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Seawatch

Seawatch

“We stand between the sea and the soft lands of the east. If something dark is coming, it'll break on Seawatch first—and by the gods, we'll break it back.” — Captain Brynna Ironhelm  

Overview

Seawatch is the westernmost stronghold of New Sydonia, a massive fortress city nestled between the waves of the Sea of Daggers and the granite face of the Watchmount. Founded as a mountain fortress during the early expansions of the kingdom, Seawatch now stands as its most vigilant military bastion and a vital link in sea trade, especially for goods arriving from the north.   Though not the kingdom’s primary port, its defenses are unmatched—anchored by the legendary Aelfward Keep and reinforced by a devoted citizenry who live under the constant watch of sword and storm.   Seawatch stands as the northernmost bastion in a series of forts lining the elven borderlands.  

History

 

347 AD – Foundation During the War of the Elves

  Seawatch was founded in 347 AD as a forward fortress in the escalating War of the Elves, a brutal conflict between the rising kingdom of New Sydonia and the ancient elven enclaves of Pren Gwych—the last forest realm in the west.   As Sydonia pushed its borders outward, the Watchmount was chosen as a natural defensive site. General Aelfric Wardenbrand, a decorated war-leader, led the construction of the fortress that would become Aelfward Keep, anchoring it against the cliffs where the sea met the mountain.   Aelfward Keep quickly became a vital command node for Sydonia’s western campaign, housing siegeworks, teleport sigils, and war priests devoted to Woden and Tiw.  

378 AD – The Night of Falling Leaves

  In an unprecedented assault, Pren Gwych unleashed its last druidic army under the banner of the Thorn Crown. Thousands of forest warriors descended upon the city. The siege lasted for three days and nights, ending in catastrophic losses on both sides.   Aelfric Wardenbrand was mortally wounded during the final assault but held the line long enough for reinforcements to arrive. The forest was driven back, and the last green-bannered host of Pren Gwych shattered.   In his honor, the fortress was renamed Aelfward Keep.  

412 AD – The Watchmount Accord

  Following the collapse of organized resistance, the surviving elves of Pren Gwych retreated deep into the heartwood and sealed their borders with magic. The Watchmount Accord officially ended open war, but hostilities never fully ceased. Border forts like Seawatch remained active, paranoid, and armed to the teeth.  

640 AD – Trade Awakens: Expansion After Arlenport

  The foundation of Arlenport on the northern coast created new economic pathways across New Sydonia. Seawatch—no longer a simple military bastion—grew rapidly as a trade point for goods from the northern sea routes. Civilian districts like Stonebank and the Lower Docks were established, and the city began to evolve from fortress to city-state.  

660 AD – Royal Naval Command Established

  Recognizing the city’s strategic value, the crown commissioned the Royal Docks and established the Azure Tide, an elite garrison of naval marines and sailors. Their task: guard the kingdom’s western sea lanes and ensure that Seawatch remained under royal control.  

678 AD – The Stormlight Miracle

  A violent coastal storm nearly destroyed the harbor district. Witnesses claim the lightning was “split in twain” by divine force. At the site of the strike, the Stormlight Tower was raised in honor of Thunnor, the god of strength and storms. Since then, it has served as a temple, lighthouse, and beacon of pilgrimage.  

1480 AD - Elven Integration

  As Elven exiles were integrated into Sydonian society, several groups were settled in the cragsreach district of seawatch. Tensions rose between the Sydonian soldier class and the new settlers, and many elves found themselves flocking to lives of crime and adventure.  

1701 AD – The Cragreach Riots

  When food shortages and tensions with the elves pushed Cragreach’s elven community to the brink, the district erupted in riot. The garrison responded with lethal force. Dozens died, and many of the elven survivors vanished—either into hiding or into the Ragpickers’ Network. The incident left scars that still burn beneath Seawatch’s granite face.  

Districts and Locations

 

Aelfward Keep

Restricted military citadel built into the mountain.   Aelfward Keep: High command center of Seawatch, under Captain Brynna Ironhelm.   Shrine of Woden: A stone chapel where commanders seek divine counsel.   Ironhelm Armory: Heavy military forge run by Drennan Blackforge.   Watchmount Archives: A vault of ancient texts guarded by the Shrinekeepers.  

Royal Docks

Heavily patrolled, well-maintained, and lined with banners bearing the seal of New Sydonia.   The Silver Wake Inn: A polished stone inn catering to naval officers, foreign emissaries, and visiting nobles. Its terrace overlooks the royal harbor, and its top-floor rooms are said to be lined with scrying wards.   The King’s Wake Tavern: Ostensibly an upscale drinking hall, but known for stiff drinks and loose tongues. Frequented by off-duty sailors and occasionally even naval captains; run by a retired ship's mage named Orwin Glasstide.   Royal Shipyards: A series of secured drydocks and cranes. The site where most of Sydonia's warships are launched or repaired.   Harbormaster’s Hall: Administrative building managing naval manifests, dignitary arrivals, and security clearances.   Azure Tide Barracks: Home to the elite marine regiment assigned to protect both the port and royal interests.  

Lower Docks

Chaotic and lively docks district occupied by sailors, fishermen and warehouse workers.   The Drunken Gull: Boisterous sailor tavern, run by Tansy the Hook.   The Saltraven Inn: Inexpensive, rough quarters for travelers.   Hooks & Nets: Shop for nets, ropes, tackle, and fishing gear.   Brasshook Chandlery: Offers lanterns, oils, and nautical equipment.   Altar of Njord: Small open-air shrine to the sea spirit of sailors.    

