Shadowport
Shadowport City Zones: Locations & NPCs
Zone 1: The Blackwater Docks
Description: The grimy, boisterous heart of Shadowport's illicit trade. Ships of all sizes, from battered sloops to well-armed galleys, constantly arrive and depart, loaded with suspicious cargo. The air is thick with the stench of fish, tar, and unwashed bodies, underscored by the shouts of dockworkers and the raucous laughter from nearby dens. It's a place where questions are rarely asked and coin talks loudest.
Locations:
- The Sinking Keg: A notoriously cheap and perpetually crowded tavern, often featuring brawls and loud sea shanties. It's a prime spot for whispered rumors and desperate deals.
- Fishhook Fisheries: A bustling, smelly fish market and processing area. While seemingly legitimate, it often serves as a front for smuggling smaller, high-value goods.
- Dockmaster Grime's Office: A ramshackle, yet surprisingly well-guarded, office where Dockmaster Grime (or his associates) oversees the less-than-legal docking fees and cargo allocations.
- The Unclaimed Cargo Lot: An open-air area piled high with "lost" or "misplaced" cargo awaiting clandestine distribution or sale.
NPCs:
- "Gutter" Maeve (Proprietor of The Sinking Keg):
- Appearance: A stout, one-eyed woman with a booming laugh and an even louder voice. She keeps a cutlass strapped to her back, more for show than use, but she's not afraid to use a heavy mug to break up a fight.
- Role: Runs the roughest tavern on the docks. She has a network of informants among the dockworkers and sailors, and knows every ship and captain that passes through.
- Vibe: Boisterous, cynical, fiercely independent, but with a surprising soft spot for those truly down on their luck.
- Adventure Hook: Maeve's younger, naive cousin joined a crew on a new ship, "The Serpent's Kiss," which was supposed to be on a simple trade run. But she's heard unsettling whispers that the ship is actually bound for a dangerous "ghost island" beyond charted waters, seeking a cursed artifact for a mysterious client. Maeve wants the PCs to discreetly find out what happened to the ship and rescue her cousin if possible, offering a share of whatever (legitimate) treasures they find.
- Dockmaster Grime (Illicit Operations Manager):
- Appearance: A greasy, portly man with a perpetually smug grin and eyes that constantly dart around, assessing everything and everyone. He wears an expensive, but slightly ill-fitting, velvet coat.
- Role: The de facto authority of the Blackwater Docks, controlling cargo flow, docking space, and "protection" rackets. He is deeply entrenched in Shadowport's criminal underworld.
- Vibe: Corrupt, self-serving, outwardly charming but inwardly ruthless.
- Adventure Hook: Grime approaches the PCs with a "simple" task: retrieve a specific crate of "spices" that was accidentally offloaded onto the wrong ship, now set to sail with a rival pirate crew. He emphasizes speed and discretion, hinting at a very dangerous, volatile cargo that needs to be handled carefully, promising a significant cut of his "profits" if they succeed. He's lying – it's something far more dangerous.
Zone 2: The Shipbreaker's Yard
Description: A sprawling, noisy expanse dominated by the sounds of hammering, sawing, and grinding metal. This is where Shadowport's pirate vessels and merchant ships, both legitimate and ill-gotten, are repaired, refitted, and sometimes, dismantled for parts. The air hums with industry and the scent of fresh-cut wood, tar, and hot metal. While ostensibly for repairs, much of the work here involves illicit modifications or the complete transformation of stolen ships. This zone is heavily influenced by the Elven shipbuilders from The Sunken Grove (Zone 5), who provide skilled labor and unique craftsmanship, acting as a "cover" for their true nature.
Locations:
- The Iron Hull Dry Docks: The largest and most active dry docks in Shadowport, capable of handling multiple large vessels simultaneously. Known for speedy, if not always meticulous, work.
- The Elfstone Riggers & Sailmakers: A workshop visibly run by the Elven delegation from Zone 5. They specialize in crafting and repairing sails and intricate rigging, using surprisingly high-quality materials and unusual, elegant designs. Their name is a subtle nod to their true lineage, though it's likely misunderstood by locals.
- Blackwood Lumber & Salvage: A massive lumberyard and salvage operation that supplies the shipyards. They deal in new timber and reclaimed wood from scuttled or "liberated" vessels.
- The Bilge Rat's Bludgeon (Tavern): A rough, no-frills tavern frequented by shipyard workers, riggers, and ironmongers. It's known for its potent, cheap liquor and its patrons' strong opinions and even stronger fists.
NPCs:
- Master Shipwright Kaelen "The Keel" (Human Shipwright/Foreman):
- Appearance: A burly, middle-aged human with powerful forearms scarred from years of work. His face is perpetually smudged with grease and sawdust, and he carries a heavy hammer as much as a tool as a deterrent. He wears a patch over one eye, lost to a "misplaced plank."
