Reportedly there is also plenty of treasure to be found in those old tunnels as well, old artifacts from a time when such craftsmanship was commonplace but those that go looking for it seldom make it back to the surface.
Most of the gangs claim ownership of the tunnels below their territory in some fashion, but these areas are often lightly watched if at all. It truly is a labyrinth down there, and most gangs can’t afford to spare the resources to guard those tunnels effectively so often times they just brick up the entrances that adjoin their hideouts. Except for the Night Eyes, who reputably live in the tunnels, coming out only at night to do business. Most of the common folk just disregard these stories as tales meant to enhance the gangs reputation, but their are a few in the city that suspect this is why the gang seems to know a lot of things they shouldn’t.
In order to survive, most every native in Sunberth belongs to a gang of some sort, or are at least gang adjacent. There are of course the three major gangs that have currently risen to prominence but there are a multitude of minor local gangs that exist throughout Sunberth. Their territory typically consists of a street, or alleyway that they protect, and do their business on, extorting the local population for their services which makes them gang adjacent. These smaller gangs are constantly supplanting one another so it isn’t uncommon for a street to change hands a couple of times over the course of a season. Within the territories of the larger gangs, life is a bit more stable in that the person one pays their bribe to remains consistent. However these territories are particularly dangerous on the fringes where attacks are common or if one happens to live near a place the dominant gang does a lot of business.
The average Sunberth resident survives by keeping their head down, and going about their business while trying to avoid the wrong kind of attention. Going out at night is asking for trouble, and those who do usually are not alone.
Most of the buildings in Sunberth are not built to last. They are, and often have been easily destroyed so Sunberthians don’t tend to spend much time putting up a structure that is just going to fall down in a couple of years. Using cheap materials, and even cheaper labor they put up what they can to keep out of the elements. If they are one of the lucky few Sunberthers that can afford it, they put their house up in the stone shell of one of the older structures in the city, ones from a time that has long since been forgotten. The bones of what the city once had been are everywhere when you look for them, although most of them have had their materials recycled by now. If one wants to really get a sense of what was, they go below the city were the tunnels stretch on for miles and miles into the darkness. Some businesses have extended themselves into these old tunnels but that comes with its own risks as well. Not only is it easier to break into, but there are things in those tunnels that people only whisper about when the sun is shining high over their heads. Reportedly there is also plenty of treasure to be found in those old tunnels as well, old artifacts from a time when such craftsmanship was commonplace but those that go looking for it seldom make it back to the surface.
Most of the gangs claim ownership of the tunnels below their territory in some fashion, but these areas are often lightly watched if at all. It truly is a labyrinth down there, and most gangs can’t afford to spare the resources to guard those tunnels effectively so often times they just brick up the entrances that adjoin their hideouts. Except for the Night Eyes, who reputably live in the tunnels, coming out only at night to do business. Most of the common folk just disregard these stories as tales meant to enhance the gangs reputation, but their are a few in the city that suspect this is why the gang seems to know a lot of things they shouldn’t.
In order to survive, most every native in Sunberth belongs to a gang of some sort, or are at least gang adjacent. There are of course the three major gangs that have currently risen to prominence but there are a multitude of minor local gangs that exist throughout Sunberth. Their territory typically consists of a street, or alleyway that they protect, and do their business on, extorting the local population for their services which makes them gang adjacent. These smaller gangs are constantly supplanting one another so it isn’t uncommon for a street to change hands a couple of times over the course of a season. Within the territories of the larger gangs, life is a bit more stable in that the person one pays their bribe to remains consistent. However these territories are particularly dangerous on the fringes where attacks are common or if one happens to live near a place the dominant gang does a lot of business.
The average Sunberth resident survives by keeping their head down, and going about their business while trying to avoid the wrong kind of attention. Going out at night is asking for trouble, and those who do usually are not alone.
Districts Overview
The Heaps:
Named after the towering eyesores to the south of it, the Heaps is little more than a chaotic cluster of ramshackle wooden buildings with dirt floors. It is generally overpopulated during the warmer seasons, but because it is not hemmed in by the river or sea, its people are able to throw up hastily built shacks to continue to expand the edges. These new expansions seldom last longer than a few years however as nature finds a way to reclaim back what is hers through natural disaster.
A majority of Sunberth’s tradesmen also call this part of the city home as the streets are wider, and here they have access to the raw materials they need for their profession. Because of the slag heaps the ground water here is undrinkable so most of the water is drawn from wells up north near the fields, or from the river itself. The air quality is also generally poor, especially for those that live nearest to the heaps so naturally the poorest citizens in the cheapest houses live nearest the slag heaps.
Territory of the Night Eyes: Unlike some of the other gangs, the Night eyes do not actively patrol their territory. In fact, they don’t even use their own members to collect fees from the business in their territories. Instead they outsource all of it through a series of dead drops so that even the people doing their dirty work can’t say they’ve ever met a member. That said, the Night eyes have ears and eyes everywhere to keep an eye on everything. People who do or say something they shouldn’t in their territory have a way of disappearing without a trace the next day. Because most of their territory is on the outer fringe of the city, the buildings here tend to be larger, and more spread out. Houses tend to be made out of loose stone, and thatch while commercial buildings are made of wood.
