Note: Reading this is for reference reading, as this story will take place in various spots all over this city.
History:
The city known as the City of Sails by pirates and seafaring, and the Mountain City by landtravelers. To the outside world this city is a political nightmare. Formed by a Connaothian lord who left during the beginning of the Civil War, he took his entire retinue, staff and a good number of the people loyal to him to form an city upon the coast of the mountain range that separated Connaloth and Serendipity. Being too busy in the war, his extended family had no choice but to let him go. He had bought the land from Connaloth and started to build in the land between the final mountains of the range and the Sea.
Ashport started off as a small town for several years before local miners struck it big on soil that was bought by the young Lord named Erik Hulmaster. Gold. One of the mountains closest to the Sea, the one closest to Ashport, was full of the precious metal. How much was unknown, but since he had bought that mountain it was his. At which point Erik Hulmaster reached out to allies to consolidate his power before it was taken from him. He communicated to two dwarven Lords from Essyrn and the frozen Tundra to the north. Inviting them to a private table.
It was there the Sand/Iron concordiate was set. It was a treaty between the two clans and the human lords. That each Dwarven house would own part of the land, and tax the gold if they built the lands and mined the gold. A dwarves love of gold is legendary, so each of the clans gave two hundred and some odd members to the cause.
Gold flowed freely. And Ashport turned from a town, to a full blown city. Miners, craftsmen, sailors, whores and people from every walk of life came to Ashport. The Lord Hulmaster had become a very powerful man in a short amount of time. Leading a council of three. The dwarven lords came with the majority of their clans to mine the gold, and Erik leads them.
In time, Serendipity and Cannoloth sent messengers trying to determine which country should get the gold. But by that time, Hulmaster had over five hundred dwarves and a small army of people who had come to live there. He decreed that both cities should have a Garrison of two hundred men each, and be entitled to fair prices within ashport. In an effort to avoid a war between the two countries, there was an agreement.
And so the council of three, became the council of five. An Warlock Knight from Serendipity came to oversee the construction of the Garrison of Serendipity in Ashport, and a female Mordecai known as The Silver Flame.
Erik Hulmaster commands the gold flow for the entire city. Yet cannot make a command choice without the agreement of three of the five on the council. However, the two thanes are very loyal to him and almost always agree with him. So he is King of Ashport in everything but name. He recently stretched this authority that being one of the richest men in this side of the world offers.
He recently offered an Official Pardon to a pirate fleet commander by the name of Greymane. Under the agreement that his ships stop plundering the coastline, they could dock and serve as his private fleet. Paid by the gold from the trade coming out from the mountain. Greymane and his fleet, combined with the people who live there make for an entire city. That is when Greymane became part of the council of six.
The adventure begins here, recently after the pardoning of the Greymane fleet will have political side ramifications in the future days to come, yet the issue remains... The dwarves are digging deep, and are moving further out into the Kilanthro range. Who knows what they might uncover out in those mountains.
Setting:
A salty, chill wind cuts constantly throughout the city of Ashport. Built in two parts by the ocean, this city is part mining city, part fisherman city, part marketplace. Its closeness to the sea often brings mist and heavy rain onto the city. Its connection to the mountain places Ashport in shadow throughout the second half of the day as the sun hides under the mountain that stands so close to the city.
The Wall:
The mountain range offers no small number of dangers that threaten unarmed travelers. Marauding Orcs and goblins are a danger to all. For this reason Ashport has a tall stone wall cut from the very mountain it rests near. Standing twenty five feet tall from the ground line and made out of cut stone, the wall has a walkway and several guard stations at every corner of the wall. Large catapults and a Ballista are placed on the walls. The inside of the walls have stairs, as well as metal rungs on various locations to quickly scale the stone wall. There is only one gate on the wall in the north. Meaning the only way into the city is to skirt around and enter via the unwalled port, or the north wall.