- Role: Oversees the day-to-day operations of the Iron Hull Dry Docks. While pragmatic and focused on getting the job done, he's grown increasingly suspicious of the Elves' unique capabilities and their seemingly inexhaustible supply of high-grade materials. He believes they're hiding something.
- Vibe: Gruff, no-nonsense, highly skilled, a bit paranoid.
- Adventure Hook: Kaelen approaches the PCs quietly, expressing concern that a specific ship, "The Silent Tide," is being "too perfectly" refitted by the Elves – almost as if they're preparing it for a voyage into impossible waters, far beyond what any human ship could endure. He wants the PCs to subtly investigate what the Elves are really doing to "The Silent Tide," offering payment in unique, salvaged ship components or a custom-built, durable small boat.
- Lyra Moonpetal (Elven Rigger/Covert Agent):
- Appearance: Graceful and agile, even in work clothes stained with tar. Her elven features are subtle, her dark hair often tied back. Her eyes are ancient and observant, missing nothing. She moves with a quiet efficiency.
- Role: Ostensibly a master rigger and sailmaker at "The Elfstone Riggers & Sailmakers." In truth, she is a discreet agent of the Atlantean delegation, managing their "cover" operations and subtly observing the goings-on in Shadowport for their true mission. She is highly intelligent and protective of her people's secrets.
- Vibe: Calm, observant, deceptively delicate, subtly intelligent.
- Adventure Hook: Lyra notices the PCs' reputation and, seeing them as potentially useful "neutral parties," discreetly approaches them. A crucial component (e.g., a specific navigational crystal or an arcane chart) has been stolen from their workshop by a desperate shipyard worker who mistakenly believed it was valuable. Lyra needs it retrieved quickly and quietly before its true nature is discovered, warning that it could "bring unwanted attention." She offers rare enchanted tools or even a map to a hidden, minor cache of ancient Atlantean artifacts as a reward.
Zone 3: The Serpent's Coil (Thieves' Guild)
Description: A labyrinthine district nestled deep within Shadowport's older, more forgotten alleys. From the outside, it appears to be a series of abandoned warehouses, crumbling tenements, and disused workshops, but beneath the surface, and behind hidden facades, lies the true heart of Shadowport's criminal underworld. Secret tunnels, hidden passages, and discreet entrances connect the various fronts and meeting points of the notorious Serpent's Coil Thieves' Guild. The air here is damp and still, carrying faint scents of stale liquor, old paper, and something metallic, like blood or rust. Whispers are louder than shouts, and shadows are everywhere.
Locations:
- The Blind Adder (Hidden Tavern Front): A seemingly abandoned, boarded-up tavern that serves as a discreet, heavily warded entrance to the main guildhall below. Only those who know the secret knocks and passwords can gain entry.
- The Silent Vaults: A series of interconnected, magically warded chambers where the guild stores its most valuable illicit gains, sensitive documents, and blackmailed secrets.
- The Shadow Market: A clandestine, shifting marketplace that appears only at certain times or in specific hidden locations within the Coil, where highly illegal goods (artifacts, poisons, magical components, forbidden lore) are traded in absolute secrecy.
- The Serpent's Scale Library: A small, dangerous collection of stolen maps, coded ledgers, and intelligence on every major player and secret in Shadowport, compiled by the guild's spymasters.
NPCs:
- "Madam Anya" (The Serpent's Coil Guildmaster):
- Appearance: An elegant, ageless woman whose features shift subtly in the low light, making her hard to truly focus on. She wears rich, dark silks that seem to absorb sound, and her voice is a low, hypnotic whisper. She might subtly exhibit Changeling traits, or merely be an illusionist.
- Role: The cunning, ruthless, and highly intelligent leader of the Serpent's Coil. She prioritizes information, influence, and strategic control over overt violence. She knows nearly every secret in Shadowport and carefully cultivates her network. She maintains a delicate balance with all other factions, including the pirates and even the Crimson Veil.
- Vibe: Enigmatic, dangerously charming, utterly calculating, rarely shows emotion.
- Adventure Hook: Madam Anya subtly arranges a meeting with the PCs, having heard of their growing reputation for competence and discretion. She explains that a rival, "The Crimson Hand" (a newly emergent, more violent gang operating out of Zone 11, The Boneyard), has stolen a critical, encrypted ledger that contains sensitive information about Shadowport's trade routes – information that could destabilize the entire city and draw unwanted attention from Rosengard. She offers a significant sum in untraceable coin or access to a powerful hidden artifact if the PCs can retrieve the ledger without exposing the Serpent's Coil's involvement and "discourage" the Crimson Hand from further disruptive actions.
- "Ink" Kael (Master Forger & Scribe):
- Appearance: A wiry, nervous man with ink-stained fingers and thick spectacles perched on his nose. He has a perpetually worried expression, but his hands move with incredible precision.
