Details of the City of Callashar

  1. Riverwalk – Trade up and down the river comes in constantly from the dwarven mines in the Boartusk Mountains. The river itself is carefully monitored, as it serves as the primary source of fresh water for Callashar. Riverwalk also serves as some daytime shopping for wealthy patron from The Hill.
  2. Ironshaft Prison – If you commit a crime in Callashar, then Ironshaft is where you go. Originally Ironshaft was an iron mine, founded to keep the Confederacy army supplied during the Orc Wall siege. By the time the mine played out, the miners had driven deep into a dead magic zone beneath the earth, so when Callashar needed a prison to house its criminal population, Ironshaft was opened back up and converted. Now it’s a twisted underground maze where magic doesn’t work and the prisoners are somewhat unsure of where under Callashar they are.
  3. Roisman Factory and Warehouse District – With easy access to heavy drainage and the docks, these buildings house most of the hazardous storage and manufacturing assets of the city. It was named after city councilman Roisman, who was caught accepting multiple bribes from different people to set up shop in the same buildings. He spent a few years in Ironshaft for that, but the people never forgot his amusingly inept corruption.
  4. Port Authority – This area houses the port authority, as well as living quarters for the men and women of the Callashar Navy. They run a tight ship (hur hur) and have experience in fighting pirates, as well as fighting people attacking pirates, if said pirates are here on business.
  5. The Hill – Home to the wealthiest of the merchant prince families, this district is separated from the rest of the city by a pair of casually (and carefully) guarded bridges. The Guardsmen for this district are generally more proactive about tossing people who don’t look like they belong on the Hill back over to the other side of the river.
  6. Westshore – Home to some of the finest dining in Callashar, as well as many a pleasure yacht, Westshore is where the richest citizens of Callashar go to play. Of note is the massive galleon “Cailean Catamaran”, which is owned by an ex-confederacy admiral, named Jon Stocks. Rumor has it that the ship is heavily enchanted, and the Admiral has used it more than once to throw massive parties and chase off pirates. Occasionally at the same time.
  7. The Docks – Constantly busy, the docks are a swarm of activity at all hours of the day, and not the safest place to go wandering at night. Callashar openly trades with pirates, as long as they don’t make trouble while at port or with ships coming to or from Callashar. That hasn’t stopped a persistent rumor that some of these pirates see their last night ashore as a good time to press-gang the occasional lone dockworker into service on their vessels.
  8. Gold Square – More money changes hands here than anywhere else in the city. While the high class shops and auction blocks turn their fair share of business, it’s the private banker salons that quietly ring the outer edge of the square where the truly large dealings are completed.
  9. Old Fort – This land once housed a small fort that acted as a city hall for Callashar, until it was gutted by a fire two hundred years ago. Instead of rebuilding on the spot, they chose another square, and gave the land to the Churches, who now use it as home base for the Sanctus Hospitalis. Now it houses a walled in hospital which sees a lot of morning traffic, as the priests there give freely of their healing magic until the spells run out.
  10. Left Steps Alley – Sandwiched between a hospital and a prison, Left Steps is not the nicest neighborhood in Callashar. Averaging about one gang per block, the guard usually does a single sweep of the Alley around midday to remove the bodies, and then leaves the rest of this slum to its own devices.
  11. Grainway – Farmers like to stick together, and the farm hands that live in Callashar are no different. They tend to keep their streets clear of the worst of the Alley riff raff, even if they are even poorer. Tax collectors have been instructed to leave the Grainway be, as the money from these poor folks is even less than the expense of going around to collect it.
  12. North Market – Selling cheaper goods for the locals, North market is sometimes a good place to find a deal, and also check out the local cuisine. At night, the shops close down, and the local pubs open up, turning it into a prime nightlife location for the younger, poorer crowd.
  13. Crafters Row – Combination suburb and small scale crafting district, Crafters Row one of the quietist sections of town. No one is really interested in staying up late to cause trouble, when you have to get up at four in the morning to go to work, after all. The only occasional problem that crops up in the Row is animals from outside the city sometimes attack the occasional citizen, as the Row itself borders the wilderness.
  14. Orc Home – This neighborhood houses more half-orcs than any other in the city. While most half-orcs live at Stonegate, these have chosen to live in Callashar proper, usually as a dock worker or craftsman. Like Crafters Row, Orc Home is a quiet neighborhood that rarely sees as many problems as some of the poorer inner city neighborhoods.
