Solan

Solan is the current capital city of Hansola, it is the seat of the current duke's power. If the King's family is every removed by the council of barons the capital would move to the new family's seat of power. The city of Solan is very diverse in architecture and people. The buildings are made out of a mixture of stone, bricks, and wood, creating a medley of neutral colors. This combined with the different architectural styles, influenced by Hansolan, Halfling, Alber, Elven, Swiss, and Summarian residents and merchants, leads to a very diverse set of buildings.  
In recent years the city has fallen on hard times. Refugees of the dwarven conquest flooded the city and crime has increased immeasurably. Corruption is present at every level of government now and many of the powerful factions of the city are criminal enterprises. As a reaction to the city's downturn and the dwarven war in the north, faith has come back to the country in force. The Inquisition is a mixture of church and state. A special set of priests and knights with the authority of law enforcement. The city's population have mixed feelings about the Inquisition. There are many who welcome any attempt to put the gangs in their place or are religious enough to believe in the church. To the city's underbelly though the Inquisition represents a dangerous force that can't be bribed and act with impunity, shutting down vice dens and arresting gang members.  
Solan is also, by far, the worlds largest producer of plasm, the refined blood of leviathans found in the southern sea. Where whale oil once reigned as the fuel of choice plasm now powers the city. At night the city comes alive with a blue glow as plasm powered lampposts light the streets. Those with means now have their homes lit, warmed, and cooled by magic powered by plasm.

Demographics

The peoples of Solan are very diverse. It is a trade city which increases immigration and the Kingdom also has at least four major races inhabiting it.

Government

The city counsel runs the capital but their decisions can be overruled by the king. The counsel consists of the crowned prince, high inquisitor, commander of the guard, head of the merchants guild, and representatives from the 6 districts. City counsel positions can be added or removed at the discretion of the king. Under this system the elite few of Hightown have just as much power and representation as the poor masses of Lowtown. The representatives are also the de facto leaders of their districts.

Districts

Formally Hansola is split up into six districts, though locals make further distinctions especially in the undercity.
Market District. This district is the center of commerce in the city. It is an endless maze of streets and squares. It is very easy to get permits to sell good in the market district and harder anywhere else. Many make daily or weekly trips to the market, making it the district of Solan with the most foot traffic. Those who reside here often live above their businesses or around the merchants guildhall. The streets are largely empty at night but the area is well patrolled in case someone tries to rob one of the many businesses.
The Refinery Center. "Slagville". This district is home to the factories and refineries of the city. Once the area was mostly used for fisheries and pumping out whale oil. Now many of the factories are focused on one product, plasm. Other factories still exist but about 60-70% of it is leviathan refineries, which produce slag as a byproduct. The slag is pumped through much of the district before being taken by sewer to a section of the undercity, this gives the district it's nickname "Slagville". Most of the refineries are owned by William Bluebill and the entire district is controlled by the Billhook Gang.
Hightown. Hightown is the district of the rich. The markets there are more apt to sell jewelry and books rather than clothes or food. Most of it is mansions with a few high end businesses. If you look like you wont belong the guards often wont allow you entrance to the district. Being caught there after dark is an easy way to end up in jail if you don't have residency papers.
Docktown. The lower part of the city facing the docks is known as Docktown. It is home to dock workers, sailors, taverns, and fishermen. This district is highly contested. The city watch have a significant presence here for most of the day and occasional nightly patrols. The Billhooks have many members who live in this area but operate mainly in Slagville, those that hunt leviathans regularly tend to favor homes in Docktown over Slagville. The Greenskins maintain partial control of the area and the Triumvirate also contests docks themselves.
Lowtown. On the opposite side of the city as Docktown is Lowtown. If you are poor and don't work on or near the water, but can afford to live on the surface, you live in Lowtown. Its an urban jungle of stacked buildings and winding streets. This district very large about 2/3 of it is controlled by the Triumvirate the rest is mostly Greenskin territory, though some smaller gangs thrive here. Either beneath the notice of the major players or paying them off to allow the use of their turf.
The Undercity. The Undercity is by far the largest district of the city and home to its poorest residents. Solan was once home to vast coal and iron mines, the remnants of this past are found in The Undercity. Vast underground cavern systems mixed with smaller caves and tunnel systems. Though it stretches underneath most of the city the only official entrances to the undercity are in Lowtown. If you're trying to move a cart or carriage through the lift is the only way, if you're on foot you can use the other 2 entrances on the edges of Lowtown, but those willing to navigate the sewers can pop up anywhere in the city. When the mines dried up the area was mostly used for waste until the population of the city got large enough. Now it is a network of underground buildings and cave homes. Being homeless is a crime on the surface but the streets of The Undercity are free game. This area is inhabited mostly by non-humans or refugees. The only guard station is close to the entrance from Lowtown, the guards little more than toll takers for the carts using the lift, theoretically they are supposed to go on regular patrols but no guard captain will lead his men too far from the garrison. Lowtown guards will stop those trying to leave the undercity at night but won't pursue suspects into the darkness below.