- Role: The guild's premier forger of documents, maps, and identities. He can replicate almost any script or seal and is invaluable for creating false papers, deciphering coded messages, or authenticating stolen historical documents.
- Vibe: Skittish, brilliant, obsessed with detail, easily flustered but driven by his craft.
- Adventure Hook: Ink approaches the PCs in a panic. He was commissioned to forge a specific, highly detailed "treasure map" for a notorious pirate captain, but he realized too late that the original map contained hidden, encrypted instructions for a much darker purpose – perhaps a ritual or a route to a sealed Abyssal portal. He fears the captain will unleash something terrible if he follows the instructions. Ink needs the PCs to steal the forged map (and the original if possible) back before it's used, and he'll provide clues to the map's true purpose, offering his forgery skills or a unique piece of "authentic" stolen artwork as payment.
Zone 4: Smuggler's Run
Description: This district is a sprawling maze of towering warehouses, cramped loading docks, and narrow, shadowed alleyways. While some businesses maintain a legitimate façade, the true purpose of Smuggler's Run is the clandestine movement and storage of illicit goods. Caches are hidden beneath false floors, behind sliding walls, and within repurposed sewer tunnels. The air is thick with the scent of diverse cargo – exotic spices, cured meats, raw materials, and often, something vaguely chemical or arcane. Sounds are muffled, movements are discreet, and a silent agreement of "see no evil" pervades the area.
Locations:
- The Silent Stash Warehouse: A seemingly ordinary, larger warehouse with multiple loading bays, but its true purpose is a central hub for major smuggling operations. It contains numerous hidden compartments and a network of tunnels leading to other parts of the city.
- The Hidden Hook & Line (Tavern/Front): A small, unassuming tavern that appears to be for weary dockworkers. In reality, it's a key meeting point for smugglers, fences, and those looking to hire discreet transport for "sensitive" cargo. The barkeep acts as a go-between.
- The Black Market Annex: A smaller, more specialized market that operates out of a series of interconnected, dim stalls, offering goods too illegal or dangerous for even the main Black Market Bazaar (Zone 6). Think arcane components, rare poisons, or stolen exotic animals.
- The Forgotten Cistern: An ancient, disused underground water cistern now repurposed by a particularly secretive smuggling ring for storing highly perishable or magically sensitive contraband. Access is tricky and heavily trapped.
NPCs:
- "Slip" Thorne (Master Smuggler):
- Appearance: A slender, wiry individual with sharp, intelligent eyes and a perpetually calm demeanor. They dress in simple, nondescript clothing that allows them to blend into any crowd. "Slip" has an uncanny knack for appearing and disappearing without a trace.
- Role: One of Shadowport's most respected (and feared) master smugglers. Slip doesn't deal in petty theft, but orchestrates large-scale operations moving high-value, often dangerous, goods in and out of the city, often bypassing even the Ironfang Garrison's (Zone 12) patrols. They have eyes and ears everywhere in Smuggler's Run.
- Vibe: Professional, quiet, highly efficient, utterly ruthless if double-crossed.
- Adventure Hook: Slip approaches the PCs, needing a highly dangerous and time-sensitive task completed. A shipment of volatile, unstable Abyssal-tainted explosives (destined for a Faenor-aligned cult) has been intercepted by a group of overzealous, unaffiliated mercenaries and hidden somewhere in Smuggler's Run. Slip wants the PCs to locate and either neutralize or reroute the explosives, not for moral reasons, but because their detonation would draw too much unwanted attention to Shadowport's operations. They offer a substantial reward in untraceable gold or a hidden map to a minor treasure cache.
- Brother Malachi (Corrupt Cleric/Information Broker):
- Appearance: A seemingly pious, gaunt man in stained robes, with a nervous tremor and constantly downcast eyes. He smells faintly of incense and cheap wine.
- Role: Malachi works out of the Hidden Hook & Line, seemingly collecting donations for an obscure charity. In reality, he's an informant for multiple factions, selling whispers and secrets for coin. He's particularly useful for knowing which shipments are coming and going, and who's paying off whom.
- Vibe: Cowardly, opportunistic, guilt-ridden, yet surprisingly well-informed.
- Adventure Hook: Malachi, in a moment of drunken panic, reveals a terrifying secret to the PCs: he overheard a conversation about a "living cargo" being stored in the Forgotten Cistern – something that "hungers for blood" and is being prepared for transport to an unknown destination. He is desperate to get this information off his conscience and will offer what little coin he has, along with promises of future information, if the PCs investigate the cistern and deal with whatever unholy cargo is truly being hidden there.