  15. The Academy of the Guard – This small fort and the nearby land serves as training ground and recruiting station for the town guard. While most of the training regimen is just physical exercise and light combat techniques, there are some classes on recognizing when the gang member is lying, and how to bandage a wound so the merchant doesn’t bleed to death.
  16. Elburn – Most of the heavy materials and construction for the city comes out of Elburn. With a nearby supply of laborers, Elburn has become home for most of the forges and masonry shops in the city. More than a few of the businesses here focus solely on construction, and in times of war, they have been enlisted to provide workers for the Callashar Engineering corps.
  17. City Hall – This unassuming section of town houses city hall, as well as many of the burocrats who keep that institution running (or keep it from running, depending on who you ask). More importantly, this is also the headquarters of Cityworks, a fine institution that no one insults for fear that they’ll quit.
  18. The Manaforge – This city block houses the Iron Tower headquarters, the Order of the Solid Weave, as well as the artifact the district takes its name from. The Forge itself aids in the crafting of new and unusual spells, though most of these are considered highly dangerous, and using them outside the forge is strictly forbidden.
  19. The Tower – As the center of arcane activity in the city, The Tower represents mystical power that many residents fear as much as they respect. The Tower itself is a training ground and meeting hall for the cities arcanists, while the surrounding land is filled with homes for teachers, building where reagents can be bought, and a few “memory rooms” that the rare, powerful magi can use as teleportation points.
  20. Callashar Keep – This keep in the center of the city serves as the mustering location of the Knights of the Golden Swords in times of war, and the headquarters of the Magistrate, where the district judges hold court to determine the fate of criminals. There is also a small building within the walls that quietly serves as the headquarters of Callashar Intelligence. Manned by a single secretary and a gentleman known as The Administrator, this small building quietly and efficiently runs operations for the entire city.
  21. Bainbridge – A nice, upper middle class neighborhood with a view of the park, Bainbridge is filled with densely packed row houses and relatively nice schools. The only downside of the district is that all the houses are wooden, and it’s been ripe for a deadly fire for years. As such, it’s spawned one of the more effective fire brigades in the city.
  22. Chaturancabut Storage – These building store most of the goods that come through Callashar (that aren’t volatile). The locals mostly call it the Chatter District. There is quite a crime problem in Chatter, as stealing small portions of the stolen goods is a time honored tradition. Occasionally small battles break out between opposing companies that are stealing from one another, and the Guard has to be called in.
  23. Dirt Ridge – This area is a kind of mirror for The Hills. It’s bawdry and drunken, filled with run down homes for sailors who are away at sea, and pubs that serve grog and pisswater beer. Dirt Ridge has a continual problem with squatters taking over the homes of sailors that are away, and houses most of the city’s homeless population.
  24. Down Ridge – Only slightly more sedate that Dirt ridge, this district houses the temple of Norgorber, which no one really wants to disturb. While proximity to the darkened temple might keep trouble in the district hushed, it hasn’t done anything to help the murder rate, which is the highest in the city.
  25. Kettler Point – With a lone lighthouse and a smattering of buildings, this largely undeveloped tract of land remains so as part of an agreement with the lighthouse owner, whose ancestors built the original lighthouse back before city development had reached that far. In exchange, he keeps the lighthouse running, and maintains the wards at its base that reduces fog around the point.
  26. Far Shore – Stationed away from the rest of the city, Far Shore serves as the drop-off and pick-up location for the slave trade of Callashar. Occasionally used by smugglers, these docks are notoriously poorly policed.
  27. Temporary Housing District – This euphemistically named district is a polite prison for slaves that are currently between owners. The residents speak many disparate languages, which have formed a mash of tongues over the years that only the long term residents speak fluently. There is perhaps surprisingly little violence in Temporary Housing, though maybe only because many of the slaves move in and out so often that no organized rebellion has a chance to form.
  28. Crossroads South – The largest concentration of lower class people in the city, Crossroads North, South, East, and West are burdened by gang warfare, and a crime rate second only to Left Steps Ally. South has a number of slavers that live there, and so it largely spared the worst of the occasional fighting. Everyone knows that if you lose a fight in the south, you’ll wake in chains.
  29. Crossroads West – The home of one of the larger Crossroads gangs, the Snakes, West also supplies the rest of the crossroads with the very best moonshine the city has to offer, known by the locals as Snake Oil.