Unofficial Districts.

Unofficially the locals make further distinction inside the more populous districts.
Hookville. Hookville is the area of Docktown occupied mostly by Billhook leviathan hunters. Its a dangerous place to live when all your neighbors are regularly flooded with leviathan magic. This area also is where the docks and equipment set up for leviathan harvesting are. A former dry dock has been converted into a leviathan hoisting apparatus. Hookville is always alive at night, because the hoisting of leviathans can only be done at night the area has no curfew, not that the guards would tangle with the juiced up Billhooks anyway. The guard's fear of this area actually makes it one of the most dangerous places in the city, more so than most of the undercity.
Fenn's Folly. Fenn's Folly is a large neighborhood in Lowtown. It is named after previous commander of the guard Count Richard Fennick, who was commonly referred to as Fenn. Back in the old days of the city Fenn believed it possible to rally the people and guards to sweep the city and stomp out organized crime for good. After a bloody battle in the slums of Lowtown his body hung by its ankles for weeks before rot finally slipped it from its chains. Fenn's Folly is the heart of old crime in the city, its where the Triumvirate decided to come together and it remains their stronghold to this day. Fenn's folly is one of the most diverse neighborhoods in the city. Not a lot of orc presence but humans, halflings, gnomes, tabaxi, and the few Leonin who live in the city are often found here. Gambling rings, brothels, gladiator pits, and animal fights are all common entertainment in this area of the city.
Kotville. Kotville is a neighborhood encompassing about a third of Lowtown full of orcs. The area was once some of the cheapest housing in Solan and all the orcs could afford when they first started moving into the city. Over the years it has swollen to a small culture hub within the city. The Greenskins united several of the smaller orcish gangs into one, giving a sense of community to an area once rife with violence. Now Kotville is also the center of jazz, hip hop, and orcish cuisine which mostly consists of skewered meats and thick bread. The Center of Kotville is Varlem Avenue the street with most of these culture points.
Darktown. Deep in the Undercity lies one of the larger caverns who's twisted maze has been turned into an urban labyrinth. Those unfamiliar with Darktown may enter only to get lost, mugged, and never return. Darktown remains almost entirely unlit, the city never invested in plasm lamps down there and most of the inhabitants can't afford coal or oil to burn. Its a harsh life for a refugee to go from a farming village to a dark maze. Only the insides of buildings are lit and even some of them are bathed in darkness. The are was once rife with street crime, and it still isn't safe, but in recent months the so called "Lord of Darktown", leader of the Found has cleaned up the streets significantly. Because much of Darktown is unlit some businesses and street signs have glowing paint.
Brickville. What started as a tent city on the edge of Darktown is now a section of the Undercity filled with refugees. Because most of them are human light is more frequent here. There are now permanent structures being developed but even after 5 years in the city some refugees are still living in tents or tarp stalls. Brickville is unofficially lead by the leader of the Lost, Jeff Lawman, he is often called "The Mayor of Brickville". The area only has one tavern, named Gott's Downfall. Above the door is a painting of a kleru dwarf looking angry while being hoisted by his ankles.
Blackwater. Around the bend from the drydocks is a section of cliff face with a hidden cave network giving nimble ships the ability to slip in. This cave network connects to the undercity and allows the Foghounds to transport illicit materials into Solan. The few times the Foghounds have lost access to Blackwater because another gang has taken over were quickly sorted by the other gangs. Nobody wants the flow of contraband to stop and now any who look enviously upon the secret docks know the consequences. A maze of tunnels and traps leads to the secret docks and only the Foghounds know the safe paths, the guard has never actually made it there even though raids have been attempted in the past.
Type
Capital
Population
60,000
Included Locations
Ruling/Owning Rank
Owning Organization
Characters in Location