Zone 5: The Sunken Grove (Elf Settlement/Ship Builders)
Description: A deceptively serene and verdant pocket nestled within the otherwise chaotic cityscape of Shadowport. From the outside, it appears to be a large, expertly maintained parkland with an enclosed, almost ethereal-looking shipyard and workshops. Lush, unfamiliar flora thrives here, and the air is noticeably cleaner, often carrying the faint scent of salt, damp earth, and an elusive floral perfume. While they present themselves as master shipbuilders, the Elves here are a reclusive and ancient people, subtly masking their true Atlantean origins and their primary objective: establishing a secure, deep-water port that serves as a vital contact point with the hidden city of Atlantis. Their "shipbuilding" is a cover for maintaining advanced sub-aquatic vessels.
Locations:
- The Tide-Kissed Docks: A small, highly advanced set of docks that are subtly designed to allow for the discreet surfacing and submerging of specialized vessels. To outsiders, they appear to be exceptionally well-crafted, traditional shipbuilding berths.
- The Greenheart Workshop: The primary shipbuilding and repair facility, focusing on light, swift vessels. The Elves utilize unusual techniques and materials, resulting in ships that are faster and more resilient than standard designs.
- The Whispering Falls Garden: A beautiful, secluded garden featuring exotic, bioluminescent plants and small, tranquil waterfalls. It often serves as a private meeting place for the Elven leadership and for quiet contemplation.
- The Coral-Weave Exchange: A small, exclusive shop selling exquisite, magically crafted goods – intricate wood carvings, fine fabrics woven from sea-silk, and tools of unusual efficacy. These items often incorporate subtle Atlantean design elements.
NPCs:
- Master Elara Tidebinder (Elven Shipwright & Delegation Leader):
- Appearance: An Elf of striking, serene beauty, with eyes the color of the deep ocean and hair like spun moonlight. She carries herself with an air of ancient wisdom and quiet authority, yet is impeccably polite and seemingly focused on her craft. She always wears a simple, elegant pendant crafted from polished abalone.
- Role: The apparent master shipwright of the Sunken Grove and the public face of the Elven delegation. In truth, she is the lead diplomat and covert operations leader for the Atlantean outpost, responsible for maintaining their cover and discreetly advancing their hidden agenda in the surface world. She is highly intelligent, patient, and unwavering in her commitment to her people.
- Vibe: Graceful, enigmatic, highly intelligent, fiercely protective of her people and their secrets.
- Adventure Hook: Elara approaches the PCs, her usual calm demeanor slightly ruffled. A unique, magically attuned diving bell, essential for accessing deeper ocean currents, has been stolen from the Tide-Kissed Docks. She suspects it was taken by opportunistic Shadowport thieves (perhaps connected to the Serpent's Coil or Smuggler's Run), who have no idea of its true purpose or value. Elara needs the diving bell recovered discreetly before its unique properties are discovered or, worse, misused. She offers a generous reward in ancient, untraceable Atlantean coin or a unique, water-breathing magical item.
- Aerion Whisperwind (Elven Scout & Gardener):
- Appearance: A younger, more impetuous Elf, with quick, darting eyes and a restless energy. He often carries a small, intricately carved bow. He spends much of his time tending to the gardens, seemingly oblivious to the outside world.
- Role: Ostensibly a gardener and apprentice shipwright. In reality, Aerion is a highly skilled scout and intelligence gatherer for the Atlantean delegation, covertly observing Shadowport's power dynamics and external threats. He is less patient with deception than Elara.
- Vibe: Observant, curious, somewhat impatient, skilled with stealth and observation.
- Adventure Hook: Aerion, while on a discreet scouting mission on the outskirts of Shadowport (perhaps near Zone 11, The Boneyard, or Zone 12, The Ironfang Garrison), observed a clandestine meeting between what appeared to be Shadowport's enforcers and a cloaked figure exchanging a large, suspicious-looking map. He couldn't get close enough to identify the figures or the map's contents, but he sensed a strange, cold magic emanating from the cloaked figure. He believes it signals a new, dangerous alliance forming within Shadowport that could threaten the balance. He secretly asks the PCs to investigate this new threat and determine its connection to the cloaked figure, offering a rare, magically enhanced herb from the Whispering Falls Garden that can aid in stealth or healing.
Zone 6: The Black Market Bazaar
Description: Unlike the open, bustling Grand Bazaar of Rosengard, Shadowport's Black Market Bazaar is a sprawling, chaotic, and often-shifting labyrinth of illicit trade. It operates out of a series of loosely organized stalls, hidden courtyards, and dimly lit warehouses. Anything can be bought or sold here, from stolen magical artifacts and forbidden texts to smuggled goods, exotic poisons, and rare creatures. The air is a jumbled mix of strange spices, unidentifiable odors, and the metallic tang of coin. It thrives on anonymity, discretion, and the swift exchange of goods, making it a dangerous but invaluable resource for those operating outside the law.
Locations:
- The Shadowed Exchange: A central, open-air area that is periodically "active." When open, it's a cacophony of hushed negotiations, rapid transactions, and constant vigilance. Vendors use coded language and hidden signals.
