Gray's Harbor Settlement in Manavata | World Anvil
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Gray's Harbor

Gray's Harbor is a town on the east coast of Ardligh, South of Cuenar.  

General Appearance

 

While having stood for centuries, Gray's Horbor's 25 foot wooden palisade is being replaced by a 30 foot stone wall. The palisades have platforms every half furlong along the length of the wall, thile the stone wall has stone turrets every 250 feet. The main roads inside the city are of three types: closely-set green-gray stone (called Leavarite, which was magically created), brick, and cobble. Lesser paths are of packed mud, with a few being graveled. Most of the building are waddle and daub, with most of the government and civic buildings being made of brick and/or stone.

The town is divided into four sections: the docks and waterfront to the West (which is unwalled the old town in the center, which houses the governmental, town guard, and well-established businesses; the residential section further east, which contains most of the non-waterfront inns; and the "open" section, south of the residential. The open section is also walled, but it is referred to as open due to fewer buildings and occasional trees.

A Thallen Watchtower stands just to the north of the town. The southern end of the open section is notable for it's inclusion of a 35 foot tall square stone tower.

 

History

 

It was in the autumn of 415 3E, a young merchant captain named John Gray brought his storm-battered ship to the eastern coast of Ardligh, well from sight of any settlement. His ship was severely damaged, and dark clouds menaced out to sea. Knowing his ship (named the Calvage) could not survive the ravages of another storm, he began looking for any possible harbor. Steering north, he found the mouth of a smallish river shortly. Turning west, he sailed his ship up the river for five miles. There he discovered a small lake and a Thallen watchtower. He grounded the ship just beyond the tower, and then he and his men sought refuge inside the tower.

After three days, the worst tempest in over a century finally blew itself out. Captain and crew went out to survey the ship. The storm had fully and permanently grounded the ship in this harbor. They built a settlement, which they named Gray's Harbor.

The first years in the settlement were hard, but as the Calvage's cargo had contained a supply of artisan's tools, it was possible to construct numerous substantial buildings. As only three of the ship's crew were female (Gray's wife & daughter, and the assistant cook), many men wanted to set off on foot to find another settlement. A council was held, with Gray presiding, as to what would be the best course of action. It was decided to repair two rowboats, and they would sail North and South along the coast for one week and establish a survey. The second (longer) survey trip a month later discovered that the first Northern survey was within a few miles of Cuenar when they turned around.

With contact established with another town (419 3E), the settlement flourished over the next decade. An influx of new settlers (especially women, some were the wives who had thought their husbands long since dead) brought growth, expansion of the local economy (which in the first years had largely been farming, fishing, and construction.

Construction of the first docks was completed in 420 3E, and the first quarries were opened in that same year. Two years later, the first salt mine containing what became known as Gray's salt was discovered.

John Gray was killed in a kobold raid on the village in the summer of 429 3E. He, and a small group of men, held back most of the hoard, allowing many in the village to reach safety. The next mayor sought to prevent such a bloody loss, and the first real palisade wall began construction.

This town was formally established in 432 3E.

In the 873rd year of the Third Era, the Crown proposed to allow Gray's Harbor to become an official City of the Realm, starting with granting Baron Andri Lowrin the title of Visount.  

General Attitudes

 

Although the town recently celebrated it's fourth century since it's formal charter was signed by Earl Tradus, under the hand of Duke Leon, and under authority of King Amadas II, the town remains somewhat of a backwater, although the town is in process of being listed as an official city. Caravan merchants do not pass through, and trading merchants are rare. Virtually all trade is by sea.

 

Commerce

 

The major commercial export of Gray's Harbor is Stalton, which is a smoked and salted salmon. Prized by military commanders and adventurers, it is a nutritious staple of adventurer's iron rations and military campaign food. Stalton is not completely dry, as it still retains a small amount of fish oil and fat. It can be fried in a bit of grease, stewed in water, or even eaten plain. Eating plain is generally not done except in regions with plenty of water, as the salt is quite prominent.
While not a significant export, Gray's Harbor also mines what is called Gray's Salt. Gray's Salt is mined from several small salt mines south of the town. The salt is actually a slight blue-grey, and foods prepared using this salt instead of normal sea salt give those who consume it more "breath".
The only other export of note is timber. Large logs, suitable for ship's masts and the like, can be cut along the two rivers flowing into Gray Lake, and easily floated into the harbor.

 

Magic

 

Even though magic is at most uncommon in the rest of Ardrigh, most of the populous of Gray's Harbor seem to be distrustful of wizards (so called High Casters). Clerics (and paladins) are generally trusted and accepted, and to a lesser extent druids (as well as rangers and bards). Artificers are basically unheard of, and would likely be viewed as another form of High Caster. Those who appear to derive their power through intense study, or though some some mysterious ritual are viewed as having bound themselves to evil.

Even though magic use in general is looked upon with suspicion, the use of minor magic as used by some artisans in creating their wares is viewed as an extension of the mastery of their craft. A tailor using mending, a performer using Dancing Lights, or even an animal trainer using Animal Friendship is not seen as unnatural.

Recently however, the Heros of Gray's Harbor, a young warlock named Jax (Smith) and his tiefling fellow Quest, as well as a pleasant halfling warlock named Alton Hammerhead have begun slowly changing this general opinion. While a wizard (Drogo Mason) has lived within the city for decades, his largely solitary nature has done little to actually improve people's overall opinions.

 

Governance

 

The town is ruled by Andri Lowrin, a hereditary ruler appointed by the Kingdom. He takes council from the Gray Men, which is an association of wealthy citizens, merchants, artisans, and the Bruhle. The Bruhle is a leader of the people nominated by common consent. The current Bruhle is a cooper named Lemuel Cross.