- - The Simpering Seacow - Open air cafe with secret ties to the Night Eyes.
- - The Muted Maiden - Brothel specializing in fulfilling all manner of dark requests.
- - The Fence - A shop dealing exclusively with the illegal and immoral.
- - Cutters and Carvers - Lumber supplier with hidden connections.
- - The Rookery - The only means of contacting the Night Eyes directly. Likewise, a premier messenger service for the city and beyond.
- - The Slag Heap Fire - The endless fire that serves as Sunberth's treasured local monument.
- - The Night’s Rest Tavern - The unofficial official hangout of the Night Eyes.
- The Sunset Quarters
The Sunset Quarters are the last resort for many. A slum so tightly packed together that many of the houses are stacked on top of one another, and often house more than one family. The streets here are a winding, confusing mess that even the residents have a hard time navigating. Institutions like the orphanage tower over most of the residences here while other places go unnoticed, lost in the maze of slums.
The Sun's Refuge Territory:
One always knows when they are on the Sun’s Birth side of the city. They tend to run a tight ship, patrolling the streets often to disrupt any trouble-making not of their own doing. In order to keep their streets clear of rubbish they tend to offer incentives in the form of tax breaks for businesses or leg breaks in the case of anyone insensitive enough to litter in front of a dragoon. The buildings here tend to be small, rarely if ever reaching two stories and for the most part made of wood. This is because the southern section of the city was the site of extensive mining operations before the Valterrian, more so than anywhere else across Sunberth and that has made building here a fairly unstable proposition. However not one’s to let a bit of risk stop them, the majority of residents combat this by expanding their homes underground into the tunnels before blocking them off but of course that came with its own risks as well, for on top of the instability there are some things down in those tunnels that a thin wooden wall will not keep out.
- - The Proving Grounds - Training site for the Dragoons as well as outsiders, for a fee.
- -The Barracks - Living quarters for members of the Sun's Birth
- - Jolly Good Stables - Stabling and riding lessons for all.
- - The Gold Lodge - Exclusive tavern catering to the Sun's Birth.
- - Nightfall Tower - Seat of power for the Sun’s Birth Leadership.
- - Sunset Quarter Orphanage - A safe place for lost, abandoned, and troubled children.
- - Yedra's Fountain - A fountain long fallen into disuse
- - Execution Square - The Hanging Oak
Rotten Reaches:
The Rotten Reaches were built around the ruins of what once had been Sunberth before time ate away at her like it always did. The buildings here are a suitably bizarre mix of styles featuring some of the old stonework left by those ruins with wooden additions that look sloppy in comparison. The floors here are mostly dirt or stone and the population typically stays on the poor side unless they are otherwise affiliated with the Daggerhands at which point they can enjoy an average lifestyle if they are lucky.
Daggerhand Territory:
In arguably the worst section of the city, the Daggerhands have been recovering their losses by flooding the area with drugs. Because of this, much of this section of the city has started to come apart with drug dealers and users littering every street. Many homes are falling apart while Daggerhand thugs roam the streets to squeeze what little they can out of those who continue to live here. Meanwhile Daggerhands have taken the best of everything this area has to offer and concentrated it into several safe houses throughout the district. These are easy to spot as they are the only buildings that don’t look dilapidated, and tend to have well fed and well armed guards loitering outside of their premises. Against the ruin that is the rest of this part of the city, the effect is jarring.
- - Hanhi's Herbologie - Tonic, Tincture, & Teas.
- - Brega's House of Happy Endings - The best little whorehouse in town.
- -The Rotting Mansion - The burned down estate of lynched Robern Dalangar.
- - The Park - A public park run by the Daggerhands and now their main Headquarters.
Unaffiliated Communities:
These communities have for one reason or another managed to resist the influence of the major gangs that have to continue to dominate large swathes of Sunberth.
- The Gated Community
Formerly the seat of the Sun's Birth. This fortified area is now overseen by a civil guard. Rumors about a possible gang takeover keep the population afraid.
- - Goldfinger's Loan Agency - Quick and dirty financier for new businesses.
- - Silvertongue's Silver Tongue - Pawn shop specializing in jewelry and finery.
- - Ruby's Scarlet Sanctum - High class burlesque theatre and brothel.
- - The Song's Rest - A place of rest for those who wish to sing a song.
- The Den
Located in the heart of Daggerhand territory lives the worst of the worst, a conglomeration of minor gangs that couldn’t be brought to heel when the Daggerhands were at the height of their power. The buildings here tend to be shabby, and poorly maintained made with whatever the owner could find nearby which tends to be bits of masonry that doesn’t quite fit matched ill fittingly with weatherbeaten wood. This is the section of the city that most Sunberthian’s choose to ignore, and outsiders visit at their own peril. The rules are different here, and if one isn’t careful a knife in the back will be the least of their worries.- - The Blood Pits - The infamous arena that sees an end to most of Sunberth's quarrels.