- The Alchemist's Den: A notoriously reclusive stall (sometimes a hidden room in a warehouse) that deals in rare alchemical components, volatile potions, and experimental concoctions. Its proprietor is known for their potent, yet often unstable, wares.
- The Whispering Reliquary: A highly specialized stall, often tucked away, that deals exclusively in stolen religious artifacts, cursed items, and magical trinkets of questionable origin. Its proprietor is often an older, unsettling figure with deep knowledge of dark lore.
- The Gilded Coffin (Tavern/Meeting Point): A surprisingly opulent but discreet tavern on the fringes of the bazaar, popular with higher-tier fences, crime bosses, and those looking to hire skilled mercenaries or assassins. Its prices are steep, and its patrons are dangerous.
NPCs:
- "Madam Xylos" (Master Fence & Info Broker):
- Appearance: A regal, heavily veiled figure whose face is never quite seen clearly, though her eyes gleam with unsettling intelligence from behind the fabric. She wears rings on every finger, each with a different, peculiar gemstone. Her voice is a low, melodious purr.
- Role: The undisputed master fence of the Black Market Bazaar. Madam Xylos deals in the most valuable and sensitive stolen goods, from noble heirlooms to dangerous magical artifacts. She also controls a vast network of informants, making her one of Shadowport's most powerful (and dangerous) information brokers. She operates with absolute discretion and ruthlessness.
- Vibe: Mysterious, powerful, subtly menacing, speaks in riddles and veiled threats.
- Adventure Hook: Madam Xylos sends an anonymous message to the PCs, requesting a meeting at The Gilded Coffin. She has a problem: a rare, magically bound map – "The Map of Shifting Sands," rumored to lead to a forgotten Abyssal outpost in the Southern Sands – was stolen from her and is being offered to rival buyers in the bazaar. She needs the PCs to discreetly retrieve the map before it falls into the wrong hands and causes chaos (or, more accurately, before she loses control of a valuable asset). She offers a substantial reward in gold or access to a valuable piece of magical equipment from her personal stock, but warns that her rivals are equally ruthless.
- "Skitter" (Street Urchin/Runner):
- Appearance: A small, nimble child (perhaps 10-12 years old) with perpetually wide, darting eyes and clothes patched together from scraps. They move with an almost unnatural silence through the crowded market.
- Role: One of many street children who survive by running messages, picking pockets, and serving as eyes and ears for various illicit operations. Skitter is particularly clever and has an uncanny memory for faces and conversations.
- Vibe: Scrappy, resourceful, terrified of adults, but with a surprising core of loyalty to those who show kindness.
- Adventure Hook: Skitter, having observed the PCs during previous missions, approaches them in a panic. They witnessed a transaction where a seemingly innocuous, small wooden box was exchanged for a large sum of gold at the Whispering Reliquary. Skitter heard whispers of "unholy whispers" and "a spreading sickness" emanating from the box and fears it's a cursed item that will bring disaster to Shadowport. They beg the PCs to investigate the box and its new owner, offering to guide them through the most secret passages of the bazaar.
Zone 7: The Cutthroat Coves
Description: This sprawling, boisterous district is the stereotypical image of a pirate haven. Crammed against the coastline, the Cutthroat Coves are a dense collection of ramshackle buildings, hidden inlets, and, most notably, a seemingly endless array of raucous taverns and gambling dens. The air is perpetually thick with the smell of stale ale, cheap tobacco, and the salt of the sea. Loud laughter, drunken shouts, and the occasional clash of steel are common sounds. It's a place where reputations are forged and broken over a single card game, and where loyalties are as fluid as the tides. Most of Shadowport's pirate crews, independent captains, and general riff-raff call this district home.
Locations:
- The Kraken's Maw (Premier Tavern): The largest and most infamous tavern in the Coves. Known for its strong, cheap grog, brutal bare-knuckle brawls, and the best (or worst) sea shanties in Shadowport. It has several private back rooms for more illicit meetings.
- The Drowned Man's Dice (Gambling Den): A grimy, smoke-filled den where all manner of games of chance are played, from loaded dice to high-stakes card games. Cheating is rampant, and disputes often end violently.
- Captain's Respite Inn: A slightly (but only slightly) cleaner inn offering private rooms, catering to more successful captains or those needing a bit of discretion. Its owner often has a network of contacts among the various pirate crews.
- The Salty Siren (Tavern): A smaller, more intimate tavern known for its live music and surprisingly potent, exotic mixed drinks, favored by off-duty crews looking to unwind.
- Sharktooth Alley: A notoriously dangerous narrow alleyway lined with several smaller, more desperate taverns and makeshift hovels, a place where many a new pirate recruit finds their first taste of "freedom" or their last breath.
