East Docks Settlement in Torar | World Anvil

East Docks

This district is newer than the original Dock district, and contained the city’s naval facilities, though the greater political will of Leo’s Well allowed that district to grow and absorb those facilities recently. Unlike the Dock district, which consists mostly of warehouses and shipping facilities, the East Docks also contains a number of shops and mercantile concerns, catering to fishermen and sailors.

Infrastructure

Agrendive’s Boat

Evan Agrendive (male half-elf) can carry one Large and 2 Medium humanoids, four Medium humanoids and their gear, or six Small humanoids across the Great Amrin River in his old and reliable boat. The fare is 1sp per person, but the passengers are required to row in exchange for this low rate. Evan is good-natured, but slightly deaf, and is famously difficult to communicate with. Aririn the river nymph is smitten with Evan, and follows his boat as it travels to and fro across the river. During nights with a new moon, Aririn sings her deadly tune (she had a siren as a distant ancestress), but fortunately for Evan, he cannot hear it.  

Widow Waker’s Orphanage

Perched at the edge of the Great Amrin River stands a grim stone building. Once a convent and hospital, then an asylum, 50 years ago this building was abandoned after a series of brutal murders within, and stood vacant and crumbling until three decades ago. At that time, Widow Waker (female human) lost her husband and found herself in a desperate situation, with many mouths to feed and no income. A proud woman, she only reluctantly accepted the charity of others, but finally decided that if she must, then she would put it to the best use possible, and began to take in orphans and unwanted babies, dedicating her life to their care and upbringing.   Her enterprise thrived, and soon she found she needed a much larger place to care for all her charges. Thus, she purchased the crumbling stone edifice in the East Docks district, and with the aid of funds from the Shrine of Freya, renovated it.   Today, Widow Waker’s Orphanage houses over 130 orphaned boys and girls, ranging from infants to 16 years of age. The Widow, a wizened old woman in her 60s, runs the orphanage with an iron rule. Though she is very strict in discipline, she also loves the many children very much, and would die to protect them and keep them from harm.   The orphanage is now supported by regular donations from the community and the Shrine of Freya. A number of former residents have risen to positions of some authority in the city, so should the Widow or the orphanage be threatened, she has many contacts throughout the community who might come to her aid.   Though in her mid-60s, the Widow is tough as boot leather, her mind as sharp as ever. She has an iron will, and is not afraid to confront any evil that should threaten the orphans.  

Eli’s Tannery and Furrier

Eli (male human) and his assistant Khuk (male goblin) create a wide range of leather items, from belts, pouches, scroll cases, and book covers to full-sized leather armor. Eli is a big man, but is soft-spoken and pleasant to talk to. A former adventurer, he once worked with Portland and York from Fort Rendezvous, but the pair’s newly-successful lifestyle means they have less time to work with him. Eli has now begun to hire young adventurers to bring hides and skins to him for tanning and crafting into leather items. The shop is well-kept, but constantly reeks of tanning materials.   Eli raised Khuk from a whelp, and the two are fast friends. Khuk is a devout and quiet follower of Gromm, and cares very much for his friend, whose eyesight has been failing of late.  

Simple’s Locks

A large iron lock bearing the name of the shop is suspended above this building’s locked and reinforced door. The shop’s name is misleading, as the locks made by Yolik the Simple (female gnome) are actually quite complicated and expensive. Yolik crafts locks with precision and skill, charging considerably more than standard price. The locks vary from a 20 (20% over standard price) to 25 (50% over standard price) to their DCs.  

The Golden Palms

A domed brick-and-stucco building not far off of the east docks, the Golden Palms is a brothel that caters to riverboat travelers and visitors from out of town. The interior of the common room is decorated in silks and tapestries featuring scenes from far-off lands. A large, gold-leaf-covered palm tree stands in the center of the common room and is surrounded with overstuffed cushions, where patrons can recline while servants bring wine and other intoxicants. The Golden Palms is operated by Makeesh (male half-elf).  