Stonebank

Craft and trade quarter known for its skilled artisans.   The Gilded Tankard: Comfortable tavern with warm meals and hearty ale.   Garn’s General Goods: All-purpose supply store.   Gavel & Chisel: Master carpentry guild and workshop.   The Gildhall: Currency exchange, pawnshop, and lending office.   Forgehall of Tiw: Temple to the god of duels and justice, with sparring circles.  

Bastion Market

Fortified trade ring within stonebank district; monitored by military patrols.   The Pike & Lantern: Adventurer-friendly inn with rumor boards and rotating bards.   Ravel & Rivet: Traveling merchant stall for arms and supplies.   Watchman’s Wares: Official surplus outlet for military gear and confiscated wares.   Shrine to the Wodensammar: Temple space honoring all gods of the Sydonian pantheon.  

Highwatch

Residential area for officers and Sydonia’s upper class.   The Wayfarer’s Rest: Refined inn and meeting house for diplomats and dignitaries.   The Velvet Helm: Elegant winehouse and social lounge.   Sable & Thread: Tailor for uniforms, noble cloaks, and ceremonial garb.   Apotheca Serica: Boutique alchemical shop for rare and refined brews.   Hall of Woden’s Law: Combined temple and courthouse.    

Cragreach

Cliffside slum and elven enclave; overlooked and impoverished.   The Hollow Hearth: Dim and smoky tavern with cheap spirits.   Wyrdwood Curios: Arcane and herbal shop run by Sylas Moonshade.   The Grey Loom: Elven weaver crafting enchantments into cloth.   Broken Seal Books: Dealer in rare and obscure tomes.   Shrine of the Forgotten: Sanctuary for old gods, fey spirits, and the forsaken.    

Stormlight

Sacred coastal rise surrounding the lighthouse-temple of Thunnor.   Stormlight Tower: Temple and lighthouse, dedicated to the storm god Thunnor.   Brother Cedric’s Garden: Herbal sanctuary and healing grove.   The Brazen Horn: Pilgrim’s tavern with storm-brewed ale and travel tales.   Thunnor’s Forge: Shrine-workshop producing votive hammers and storm charms.    

Culture & Society

Seawatch’s rigid military structure influences every layer of its society. While the city hums with commerce and daily life, it remains deeply regimented. Festivals are observed by rank, curfews are enforced, and the elves of Cragreach experience clear marginalization. Despite its order, or perhaps because of it, the people of Seawatch are proud and unyielding, hardened by sea spray and sword drills.  

Crime, Law, and Power in the Shadows

Seawatch walks a tightrope between order and corruption. Behind the walls and beyond the banners, the city simmers with quiet dissent, underground trades, and uneasy alliances.  

Law Enforcement

Seawatch’s surface is rigidly controlled by two forces:  
  • The Aelfward Garrison guards the fortress proper and the Highwatch.
  • The Azure Tide, a disciplined force of royal sailors and naval marines, patrol the Royal Docks and surrounding waters. Though impeccably trained, their loyalty is more to the crown than to city peacekeeping.
  • Civilian policing falls to the Port Wardens, a fragmented force stretched too thin. In poorer districts, they either make quiet deals or disappear entirely after sunset.  

    Dockworkers’ Union

    The Dockworkers’ Union of Seawatch is one of the most powerful non-military forces in the city. Founded sometime during the industrialization of Dragonwatch, it organized laborers from the Lower Docks, Stonebank shipping lanes, and even parts of Bastion Market.   Key Roles:
  • Advocates for fair pay, safer working conditions, and non-military oversight
  • Operates a hidden "hardship fund" and informal arbitration court
  • Acts as a buffer between lawless gangs and desperate workers
  • While officially legal, the Union’s increasing influence has led to crackdowns—especially from the Azure Tide, who view it as a source of sedition. Some within the union are suspected of harboring sympathies for the Ragpickers or collaborating secretly with the Sapphire Hand.   Notable Figure:
  • Marra Ironflint: A steely-eyed dwarf and chairwoman of the Union, known for negotiating under threat and never backing down from a captain or priest. She’s rumored to have dirt on both Warden commanders and Azure Tide officers.
  • Criminal Factions

      Sapphire Hand: White-collar operatives linked to Arlenport guilds   The Ragpickers: Elven-run information web in Cragreach with ties to the Gweryn Rydd of Dragonwatch.   The Tidebound: Deserting sailors and rogue naval agents—some claim Azure Tide uniforms have been stolen or falsified  

    Notable NPCs

      Captain Brynna Ironhelm: Unflinching commander of Seawatch’s garrison.   Tansy the Hook: Half-orc tavernkeeper and rumored ex-smuggler.   Master Harlan: Discreet innkeeper of Highwatch with eyes on everyone.   Sylas Moonshade: Reclusive elf running a shop of charms and secrets.   Brother Cedric: Keeper of Stormlight Tower and servant of Thunnor.

    Maps

    • Seawatch
    Government: Military   Commander: Captain Brynna Ironhelm   Duchy: Aelfwaerd   Size: Medium City   Population: ~80,000 (20,000 garrison)   Economy: Trade with the north.   Races: Humans 74% Dwarves 13% Halflings 8% Gnomes 3% Elves 2%

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