NPCs:
- Captain "Bloody" Barbas (Infamous Pirate Captain):
- Appearance: A hulking figure, more muscle than man, with a wild, braided black beard often streaked with stale grog. He has a fearsome scar running down his face and wears a tattered, but once opulent, captain's coat. He is rarely seen without a tankard in one hand and a menacing cutlass at his hip.
- Role: One of Shadowport's most notorious and successful pirate captains, known for his brutality and his knack for finding lucrative targets. He commands a loyal (if terrified) crew and regularly throws his weight around in the Cutthroat Coves. He is not subtle.
- Vibe: Boisterous, brutal, intimidating, prone to sudden fits of rage or surprisingly generous (if short-lived) camaraderie.
- Adventure Hook: Barbas, in a drunken fit at The Kraken's Maw, loudly boasts about recently raiding a merchant vessel carrying "Rosengard gold" and a "cursed compass." He then offers a substantial bounty to anyone who can retrieve a specific, unique item from his ship, "The Sea Devil," which is currently moored in the Shipbreaker's Yard (Zone 2) for repairs, without revealing that the compass he stole is subtly leading him into an ancient, very dangerous trap laid by a rival pirate lord or even an Abyssal entity. He simply states the item is "too hot to keep," but the PCs might realize its true nature after retrieval.
- "Whiskey" Will (Bartender at The Kraken's Maw):
- Appearance: A lean, perpetually tired man with a stoic expression, his hands moving with practiced efficiency behind the bar. He sees everything but says little.
- Role: The unflappable bartender of The Kraken's Maw. Will has heard every rumor, seen every brawl, and knows which crews are looking for new recruits, which ships are about to sail, and who owes what to whom. He doesn't openly gossip, but a well-placed coin or a friendly ear can pry information from him.
- Vibe: World-weary, observant, discreet, surprisingly wise.
- Adventure Hook: Will discretely signals the PCs. A young, seemingly innocent tailor from Rosengard (perhaps a low-level spy from the Seekers, or just a naive merchant) has wandered into The Drowned Man's Dice and is rapidly losing a fortune to a notorious card sharp known for magically enhanced luck. Will, having a rare moment of pity, needs the PCs to intervene – either by exposing the cheat, recovering the tailor's losses, or simply getting the naive soul out of the Coves before he's completely ruined or worse. He'll explain the specific "tell" of the card sharp's magic for success.
Zone 8: The Shanty Town
Description: A sprawling, unplanned settlement of makeshift dwellings, cobbled together from salvaged ship parts, driftwood, and discarded crates. It sprawls outwards from the more established districts, clinging to the edges of the city like barnacles on a hull. The paths here are muddy and uneven, the air is often smoky from cooking fires, and the sounds are a constant hum of desperate life – crying children, hushed conversations, and the occasional burst of arguing or singing. This is where Shadowport's poorest and most desperate residents dwell: displaced families, failed pirates, landless laborers, and those simply seeking refuge from a harsher world. It is largely ignored by the city's power players, making it a hotbed for petty crime, desperate alliances, and forgotten secrets.
Locations:
- The Leaky Bucket (Makeshift Tavern): Little more than a shack with a few salvaged barrels serving as tables, offering the cheapest (and often weakest) brew in Shadowport. It's a place where rumors of desperation are traded for sips of ale.
- Patchwork Mender's Stall: A small, perpetually busy stall run by an old, wizened woman who offers mending, minor repairs, and a surprising array of repurposed junk for sale. She's a quiet observer of the Shanty Town's comings and goings.
- The Hidden Springs: A natural freshwater spring, often guarded jealously, that serves as a vital water source for the entire Shanty Town. It's also a common, discreet meeting spot.
- The Forgotten Shrine: A small, dilapidated shrine to various minor deities or forgotten spirits, maintained by the residents. It serves as a place of quiet solace and desperate prayers.
NPCs:
- "Mama" Grizelda (Matriarch of the Shanty Town):
- Appearance: An elderly, weathered woman with kind, but deeply sorrowful eyes, and hands gnarled from a lifetime of hard labor. She moves with a slow, deliberate grace and often has a small flock of ragged children trailing behind her.
- Role: While holding no official title, Mama Grizelda is the undisputed matriarch and moral compass of the Shanty Town. She offers what little aid she can, mediates disputes, and knows the stories and struggles of every family within her "flock." Her influence comes from respect and compassion, not force.
- Vibe: Compassionate, resilient, quietly determined, a beacon of hope in a desolate place.
- Adventure Hook: Mama Grizelda approaches the PCs after hearing of their "good deeds" (perhaps from earlier missions that benefited common folk). Her youngest grandchild, a sickly child, urgently needs a rare herbal remedy only available from the Alchemist's Den (Zone 6) or a specific, dangerous, bioluminescent fungus found in a forgotten, toxic swamp on the very edge of Shadowport's mapped territory. She cannot afford the former, and no one from the Shanty Town dares the latter. She offers whatever meager savings the community has and eternal gratitude if the PCs can acquire the medicine, emphasizing the child's rapidly failing health.