The Docks:
The massive dock is most often the main entrance into the walled city of Ashport. Wooden piers stretch out into the calm waters that house ships. There are always ships in Ashport, at least five or six sitting in the warves connected to the piers and wooden walkways. During the busy season one could walk from boat to boat. Big ships, small ships, even fishmen dingies make port there. Those merchents who trade between cannoloth and Serendipity often stop here. Crime is the most heavy here, even with Captain Greymane Decreeing that Ashport shall never be plundered. Some pirates do not listen, and the docks are heavily patrolled at night by dwarven guards with heavy shields and war hammers.
You can also buy anything at the docks. Prostitutes, drugs, alchohol, everything is for sale. Just don't tell the guards. There are seedy taverns that dot the docks, they have cheap rooms and watered down ale for sale.
Location: The muddy rudder, a ramshackle set of houses that had been built together serve as a bar and a bed for many travelers throughtout the land. The building has no sign that says the name of the establishment. There is infact, a mud caked rudder nailed above the door to signify the location.
The Market Place:
Hammers, axes, magical goods, old guns, packets of black powder and gold. You name it, its here. During the day merchants open their buildings to the world. Miners spend a fortune on things, and adventurers come through looking for the latest and greatest in supplies. The human guards protect the Market Place, as the Dwarves have little dealings with the Market place save for the Ale houses. There are always tents and stores made out of wood open for a person looking to trade.
Location:
Mister and Misses Starfire arcane imports. The market has a large three story building patrolled by guards, but this store has something special. It has its doors open for both magical goods, and the low tech guns that can be bought and sold. It is said that the Starfires can import anything for enough gold, and have a wealth of magical weapons and armor hidden in their heavily protected vaults. Rumor has it for the most wealthy, they will sell magical powder hand pistols that require no ammo, or powder to load or fire. Yet the amount of money that would require would be beyond reasonable.
The Stairs:
Leading down from the docks and across the land. The stairs start to lead up towards the dwarven complex. The rich live here, higher up away from the water. During storms, this is the safest place to be. Large houses, almost palaces, have cropped up on the sides of the mountain. This is where the Garrisons are located, one to the south and one to the north.
The Dwarven Halls:
The highest up on the mountain, and the deepest in. The dwarven halls were cut from the very rock of the mountain. The ironbeards and the Sandborn shared one thing in common. They belonged underground. The stairs lead up to the mouth of the Dwarven halls. There is always the sound of pounding and hammering from within. Houses being cut from the rock for the five hundred dwarves who live there. The scent of brewing ale and smelting gold rushes up from the depths of the mountain.
Serendipity Garrison.
Less of a Garrison and more of a Mages Tower, this building is the tallest building in the entire city. Being ten stories tall of sweeping stone formed in an inverted pillar, it houses the mages of Serendipity. Most of the magical goods and mages stay here, however, not all choose to. The tower is protected by a wall, and the garrison also has several houses surrounding it as well as a ten foot wall. This wall has been tagged with paint many times, and cleaned just as many. Anybody with magical abilities can find shelter here; however, they may find themselves working under the warlock knight and his followers should they become too dependent.
Connolothian Garrison
The religious center of Ashport, the garrison is part church of the divine and part garrison for armed men. It is a massive cathedral, being three stories tall and one of the longest buildings with several side wings to hold housing for the troops. It is here the Silver Flame leads the Connolothian people, and those who hail from that country may find shelter and help here when ever; however, should they catch the attention of the silver flame they may find themselves conscripted to follow her command.
Castle Hulberg
A castle made from the same grey stone as the wall, the castle was the first building made in ashport. Placed near the stairs leading to the dwarven fortress, the castle is visible from the mountain. It has tall walls that are manned by the finest protection that money can buy. Each wall is manned by two stone golems that patroll endlessly, theives and would be assassins have found these golems have no mercy and throw intruders nearly thirty feet off the walls should they not know a password.
The spacious inside of the castle Hulberg has enough for horsemen to train and a well for water. Well able to hold many times its current number in case of a siege, the castle is nearly impenetrable; however, there are rumors of a secret escape that the owners of the castle know of.
The People of Note:
~Unofficial~ King Erik Hulmaster
Thane Ironbeard
Thane Sandborn
The Warlock Knight
The Silver Flame
Captain Greymane