Sunken Shore
The creak of leather armor, the distant crack of gunfire, and the grinding of sand under boots. Homes reinforced with monster scales, hunters sharpening serrated bone blades, and the occasional armored giant lizard or tamed scorpion prowling the streets. The town has an air of constant vigilance, with people watching the horizon for signs of danger. Tavern laughter is tinged with nervousness, and every drink is a small celebration of survival.
Sunken Shore, known as the town of Hunters and Heroes, is a humble desert town mayored by Harrison Hemwick, who comes from a line of beast hunters. The Hunting Guild is also headquartered here, and a bounty board is posted. This town has the lowest population due to the dangers the desert pose, yet the people are hardy and honest, and protected by the veteran hunters of Lunarmyre. Here, they promote looking out for yourself and being able to provide what you need on your own
Demographics
60% humans, 5% elves, 14% halfings, 21% other races
Government
Harrison Hemick of the Hemwick family comes from the noble lines of familes under the Baytix family, and was entrusted this area long ago thanks to their lineage in hunting beasts, whom rule justly and work hard with the Hunter/Gatherer guild to protect their citizens and promote self-reliance
Defences
Lunar Knights: A select few Lunar Knights are stationed here, focusing on using their magical abilities to augment the town’s defenses against the wilds and the occasional monster attack.
Hunting Guilds The Hunting Guilds forms the backbone of the town’s defenses. Skilled hunters use traps, guerrilla tactics, and domesticated beasts to fight off threats. Their innovative firearms give them the unique edge.
Beast Defenses: The Hunters often tame local wildlife, using beasts like trained dire wolves or giant eagles to patrol the outskirts.
Geographic Advantage: The harsh desert and nearby waterways are not only difficult to navigate, their climates are severe and are plagued with monster, which acts as a natural defensive measure.
Industry & Trade
This city trades in the parts of monsters, beasts and animals they hunt and sell. Most of it is exported, butthe materials provide a steady influx of gold. Surrounding mines also supply gems, ores and salt that also serve as goods traded
Infrastructure
1) The Fangspire- Headquarters of the hunting guild. A fortified tower made of sandstone and reinforced with beast bones. Serves as a guild hall, armory, and training ground. Along the sides the fanspire are a watchtower, armory, and a workshop where monster parts are processed. The hall also contains the guildmaster’s quarters, meeting rooms, and a trophy hall showcasing legendary kills.
2) Beast Taming Paddocks- Large, open enclosures for training griffons, giant lizards, and camels. The paddocks are managed by Sarika and her apprentice.
3) The Howling Moon Tavern- A lively gathering place for hunters to share stories, take a break, or grab a meal. Decorated with trophies of past hunts, including claws, fangs, and scales.
4) Waterstone aqueducts- A series of channels that bring water from the nearby river and lake to the town. Maintained with magic and engineering, ensuring Sunken shore's survival in the desert.
5) Martet Square- A bustling center where monster parts, enchanted gear, and survival supplies are sold.
Vendors are known for their skill in crafting unique goods from are materials.
Town Center: A large, open square dominated by the Hunting Guild’s headquarters, Fangspire Hall. The town center hosts the bounty board, supply caravans, and communal firepits for meetings and celebrations.
Defenses: Sunken Shore is surrounded by a crude but effective system of spike barricades, monster-hide walls, and gunner towers, manned by sharp-eyed marksmen using firearms and ballistae. Tamed beasts patrol the outskirts, acting as living alarms.
Water Supply: A series of wind-powered pumps and aqueducts draw water from the nearby river and oasis, with public water stations guarded day and night.
Housing: Sandstone buildings with monster-hide roofs and thick curtains keep out the desert heat and sandstorms. Homes are decorated with monster trophies like skulls and scales, each a mark of survival and pride.
Districts
1) Sands Edge- A bustling hub for trade and commerce, Sand's Edge is the gateway to the desert and the river, where tavellers arrive, resupply, and set out for their next journey.
The howling Moon Tavern- Luna Barkow's lively establishment, known for its tales of heroism and monster lore.
Market Bazaar- Open-air stalls selling monster parts, exotic spices, desert survival gear, and tamed beasts.
Fishermans Warf- A small dock alongside the river where locals catch and sell unique desert gish
2) The Taming grounds- The taming grounds are dedicated to the training and housing exoitic beasts that serve as Sunken Shore's lifeline.
Beast paddocks- Enclosures for griffons, camels, lizards, and other mounts.
Training Arenas- Where beastmasters and hunters bond with and train their creatures for survival and combat
Sarikas Sanctuary- Sarika Wytherwind's serene haven, where she heals and nurtures creautres.
3) The Hunting Guild- Known as the Fangspire, the Hunting Guild's Headquarters is bth a fortress and a center of learning for hunters.
Guild hall: A towering sandstone structure housing guildmaster Krondus and his staff.
Training Grounds: Facilites for honing tracking, archery, and melee skills.
Bounty Board: A massive board listing hunts, ranging from simple beast culling to dangerous lunar monster contracts.
Hunter's Armory: Managed by Haldor Grint, it provides specialized monster-hunting gear.
4) Residential Ward- The heart of the town, where the people of Sunken shore live, rest and support each other in their harsh environment.
Community Square: A gathering place for celebrations, announcemnts, and markets.
Oasis Gardens- A magical, shaded grove where residents grow food and relax.
Hemwick Estate- Mayor Harrison Hemick's modest yet fortified home.
5) Military District- A heavily fortified area where Sunken Shore's defensive forces are trained and houses, ensuring the town's safety.
Barracks: Housing for soliders and guards
Armory and Forge: Where Haldor crafts weapons and reapirs equipment for teh town's defenders.
Drill Fields: Open spaces for combat drills, siege weapon testing, and strategy planning.
Observation Tower: A tall watchtower for spotting distant threats, especially monsters from the desert or river.
Guilds and Factions
The Hunting Guild
Architecture
1) Sandstone Structures- Buildings are constructed from durable sandstone, with walls reinforced by monster bones for added strength and intimidation.
2) Nomadic Influence- Many Structures are buiit to be mobile or easily repaired, a nod to the survivalist nature of the town
3) Decrative Trophies- Homes and public buildings are adorned with claws, horns, and pelts of slain monsters, serving both as protection and a badge of honor.
4) Natural Integration- The town blends in with the desert, using the surrounding terrain to its advantage. Many homes are partially built into cliffs of dunes.
5) Glowstone Lanterns- Enchanted lanterns made from glowstone illuminate the streets, emitting a soft light that wards off nocturnal predators.T
Founding Date
Lunar Year 08
Alternative Name(s)
The Town of Hunters and Heroes
Type
Town
Population
10,424
Location under
Owner/Ruler
Additional Rulers/Owners
Owning Organization
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