- "Scrappy" Jem (Resourceful Scavenger):
- Appearance: A perpetually grubby teenager, quick and agile, with an uncanny ability to spot useful junk. They carry a large, sagging sack and always seem to be on the lookout for something.
- Role: Jem makes a meager living by scavenging discarded items from the docks (Zone 1) and Shipbreaker's Yard (Zone 2), sometimes finding surprisingly valuable pieces amidst the trash. They know all the hidden routes and secret shortcuts through the Shanty Town.
- Vibe: Optimistic despite circumstances, resourceful, quick-witted, a bit wary of strangers.
- Adventure Hook: Jem excitedly tells the PCs about a recent "score" – a strange, heavy, metallic orb they found buried deep within a pile of discarded ship parts near the Shipbreaker's Yard (Zone 2). It hums faintly and feels warm to the touch, and Jem believes it's valuable. However, a local, more ruthless gang leader (perhaps connected to Zone 11, The Boneyard) is now aggressively looking for "their" orb, which Jem knows nothing about. Jem needs the PCs to help them either sell the orb safely, protect them from the gang, or discover its true purpose, offering a share of the profits or their intimate knowledge of Shadowport's hidden paths.
Zone 9: The Crow's Nest
Description: Perched on one of Shadowport's higher points, offering panoramic views of the docks, the sprawling city, and the open sea, The Crow's Nest is a stark contrast to the squalor of the lower districts. It's a collection of well-maintained (if still somewhat ostentatious) houses, private villas, and secluded taverns catering to the city's elite pirate captains, successful smugglers, influential fences, and those who have truly "made it" in Shadowport's brutal hierarchy. The streets are cleaner, guards are more visible (and better armed), and the overall atmosphere is one of guarded luxury and quiet power. Wealth is displayed, but subtly, and secrets are closely guarded.
Locations:
- Captain's Watch Manor: A large, fortified residence belonging to one of Shadowport's oldest and most respected (or feared) pirate families. It often hosts private gatherings and serves as a power base.
- The Spyglass & Shroud (Exclusive Tavern): A high-end tavern known for its fine spirits, exquisite (and often illegally acquired) cuisine, and its clientele – the top brass of Shadowport's underworld. It has discreet booths and often hosts private auctions or high-stakes card games.
- The Smuggler's Treasury: A series of highly secured, private vaults offered for rent to the city's elite, where they can store their most valuable (and incriminating) treasures away from prying eyes.
- The Widow's Peak: A small, picturesque park or overlook offering stunning views, often used for quiet meetings or clandestine observations.
NPCs:
- "Lady" Cassandra Thorne (Influential Fence/Information Broker):
- Appearance: An impeccably dressed woman in her late 40s or early 50s, with sharp, intelligent eyes and an elegant, if somewhat cold, demeanor. She moves with confidence and commands respect. She often wears a single, exquisite piece of jewelry that hints at vast, ill-gotten wealth.
- Role: While appearing as a refined socialite, Lady Thorne is one of Shadowport's most powerful and discerning fences, dealing only in the most valuable and unique stolen artifacts. More importantly, she maintains an extensive network of informants and spies, making her a crucial source of high-level intelligence within the Crow's Nest. She is a rival, but sometimes a reluctant ally, of Madam Anya (Zone 3).
- Vibe: Cunning, sophisticated, ruthless, prioritizes control and prestige.
- Adventure Hook: Lady Thorne summons the PCs to a private meeting at The Spyglass & Shroud. A rival, younger pirate captain has recently acquired a unique, ancient Atlantean artifact (perhaps a piece related to the Sea Elfstone, unknown to them) and is foolishly flaunting it, drawing unwanted attention to Shadowport. Lady Thorne wants the PCs to discreetly "acquire" the artifact, emphasizing that its true value (and danger) must remain a secret. She hints that its continued presence in the hands of the foolhardy captain could upset the delicate balance of power in Shadowport and beyond, offering a substantial reward in untraceable coin or access to her vast network of information.
- Captain "Ironheart" Silas (Retired Pirate Lord/Strategist):
- Appearance: A grizzled, one-legged old man, whose weathered face is a roadmap of countless battles. Despite his age, his eyes are sharp and intelligent, and he carries himself with a quiet authority that belies his retirement. He often whittles intricate wooden ships.
- Role: Once one of Shadowport's most feared pirate lords, Silas now acts as an unofficial advisor and strategist to younger captains, and sometimes, a reluctant mediator in inter-crew disputes. He has a deep understanding of naval tactics, maritime history, and the currents of power in Shadowport.
- Vibe: Wise, pragmatic, world-weary, but still possessive of a sharp mind and strategic insight.