Recently, the King bestowed the title of Viscount upon the Baron, and bequethed upon him a fiefdom consisting of the county of Gray and all lands west to the Twilight Road.

 

The Roads

 

The general attitude towards the magically created roads in the town are about evenly mixed. Half of the population views the addition of smooth, well-finished stone roadways as overall a good thing. They feel that the roads provide the town with a unique character, and that it makes the town cleaner, safer, and generally a healthier place to live.

Others in the town oppose the roads on various grounds. The brickmaker's guild feel the roads are a deliberate attack on their livelihood; certain merchants feel that the roads being created within the city unnecessarily reduces construction of the roadway to connect Gray's Harbor with the High Road; and a shrinking minority think the roads are an insufficient benefit compared to the horror of having mages in the town.

 

Hamlets and Other Settlements

 
Hamlets

Sodrin: The oldest hamlet around Gray's Harbor, Sodrin has a mill (powered by goat-wheel) and two smithies, and is located just north of the Gray's Salt mines. Lord Christifor Lowrin (great nephew to Baron Lowrin) is the local ruler.

Smugler's Rest: This hamlet produces most of the oats and wheat used in the local region. Lord Mills was appointed as ruler in 863 3E by Duke Sherril (Lord Mills uncle) due to mismanagement of the former Lord.

Caseyville: One of three "expansion settlements", this settlement is named in honor of Lord Lucas Dood's wife, the Lady Casey Dood. The ground in the area is reasonably flat, and numerous small ponds are found in the area. Investigation done by the Council of Jesuits discovered a largely intact Second Era halfling smithy, as well as several residential ruins.

Hog Holler: Another expansion settlement, Hog Holler has been established by Lord Eric Finne.

Holbylan (HOL-be-lan): This is the third expansion settlement, Holbylan is ruled by Lord Alton Hammerhead. The name is the name of the original halfling village that existed here during the Second Era. Several of the original village structures have been unearthed, including the mayorial residence, a pottery, and several partial residences. Lord Hammerhead lives in the restored mayorial residence, built largely of stone. The village communitity is almost exclusively halfling.

 
Settlements

Darrow: Darrow is barely considered a hamlet, even through the settlement has existed for nearly a century. It has never had a Lord, and is officially part of Sodrin. The settlement is "lead" by a villein named Joel Summer, who operates the ordinary Oxbough.

Reed's Station: More of a semi-permanent hunter and trappers camp than an actual settlement, most of the residents live in the Bunkhouse, a two-story log tavern. A large barn behind the Bunkhouse is also the residence of the settlement's farrier/blacksmith (at least when one is able to be retained). The only other permanent structure is the tannery to the east.

 
Other Noteworthy Spots

The Hobled Goblin: Not a hamlet per se, but the Hobled Goblin pays tribute to Viscount Lowrin. The Hobled Goblin is an inn on the Twilight Road where the Green Road meets the Twilight Road. The inn gets its name from the proprietor, an old hobgoblin who is missing most of his left leg, his left arm below the elbow, two fingers on his other hand, and his right eye.

 

Genhenge: This 100 foot bare henge is "claimed" by both Smugler's Rest and Darrow. The site is regularly used during the festivals, but is largely unknown except by those who use it regularly.

Gray's Harbor

  Country: Ardrigh
Population: 7,500
Major Races: Human (80%), Halfling (10%), Mer (5%)
Major Exports: Stalton
Other Exports: Timber, Gray's Salt
Hamlets: 5
Settlements: 2
Teleportation Circle: one circle located ouside the town's main gate to the east
  Ruler: Viscount Andri Lowrin
High Priest: Don Priesis
Court Wizard: Jax Smith
Type
Town

Food

  • Bakers 11
  • Beer-sellers 4
  • Butchers 5
  • Chicken Butchers 6
  • Fishmongers 14
  • Watercarriers 8
  • Wine-sellers 3
  • Pastrycooks 8
  • Spice Merchants 6
  • Inns 5
  • Taverns 12
  • Ordinaries 6
  • Clothing

  • Weavers 12
  • Tanners 3
  • Furriers 16
  • Tailors 28
  • Shoemakers 17
  • Glovemakers 1
  • Hatmakers 3
  • Old Clothes 9
  • Pursemakers 7
  • Bleachers 2
  • Builders

  • Carpenters 19
  • Masons 20 (normally 7)
  • Morters 12 (normally 4)
  • Brickmakers 7
  • Roofers 5
  • Plasterers 2
  • Locksmiths 3
  • Chandlers 8
  • Rugmakers 2
  • Chimney Sweeps 6
  • Weapons

  • Armorers 2
  • Cutlers 3
  • Scabbardmakers 4
  • General Goods

  • Blacksmiths 5
  • Potters 6
  • Ropemakers 6
  • Buckle Makers 4
  • Books

  • Bookbinders/Booksellers 1
  • Copyists 3
  • Illuminators 2
  • Fine Art

  • Painters 3
  • Sculptors 3
  • Woodcarvers 2
  • Jewelers 6
  • Magic

  • Magic Shops 0*
  • Wandmakers 1
  • Horse & Livestock

  • Farriers 12
  • Saddlers 8
  • Harness-makers 1
  • Hay Merchants 1
  • Shipping & Trade

  • Ship Owners 5
  • Woodsellers 4
  • Mercers 15
  • Coopers 12
  • Service

  • Barbers 33
  • Doctors 4 (15 unlicenced)
  • Maidservants 31
  • Bathers 2
  •   The peace is kept by 48 guardsmen, and there are 12 advocates to assist with legal matters. For those more concerned about their soul, there are 139 clergymen and 10 priests.   *While there are no magic shops per se, several herbalists tend to stock items that would normally be of use for magic users.

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