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Shadawall

Nestled at the base of Quint’s Wall, the great fortification that divides Cruentum’s south from the untamed north, Shadawall is a bustling town where pragmatism and daring adventure collide. Built in the literal and figurative shadow of the wall, the town began as little more than a workers' camp during the construction of the massive fortification. Over the years, it evolved into a vital settlement—both a support hub for those who maintain the wall and a way-point for travellers and adventurers drawn to the mysteries of the north.

Quint's Wall

The wall itself is a marvel of engineering and a testament to the collaboration between Dwarves and Humans. Originally named Quintis’ Wall in honour of the lord who drove its building, the name has been shortened over the years to simply Quint’s Wall. Utilizing a natural choke-point where the Dhufae mountain range narrows to meet a smaller range in the northeast, the wall spans the entire mid-line of the island. It is a towering fortification of stone, reinforced with dwarven craftsmanship and human ingenuity. At its tallest, the wall rises like a sheer cliff face, dotted with watchtowers and gatehouses manned by guards who keep watch for anything—or anyone—coming from the north.

For centuries, the wall has stood as a symbol of safety and separation, a physical and psychological barrier between the known lands of Cruentum and the unpredictable north. Though raids from orcs, goblins, and other creatures have tested its resilience, the wall remains steadfast, a testament to the determination of those who built it.

The Town of Shadawall

At the foot of the wall lies Shadawall, a town that thrives on both practicality and promise. Originally settled to support the construction crews that raised the fortification, Shadawall grew into a permanent community of workers, guards, and craftspeople. As the years passed and stories of adventure to the north spread, the town transformed into a hub for explorers, fortune-seekers, and mercenaries daring to venture beyond the wall.

A Gateway to the Unknown

Shadawall caters to those who seek the myths and mysteries of Cruentum’s northern wilds. The long-standing rumour that Arastmith Lurk, the great pirate lord, buried his wealth somewhere north of the wall has drawn adventurers from across the Glass Sea and beyond. Tales of hidden treasures, monsters, and ancient ruins have turned the northern expanse into a place of legend, and Shadawall into the last stop for those bold enough to chase it.

The town is alive with the bustle of outfitting and preparation. Merchants sell maps, weapons, and survival gear, while alchemists hawk potions for healing, stamina, and courage. Outfitters like Ironfoot’s Provisions provide everything from enchanted cloaks to mundane rope and rations. Inns such as The Wall’s End and The Rusted Flask offer lodging to weary travellers, with warm hearths, hearty food, and tales traded over tankards of ale.

Healers and alchemists thrive here, too—The Verdant Remedy, a well-known apothecary, offers salves and poultices, while wandering clerics provide blessings to those who wish to hedge their bets before venturing north.

A Town of Two Faces

While Shadawall owes much of its growth to the allure of the unknown, it remains a working town with a pragmatic soul. Guards and engineers who maintain the wall live here, alongside masons, miners, and blacksmiths who keep its fortifications strong. The community is a mix of workers, traders, and transients, creating a town that feels both solid and transient—where the permanence of the wall contrasts sharply with the fleeting nature of its visitors.

The streets of Shadawall are alive with movement: adventurers gathering supplies, merchants bartering, and workers returning from shifts on the wall itself. Despite its utilitarian origins, the town has an air of grit and excitement, as if every cobblestone holds the weight of stories waiting to be written.

Trade

Shadawall is also a critical trade spot. At the west edge of town is a massive Dwarven warehouse carved directly out of the mountain. This is where the Dweorgs trade metal ingots and goods with travelling traders who move products up and down the island. The warehouse, heavily guarded, bears a great stone sign declaring Blackstone Brothers Trade Goods. The founders, Balrik and Fargrim Blackstone—members of a smaller vassal clan in service to the Grimstone Clan—were farseeing dwarves who understood the future would require extensive trade. By building the warehouse and connecting it through giant tunnels north to Vin Lodar proper, they ensured rapid movement of trade goods while minimizing contact between non-Dwarves and Vin Lodar. Most importantly, the brothers secured their clan’s prominence in Dwarven trade, ensuring their name would grow under the mountain.

The Spirit of Shadawall

Shadawall is the last bastion of civilization before the north—a town where ambition meets practicality, and where dreams of riches and adventure are balanced against the cold reality of danger. For the hopeful and the daring, it is a place of opportunity. For its residents, it is a home defined by the wall’s shadow and the constant churn of travellers passing through.

Though many who leave Shadawall for the wilds never return, their stories endure—whispered in firelit taverns, etched into hastily drawn maps, or remembered by those who dared and survived. For those who remain, Shadawall is a town that stands firm, ever watchful, a gateway to legends waiting beyond the stone wall.

Alternative Name(s)
Shadow of the Wall, Shadow Wall, Quint's Shadow
Location under
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