Wildeshore
Sat upon the coast, is the bustling port of Wildeshore. This mature community houses a population of 4,173 residents who make their living through trade. Wildeshore is made up of 2 main districts that are surrounded by a large wall that both protects from threats inland but also protects from coastal threats. The entrance to the docks is a gap in the wall with large braziers (as well as the large lighthouse) eternally lit, in the night it is used as a guide for ships, approaching in the evening.
The Docks District also acts as the Market District. Travelling merchants as well as residents of Wildeshore use the docks to trade with incoming vessels and other residents. Stalls and tents sit near the docks, inviting all to enter and peruse the goods they sell. Some merchants may sell exotic foods and spices, some may sell stolen goods. All are welcome in Wildeshore. The markets aren’t the only shops within Wildeshore as the further from the docks you go, the more you will find. The tavern in this district is known as ‘The Sirens Call’ a beautiful tavern known to host all manners of folk, meaning it can get quite loud. The crew of the Crimson Crab, the pirates who oversee the town, also frequent the tavern.
The Residential District is obviously where most residents of Wildeshore live, houses built of brick and wood are scattered within the confines of the walled settlement. The houses further from the waterfront are more run-down. They are still maintained, yet the priority is obviously the buildings closer to the markets and port itself. Street lamps line the streets, lighting up in the evening through the use of the continual flame spell. It is known to use a colour system depending on specific events. The tavern within this district is known as ‘The Azure Axolotl’ which also acts as the brothel within the town, this building is one in the residential district that is also looked after more than the surrounding area…for obvious reasons.
Demographics
(78% humans, 7% elves, 6% halflings, 4% gnome, 5% other races)
Government
Captain Caw is both the governing head of Wildeshore and the Captain of the Crimson Crab pirates who act as the island's protectors and enforcers. As an individual, he is gentle towards those he cares about and is a man who does love a good joke. However, if you mess with anyone under his wing then you will meet the pirate captain and not the man.
Defences
Because Captain Caw is a known pirate, most come here being careful to respect him. He has a fleet of pirates at his peck and call. Surrounded by a large wall that protects from threats inland but also protects from coastal threats.
Industry & Trade
Though a lot of resources are generally imported and then traded via the town, Wildeshore itself has an abundance of gemstones. The quality of the gemstones varies from seller to seller however they never sell fakes…at least that's what they say. It is a defendable port however, after all, pirates know what pirates do. Most of the goods they get through trade but they also have abalone, pearls, fish, shellfish, salt and seaweed.
Infrastructure
Within the town of Wildeshore, the streetlights are powered by the continual flame spell. The colour of the flame can determine different things, for example:
- Orange: Nothing is happening, this is the most used
- Blue: Storm is approaching, stay inside
- Green: Incoming invasion/danger
- Silver: The Silver Fleet is incoming, hide anything incriminating
Districts
The Docks District covers the Government and Market areas as well. The Residential District covers the Religious area as well.
Docks District:
Port- The largest of docks districts, ports provide moorings for large ships carrying bulk quantities of cargo and grand companies of tourists, merchants, and travellers. “The sea is the limit” is a common phrase here, offering the promise that, if one desires something, it can probably be found. Criminals are just as common here as in any place, taking advantage of all the distractions and multitudes of people to pickpockets, swindle thrill-seekers, and fleece the gullible. Government:
Trade House- A city that expanded around a specific trade or industry might take its leadership from those individuals most influential in the industry. The seat of authority might be a lumber mill, distillery, or whaling fishery. Trade houses might host official meetings in offices while larger congregations meet in warehouses. Market:
Permanent Shops and Storefronts- Most cities or towns of any notable size have a permanent market district made up of shops and storefronts near one another. While there still might be general stores and shops for common goods, these storefronts allow for a much more specialised approach, with shops dedicated to specific, niche markets supporting a much more discerning clientele. These shops might be found clustered around the town square or along the most well-travelled street, and a larger city might have several market districts that cater to different economic brackets. This market district might also include housing, either as flats above the shops themselves (rented out or lived in by the shopkeeper) or interspersed between or behind the shops. Residential District:
Neighbourhood Structure- Rather than having specific wards or districts, some cities have zones of wealth and disparity. In this model, gatherings of social communities inhabit numerous stylized neighbourhoods throughout the city. Members of different social groups commonly interact, and at times, individuals might find it difficult to tell one neighbourhood apart from another. A community’s ability to provide residents with food, clothing, and shelter determines its capacity. While income and wealth influence this capacity, they might not be the dominant factor. Alternate economies can influence the capacity, as can the availability of space for housing, independent food production, potential resources, and potential for economic growth. Religious:
A place where all the main temples reside.