- - Killroy's Kennel - The finest purveyor of stolen animals in the city.
- - The Clinic - The only doctor mad enough to tackle the Den works from the Clinic.
- Stumble Alley
Most Sunberthians would rather be thrown buck naked into the Den rather than step one foot into Stumble Alley. It has been described as the alley that leads no where, and everywhere. No one knows where it begins or ends, or even where it is, not definitively anyways. They only know when they’re standing right outside of it, just about to go in. It starts as a tingle on the back of the neck followed by a cold sweat as one is left with a deeply unsettling feeling that they can’t quite place. If one decides not to heed their intuition and go in, it is best they have their affairs in order because they might not be coming back.
Be AwareIf you wish to visit this location, you will need to make two 1d100 rolls in chat under moderator supervision. The first roll (70<) is to see if you find it. The second roll (20<) is to see if you make it out unscathed.- - The Majestic - Secret location that offers potions, poisons, and magical services.
- - The Library - The only library in the city, this site is also home to the mysterious Vigilante gang.
- The Castle Commons
The Castle Commons are a shadow of what Sunberth used to be before the cataclysm. In fact, they are the shadow of a shadow for little but rubble remains of what once was. However Sunberthians are hardy people. Out of those old bones they have rebuilt again, and again, as many times as it takes for them to stick. As such, the houses in this quarter tend to be made predominantly with the old masonry ‘left lying around’ as a local would say. More so than any other part of Sunberth, these buildings have a haphazard feel to them and it is rare for them not to have a house or two collapse over the course of a season ‘just ‘cause’.- - Castle Commons Marketplace - The decidedly neutral commercial heart of the city.
- - Temple of the Unknown - A mysterious relic left from Sunberth's pre-Valterrian past.
- - The Pig's Foot Tavern - The most popular tavern in Sunberth.
- - Baker's Butchery and Bakeshop - Reliable source of meat in the city, even if the meat's quality is dubious.
- - The Storage Houses - A tightly patrolled compound housing merchant stock.
- - The Establishment - A business specializing in job listings and finding mercenary work.
- - The Knight's Armory - The finest smithy in the city.
- - Deu's Vestments - Popular tailor and garment alteration store.
- - The Gallows - Here, the city of Sunberth metes out justice on its public execution stage.
- The Riverside Community
As the name suggests, the Riverside community is made up of all of those who live alongside the river, their homes and businesses raised on wooden stilts that have to be replaced every couple of years or so. The people here enjoy a poor to average lifestyle with the average living near the north part of the river and getting progressively poorer as one goes south along it.
- Baroque Bay Community
The Baroque Bay is the entry point for most foreigners coming into Sunberth, and the face it presents is middling at best. The houses here are little more than wooden shanties with the exception of the Inns, taverns, and brothels that line the boardwalk to welcome a weary sailor. With the northern part of the city inaccessible by sea due to the cliffs, the docks had to be built across the river on the southern side, and because of that section of the city is dedicated to facilitating commerce, or protecting it as is the case with the storage yard.- - Tall Johnny's Casino and Cage Fights - A popular business catering to the brave and the foolhardy.
- - The Drunken Fish - A tavern hangout for sailors and recruiting location for "privateers"
- - 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 Slaver's Row - Home of the most lucrative business in Sunberth, and with premium real estate along the waterfront.
- - No Man's Land Tavern- A new tavern in Sunberth that welcomes anyone no matter their affiliation. Also home of the Job Board
- - Bright Fortunes - A friendly fortuneteller in the ever-shifting Seaside Market, near the rickety flower cart.
- - Pushing Up Daisies - A portable flower stall that makes Sunberth smell just that little bit sweeter.
Lodestar Isle
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.- - Leywellin Manor & Lighthouse - A ruined testament to the mining barons that once ruled Sunberth.
Outside of the city:
Outer Sunberth is a mixture of small hills and flat land, with plenty of mines between it and the fields it subsists on. While it may look tamer than the wildlands that envelope its borders, it is just as dangerous.- - - The Mines of Sunberth - Mines that intersperse Sunberth, especially in the north west
- - The Tent City - An extremely poor community of those that cannot afford to live in Sunberth proper.
- - Southwatch Tower & Westwatch Tower - Twin hideouts used by the Night Eyes.
- - South Woods Caverns - A mysterious cavern located outside the city, fuelled by wild died.
- - Aquillar Hot Springs - A peaceful bathhouse run by a sweet elderly couple.
- - The Dust Bed - Sunberth's graveyard, located on top of an ancient burial site.
- - Moritz Residence (Name TBD) - The home of Moritz Craven(PC) which is found not too far from The Dust Bed Ridge where the local graveyard can be found.
- - Agremmon Fields - The agricultural farmsteads of the city.
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