  30. Crossroads East – Red Scarves run most of the East. Brutally violent, the Scarves are so named because to gain entrance, you must dye your own scarf in the blood of someone you have stabbed. The Scarves also have the distinction of being one of the few criminal groups that the town guard actively seeks to put down.
  31. Crossroads North – The north is controlled by the Grave Men. This group is slightly smaller than the others, but is rumored to be led by a Necromancer of some power named Father Shehom. As Raising the Undead with Malicious Intent is punishable by Death in Callashar, Shehom has been investigated by Callashar Intelligence, but nothing proving the rumors could be uncovered.
  32. Gellan’s Corner – This sparsely populated section of town was once expected to grow rapidly, before people realized that the dangers of the Crossroads gang warfare could well spread. Instead, most of it acts as a kind of public park. On Sundays, children gather in the corner to play ball games and enjoy their day out of classes or chores.
  33. The College – The Bardic College is open to any who want to learn, but the level of education you receive can sometimes depend on how much money you are willing to pay for a decent tutor. After hours, the College turns into an entertainment district, part live street theatre, part fraternity keg party, and part high energy food service.
  34. King’s Park – Calling it a park, most Callashites say, is stretching the point a bit much. It’s more like a dangerous wilderness that somehow set itself up in the city’s back yard. Traversing it without a guide from the Grove is as dangerous as bushwacking through any jungle in the world, but the animals within never venture out to the rest of the city.
  35. Redgar’s Landing – Most of North-East Callashar has it’s neighborhoods divided up by which merchant family the residents work for, and Redgar’s Landing is no different. Redgar’s people are largely Textile workers, though the family itself has long wanted to take the land of King’s Park as their own and set up in Exotic Animal sales as well. Thus far, the Grove has opposed them handily.
  36. Amiguet District – The Amiguet family runs most of the gem operations in town, from buying, to cutting, to selling. This leaves their small district wealthy, but dependent upon shipment from the dwarves of the Boartusk mines.
  37. Adreln’s Lament – This oddly names district is home to most of the ex-patriot Elves in Callashar. Cut off from the mythical powers of their homeland across the western sea, the Residents of Adreln’s Lament have created an insular community that relishes their privacy, but welcome Elves, even those not of the Empire across the sea.
  38. Sour Mill – Callashar has a near constant wind that blows from the southwest. This is fortunate, because the paper manufacturers of the city reside near the north east edge of town. The Mill provides a necessary service for the city, but not one that smells good. That might be why the owners of the paper mill, the Turior family, didn’t attach their name to the district.
  39. Sanctuary – Home to most of the religious leaders of the city, Sanctuary contains residences that range from overly ostentatious, to surprisingly humble. While there is rarely crime in Sanctuary, there are occasional problems with heated religious debate. These rarely end in fatalities, what with all the healing lying around.
  40. Temple Town – As the official center of worship for Callashar, Temple Town contains most of the religious centers in the city. Originally built near one another for mutual defense, it has become convenient to fostering religious debate as well.
  41. The Monuments – While some see it as an underutilized scrap of land, most in Callashar recognize the monuments as the only remembrance for their past fallen heroes. While the city does not allow internment, those that give their lives in service to the land are granted a memorial in their honor.
  42. Stedworth – This small village is the oldest part of Callashar, originally built by camp followers of the Orcwall Siege. It has grown up into a reasonably large middle class neighborhood built upon hundreds of years of older homes. It’s said that many secrets from the Siege have been buried under the quiet rows of buildings, but it’s unlike any will ever unearth themselves.
  43. North Ward – As the army proper is not allowed into the city limits, but the Barrack Town north of the city has limited comforts, North Ward is the compromise for the officers. Orderly rows of neat houses comprise this neighborhood. It is more or less safe from criminal activity, as most of the residents are trained to stab people professionally.
  44. Grey Gate – As the home of the Last Rest and their employees, Grey Gate is the final destination for most citizens of Callashar. Dispite the relatively small sive of the order, the Resters employ many people to help care for the fallen, from those who retrieve the bodies, to those who investigate the cause of death (to make sure it wasn’t an infectious disease).
  45. Dusty Hill – This consecrated ground is where the blessed ashes of the dead are scattered. It makes takes a large amount of territory, in part because no portion of anyones ashes are supposed to be spread in the same place. There are a few sealed mausoleums beneath dusty hill, but these remain undisturbed, and have Rester guardians in place specifically to prevent any problems from arising.

Details of the City of Callashar

Callashar Nights samhaine