Port- The largest of docks districts, ports provide moorings for large ships carrying bulk quantities of cargo and grand companies of tourists, merchants, and travellers. “The sea is the limit” is a common phrase here, offering the promise that, if one desires something, it can probably be found. Criminals are just as common here as in any place, taking advantage of all the distractions and multitudes of people to pickpockets, swindle thrill-seekers, and fleece the gullible. Government:
Trade House- A city that expanded around a specific trade or industry might take its leadership from those individuals most influential in the industry. The seat of authority might be a lumber mill, distillery, or whaling fishery. Trade houses might host official meetings in offices while larger congregations meet in warehouses. Market:
Permanent Shops and Storefronts- Most cities or towns of any notable size have a permanent market district made up of shops and storefronts near one another. While there still might be general stores and shops for common goods, these storefronts allow for a much more specialised approach, with shops dedicated to specific, niche markets supporting a much more discerning clientele. These shops might be found clustered around the town square or along the most well-travelled street, and a larger city might have several market districts that cater to different economic brackets. This market district might also include housing, either as flats above the shops themselves (rented out or lived in by the shopkeeper) or interspersed between or behind the shops. Residential District:
Neighbourhood Structure- Rather than having specific wards or districts, some cities have zones of wealth and disparity. In this model, gatherings of social communities inhabit numerous stylized neighbourhoods throughout the city. Members of different social groups commonly interact, and at times, individuals might find it difficult to tell one neighbourhood apart from another. A community’s ability to provide residents with food, clothing, and shelter determines its capacity. While income and wealth influence this capacity, they might not be the dominant factor. Alternate economies can influence the capacity, as can the availability of space for housing, independent food production, potential resources, and potential for economic growth. Religious:
A place where all the main temples reside.
Assets
Docks District:
Pier/Stalls- The Cove
Courier Outpost- The Falcon Postal Service
Fishmongers- Fishy Business
Marina- Wildeshore's Marina
Trading Company- Mystic Trade Ventures HQ
Lighthouse- Stormwatch Beacon
Government:
Trade House
Tavern/Inn- The Siren’s Call
Tax Office Market:
Carpenter- Shipwrights Passage
Bakery- Berta’s Breads
Butchers- Blackbeard's Hook
Apothecary- The Sea Witch’s Lair
Tailors- The Flagship
Potters- The Clay Skull
Jeweller- The Serpent's Eye
Cafe- The Fickel Mermaid
Post Office/Bird Mail- The Falcon Postal Service
Brewery- The Pirate Brew
Warehouses
Stables
Blacksmith- Zod's Hammer
Magic Shop- Tide & Arcane Curiosities
Gambling Den/Casinos- The Ocean's Call
Arena/Coliseum- The Sand Pits Residential District:
Brothel- The Azure Axolotl
Courier’s Office- The Falcon Postal Service
Firehouse
Museum- Pirates Bonty
Orphanage- The Hearth
Wells Religious:
Temples- One to all deities, including the less liked ones.
Graveyard- this is not in the main city, but rather on the other side of the wall with a gate into this district. Others: Mill
Farms
Town Square
Pier/Stalls- The Cove
Courier Outpost- The Falcon Postal Service
Fishmongers- Fishy Business
Marina- Wildeshore's Marina
Trading Company- Mystic Trade Ventures HQ
Lighthouse- Stormwatch Beacon
Government:
Trade House
Tavern/Inn- The Siren’s Call
Tax Office Market:
Carpenter- Shipwrights Passage
Bakery- Berta’s Breads
Butchers- Blackbeard's Hook
Apothecary- The Sea Witch’s Lair
Tailors- The Flagship
Potters- The Clay Skull
Jeweller- The Serpent's Eye
Cafe- The Fickel Mermaid
Post Office/Bird Mail- The Falcon Postal Service
Brewery- The Pirate Brew
Warehouses
Stables
Blacksmith- Zod's Hammer
Magic Shop- Tide & Arcane Curiosities
Gambling Den/Casinos- The Ocean's Call
Arena/Coliseum- The Sand Pits Residential District:
Brothel- The Azure Axolotl
Courier’s Office- The Falcon Postal Service
Firehouse
Museum- Pirates Bonty
Orphanage- The Hearth
Wells Religious:
Temples- One to all deities, including the less liked ones.
Graveyard- this is not in the main city, but rather on the other side of the wall with a gate into this district. Others: Mill
Farms
Town Square
Guilds and Factions
Trading Company- Mystic Trade Ventures
Pirates- Crimson Crab Pirates
Points of interest
The main interest is the trading as well as the brothel.
Tourism
A busy port town used primarily for sea-based trade so it sees a lot of people of different walks of life.
Architecture
As a Port Town mainly used for trade, its architecture varies depending on where in the town you are. The buildings closer to the docks are well-built and sturdy, and the houses and shops are built on stone foundations and made from bricks with wooden accents. As they are what you first see when you approach from the coastline they have been kept in a condition that pleases the eye. The further into the town you go, however, the houses whilst still being well-built from brick and wood, aren't looked after appropriately.
Geography
Wildeshore is on the coast so there are nice beaches and a cliff that leads to the ocean.
Climate
The climate of Wildeshore is temperate however like most places in the Archipelago it is known to get tropical storms. Due to the comfortability of the climate, attire can prioritize form over function. This encourages citizens to express their individuality, or patriotism, in a myriad of styles, colours, fabrics, and materials.
Natural Resources
There are animals in the plains but they mainly get there living through the ocean that's on there doorstep!
Type
Large town
Population
4,173
Location under
Owner/Ruler
Ruling/Owning Rank
Owning Organization
Related Reports (Primary)
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