Cadral Ward

Forever cloaked in darkness by Saint Solamh's Basilica stretching across the waters and the suffocating smog from nearby mine workings, the Cadral Ward is home to many a soul. The gloom grants refuge to those who oppose the power of the Lucidiette Mass, it provides alternatives to those seeking spirituality away from the Church, and finally, it gives way to establishments of debauchery and carnal desires, such as brothels and narcotic dens, where the city's laborers seek solace and escape from their harsh realities in hedonistic pursuits. However, this hidden haven is not without its dangers, as man-made monsters and virulent diseases lurk unseen in the shadows. Half the population of this district is Human, one third is Dweor, and the rest is made of other races.  

Mineral Mines

The coal mines of the Cadral Ward burrow deep beneath the city's foundations, extending well beyond its walls, disappearing into the bowels of the earth. The mines are the lifeblood of the district, providing not only employment for impoverished residents but also a vital resource for the city above. The coal extracted from these darkened depths is the primary fuel used for the city's myriad industries and households, holding within it the energy necessary to power the steam and electric devices housed within the capital. In these underground systems, workers harvest bat guano and crystallized saltpeter, loading them onto carts bound for the cathedral via rail systems, which are later combined with the coal and the church’s reserves of brimstone to fashion the gunpowder necessary for the Kraunsgaard.   The coal, despite its importance to the city, also contributes to the ever-present smog that cloaks the Cadral Ward. The dense, choking clouds of soot and ash, released by the constant burning of this mineral, lend the district its oppressive atmosphere and perpetual darkness. This pervasive pollution permanently assaults the district's inhabitants, causing them to oftentimes suffer from respiratory diseases, further exacerbating the hardships of their daily lives.  

Narcotic Business

The lack of fertile lands in the Cadral Ward has given rise to another dark trade—narcotics. The close proximity to Saint Solamh's Basilica has resulted in Eir dregs turning up in the district. In these shadows, alchemists delve into the creation of Krish, a mind-altering drug catering to the desperate and the broken. Nestled near the torrential river that fragments Leofric, the Cadral Ward prime location provides dealers with facile access to the city's far reaches, particularly the Sanctified District, where through the winding canals, they can stealthily transport vast quantities of mindaltering substances, skirting the iron grasp of the religious laws.   Countless souls, trapped in the hazy streets, seek solace in the numbing embrace of this drugs, surrendering their very essence to the false refuge it provides. The streets teem with the lost, the hopeless, and the damned, as they wander through life, their minds adrift in a sea of altered consciousness. This abuse of substances, mired with the toxic cloud of airborne toxicants, mingled with the rampant diseases that plague the district, weaves a lethal tapestry of decaying flesh. Even the Kraunsgaard find themselves challenged in their attempts to cleanse these diseases, their power strained against this relentless tide.
Type
District
Location under

Diseases

  Cadral Ward is rife with various diseases. The following is a non-exhaustive list of illnesses that can be contracted within the district. A creature exposed for a prolonged duration to an environment or another creature hosting one of these diseases must succeed on a DC 12 Constitution saving throw or contract it. Each affliction lasts for 3d4 days or until cured by a lesser restoration spell or similar magic.  
DiseaseEffect
Lung Fire This disease sets the lungs ablaze, with the creature writhing in agony as inflammation burns its respiratory system. The creature takes 3 (1d6) fire damage every 1d4 hours.
Coal Plague The creature is struck down by a dread disease that fills its veins and lungs with necrotic rot; this infection is prevalent amongst miners. The creature gains disadvantage on Constitution checks and Constitution saving throws, and must make a DC 12 Constitution saving throw every 24 hours, taking 5 (1d10) necrotic damage on a failure.
Coughing Fibrosis A creeping rot spreads through the creature's lungs, its breaths growing ever more shallow and ragged as its body fights to draw in air. The creature's speed is reduced by 10 feet, and it has disadvantage on Dexterity checks and Dexterity saving throws.