Marvel’s Candies

Marvel’s Candies is run by Mimmie Marvel (female gnome), a pleasantly plump gnome woman whose confections delight visitors and children of all ages. Her candy is expensive (5 sp per pound), but is widely acclaimed due to her use of chocolate, which is not readily available in this part of the world. Special candies include lockjaw caramels, which keep the user quiet for up to 10 minutes, and smoking hot fireballs, that actually cause smoke to pour from the user’s ears.  

Katrin’s Houseboat

Katrin (female human), burgess of the nearly-defunct Rivermen’s Guild, lives in this houseboat, which is found moored at random locations along the East Docks. Her houseboat is roughly 14ft by 25ft, and comprises a compartment for entertaining and dining, and a sleeping loft where she lives with her giant river otter Stanley.   Katrin hauls a gondola with her, keeping it moored alongside her houseboat. Her gondola is her primary means of income. Katrin is a lady of natural beauty and a somewhat charming-but-sad demeanor. She often spontaneously sings about moonlight, and the natural order of the cosmos and deep love that brings both beauty and pain.   Katrin is a woman in her mid-thirties and established the Rivermen’s Guild in an attempt to maintain some form of control over the pricing of river trade and transportation, so as to help out when some of the Riverfolk hit a rough patch or are being harassed by Wheelwrights who would see themselves taking over all aspects of trade in the city and its environs.   Katrin continues her husband’s quest to unify the Ladian riverfolk, though it cost him his life. Katrin fights an uphill battle against river pirates and smugglers who sully the reputation of her proud people. She preaches clean water, clean living, and fair trade to the few who have joined her guild, though she is otherwise ambivalent to the lives of the folk who do not call the waters of the Great Amrin their home.   Katrin is a druidess who is appalled at the pollution that is dumped into the river and knows that the goddess Kamien frowns upon the horrors and disrespect that are heaped upon her clear waters by great populations of people congregated in tight quarters. Her animal companion is named Stanley, and he is a playful river otter that defends his mistress and her houseboat viciously if necessary.   Katrin charges 3sp for gondola rides along the east canals, and 5sp to ferry passengers across the river, and 1gp to tour the west canals. Her gondola holds up to six passengers with herself as the pilot.  

River Gate

This well-fortified southern gate connects Westden to the River Road where it runs along the Great Amrin River south of Westden. It veers east to largely skirt the Stoneheart Forest and eventually reaches the Great Bridge and Aachen Province to the south. Like the West Gate, it is guarded by a squad of 8 Gatesmen commanded by a captain. These guards explain the basic laws of the city to travelers, and make a cursory search of incoming trade wagons for contraband. The twin bastion towers are each 30ft tall, pierced with arrow slits, and topped with a light catapult affording a commanding view of both the North Road and any incoming vessels making their way up the Great Amrin River from the South. Each tower holds a garrison of 2d6+2 Gatesmen who man the catapults.   The iron-bound oaken gates are closed after sundown and do not reopen again until sunrise.
Character
The East Docks are fairly wild and rather dangerous to the uninitiated. Westden sailors from the military docks, fisherfolk, sailors, merchants, and similar individuals mix together and create a volatile mix that sometimes explodes into brawls, crime, and violence. Of course, the majority of the inhabitants are good, law-abiding citizens, but even these go armed and prepared for trouble at all times.

Businesses
There is a wide variety of businesses here, from the entirely legitimate to the completely illicit. Taverns, inns, and brothels catering to the river trade are common, as are residential buildings for those who do business along the river.

District Modifier
–1

Prices
Standard unless otherwise noted.

Gold Piece Limit
200gp unless otherwise noted.

Building Type
Plaster covered wooden two- and three-story buildings and wood-and-brick warehouses are the most common building type in the East Docks.

Guard Details
The sheriffs and constables mostly steer clear of this area, leaving law enforcement to the River Watch boatmen patrol the district, armed with clubs and light crossbows under the leadership of River Watch officers.

Location under

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