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Respite

The port city of Respite is constructed from the repurposed hulls of the world galleons of the Exodus fleet. Though relatively new -- 10 years at the start of Into the West -- Respite is a thriving and rapidly growing city full of opportunity.

Demographics

Varies widely: anywhere from infants to the extremely elderly inhabit this place. Those who venture out into the wild country are generally healthy adults (though exceptions exist).   Respite is sectioned by what ship founded that area of the city. As such, the local culture changes quite suddenly when traversing the city, and certain ships impart each area with a local flavor, both in terms of the races therein, the accent of common spoken, and the local customs.

Government

City is run by the Captain's Council, made up of the various captains from each of the world galleons of the Exodus fleet. They meet several times per week to discuss important matters. Anyone can bring a matter before the council, and they consider matters that are brought up more frequently first.

Defences

The main defenses of the city are its walls, built from timber stripped from the fleet. These ancient timbers protect from most threats, like the hordes during the depth of demon bite.   A much greater threat lies beyond the walls, however: an ancient beast of the woods that normally pays little heed, but if enraged could pose a serious threat to the city.   Internal and external defense of the city is maintained by a cadre of dedicated city guards. These guards are loyal to the people, not the council, and tend to mete out justice based on long-standing maritime traditions, mostly revolving around harsh punishment and public shame.   Typical punishments include:
  • Banishment
  • 1 season in the brig for small offense, or 1 cycle for a larger offense.
  • For severe offenses, the expectation is generally eye-for-an-eye

Industry & Trade

Lots of fishing and lots of textiles (both holdovers from days at sea). Now back on dry land, the dwarves have quickly started up new forges.   There are no "copper" or "silver" coins in Respite -- most people barter for simple goods. All metal coins left from the exodus are now extremely rare and valuable, used as gp and ep. The rarest material is crystal, an ancient resource worth as much in one chunk as pp.   Recently, the council has tried to instate a fiat currency system -- Kip -- using paper notes, but it has NOT been well-received. Nevertheless, some work will only pay in this currency and "official" businesses will only accept it.

Guilds and Factions

None at first.

Geography

Nestled between the choral cliffs in a natural bay, built at the easternmost edge of the continent of Nesfaolo. Most of the "city" however consists of The Below, ancient tunnels and passageways which stretch for miles beneath the earth. Nearly all of these ruins are completely unexplored.  

City Quarters:

 

Northern Quarter

 

This section of the city was built during the early days of Respite, making it more spacious than many areas of the city. Here one can find the closest Respite has to elites, from former and current captains to the more successful maritime traders.

But at night, the northern quarter displays another side: debauchery of all kinds can be found in the clubs found here, mostly ran by the halfling syndicate.

  Places of Interest:  
  • Madam's Compound - Located in the wealthiest section of the wealthiest part of the city, this sprawling multi-building compound is the hub of a huge trade network run by the mysterious Madam. Gated and staffed by security at all hours, there are not many places more secure in all or Respite. See The Madam's Compound for more.
  • The Northern Gate - One of the main ways in which Respite residents access the wider world beyond their walls. Always staffed by a full detachment of guards.
  • Shorok Smithy - Rumors around town speak of a deepstalker shorok that crafts some of the finest armor and weaponry in Sturth, both in function and artistry. The location of this smithy, however, remains a mystery to most.
 

Eastern Quarter

 

The eastern quarter was the first portion of Respite to be built, and mainly consists of port traders and sailors, or those who have been here since the first landing.

  Places of Interest:  
  • Indomitable Arms - The portside smithy of Respite is a mountain dwarf with deep traditional roots. Working to maintain the storied traditions of his clan, he forges mainly armor and shields emblazoned with the symbol of The Indomitable. According to the smithy, his ancestral home lies somewhere beneath the Throne of the Indomitable.
  • The Whitecap - A fairly reputable tavern located near the docks, renowned for its seared tilapia and ale. Currently under stress from the Captain's Council to use a new currency called Kip. Notable employees include the lovely waitress Stephanie and resident bard Franklin Troube.
  • Live Market - On the docks sits the second largest market in the city, which deals only in living things. From ocean fish to strange forest creatures, if it lives, you can find it in this market.
  • Temple District - see Temple District
 

Southern Quarter

 

A melting pot of cultures and peoples, this quarter is largely residential, with folk living here for years or only a few days. The mingling makes the whole place quite festive.

  Places of Interest:  
  • Bards College - The center of an emerging musical culture in Respite, this huge wooden edifice was recently completed and houses over 100 aspiring bards. Amazingly, the entire institution is ran by a single elderly half-elf most know as the Headmaster. Once a cycle, on the 3rd of Stormfall, the bards college hosts a grand music festival in the great market lasting from high lifelight to dark.
  • Mishka's General Store - Run by a thin lumen of the same name, this store is unique in its lack of both light and sensible organization. Mishka keeps the store lit with her eyes and always seems to know where everything is. She will always bargain for the right trade.
  • Grand Market - This open-air market has a little of everything. Whether you need food, art, music, or any other good deemed legal by the council, you can find it here. Sometimes, you can even find goods for sale that are of a decidedly less legal variety...
 

Western Quarter

 

Newest of the city's quarters, this area is emblematic of a larger problem in Respite: space is at a premium. Housing here is tiny, and residents tend to be a dour sort. Notably, a large population of sciosynths, both pure and alloyed, live here.

 
  • Bazaar of the Bizarre - Located at the edge of the city, this bartering market holds nearly anything imaginable. Ran by a drift elf covered head to toe in bells, the bazaar accepts anything as payment -- from korreds to kip -- so long as it seems valuable.
  • Sciosynth Shanty - One of the more depressing places in Respite, this impoverished area consists of a population of largely forgotten sciosynths. Without work or purpose, most simply sit or wander, awaiting some twist of fate that may never come. An alloyed sciosynth named Crimson lives deep within, trying to escape the bustle of the city.
 

Captain's Galleon

 

At the center of Respite lies the first galleon of the Exodus fleet, now beached and used as a hub of governance and law. Here one can find the meeting place of the Captain's Council as well as the headquarters of the city guard.

Those who break the simple laws of Respite may also find themselves locked here in the brig, serving out a sentence or awaiting judgement by the Captain of the Guard.

Founding Date
Approx. 4500 AE (after Exodus), 0 PL (post landing)
Alternative Name(s)
The City of Singing Tides
Type
City
Population
2000-3000
Included Locations
Owner/Ruler
Ruling/Owning Rank

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