- Adventure Hook: Captain Silas has observed unusual patterns in the movements of Rosengard's naval patrols near Shadowport's waters – too organized, too frequent, suggesting a new, aggressive strategy. He suspects Rosengard might be preparing a major push against Shadowport, or that there's a spy within Shadowport leaking information. He needs the PCs to discreetly gather intelligence on Rosengard's naval intentions, perhaps by intercepting a patrol or infiltrating a smaller Rosengard outpost (referencing previous Rosengard info), before Shadowport is caught unawares. He offers a unique, antique naval telescope or a map to a hidden, minor pirate treasure as a reward.
Zone 10: The Crimson Veil (Vampire Coven)
Description: A seemingly grand, yet unsettlingly silent, mansion district situated in a secluded, almost forgotten corner of Shadowport. From the outside, the architecture is ornate but perpetually shrouded in a thin, unnatural mist, even on sunny days. Windows are always shuttered, and only the most discreet carriages visit after dusk. This is the domain of Shadowport's ancient and influential Vampire Coven. They rarely involve themselves in the city's petty squabbles, preferring to manipulate events from the shadows, feast on the unwary, and pursue their own arcane and political agendas. The air within the district is cool and still, often carrying a faint, cloying scent of old velvet, dust, and something subtly metallic.
Locations:
- The Sanguine Manor (Main Coven Seat): The largest and most prominent mansion, serving as the primary residence and meeting place for the Coven's leadership. It's a labyrinth of opulent, yet eerily quiet, rooms, hidden crypts, and ancient secrets.
- The Velvet Glove (Exclusive Nightclub/Front): A lavish, highly exclusive nightclub that operates only after sunset. It draws the wealthiest and most desperate of Shadowport's elite, offering forbidden pleasures and subtle, hypnotic allure. It's a prime hunting ground and information hub for the vampires, disguised as a legitimate entertainment venue.
- The Obsidian Mausoleum: A private, ancient cemetery and crypt belonging to the Coven, often containing the slumbering forms of their lesser members and forgotten lore.
- The Whispering Charnel House: A hidden, horrifying chamber beneath the Sanguine Manor where the Coven conducts dark rituals, creates new progeny, and sometimes holds prisoners for their "sustenance" or for interrogation.
NPCs:
- Lady Valeriana (Coven Matriarch):
- Appearance: Strikingly beautiful and eternally youthful, with skin as pale as moonlight and eyes that glow with an ancient, predatory intelligence. She wears exquisite, antique gowns that seem to predate modern fashion. Her movements are fluid and silent.
- Role: The ancient and cunning matriarch of Shadowport's Vampire Coven. Lady Valeriana prefers to operate through proxies and manipulation, viewing the city's denizens as a convenient herd. She possesses vast knowledge of Shadowport's history and its true power players, and she has her own long-term agenda, often playing factions against each other. She is aware of the true nature of the Elves (Zone 5) and the significance of Faenor's agents.
- Vibe: Elegant, utterly cold, immensely powerful, subtly manipulative, and with a terrifying sense of patience.
- Adventure Hook: Lady Valeriana summons the PCs (through a chillingly polite, yet undeniable, messenger), having observed their prowess. She is concerned by the recent influx of "crude, unsophisticated magic" into Shadowport, which she attributes to new, fanatical cults (possibly linked to Faenor's more overt agents, but she doesn't explicitly state this). This magic, she claims, disrupts her Coven's ancient wards and draws unwanted attention. She offers valuable, antique gold or a powerful magical artifact if the PCs can track down and "neutralize" the source of this disruptive magic, without drawing the attention of Shadowport's other authorities. She also subtly probes their knowledge about "ancient power sources" or "planar gateways."
- Silas "The Pale" (Vampire Spy/Recruiter):
- Appearance: A dashing, charismatic young man with an unnervingly intense gaze and a predatory smile. He dresses in fine, slightly outdated fashion and moves with a languid grace. He can charm almost anyone.
- Role: Silas is one of Lady Valeriana's favored agents, tasked with gathering information from the mortal world, identifying promising new "recruits" (whether for information or for transformation), and subtly influencing key figures within Shadowport's hierarchy. He frequents The Velvet Glove.
- Vibe: Alluring, dangerous, manipulative, with a hint of bored cruelty.
- Adventure Hook: Silas takes a particular interest in one of the PCs (or a prominent NPC they protect) after observing them. He approaches them, seemingly intrigued by their abilities or their moral standing. He subtly offers them "true power" or "eternal secrets" if they would simply perform a small, seemingly innocuous task for him – perhaps deliver a sealed message to a distant noble in Rosengard, or retrieve a specific "antique" from a secure location in Shadowport. In reality, this is a test of their loyalty or a step in a larger plan to bind them to the Coven's will. The "antique" might be a forgotten ritual component, and the "message" could be a magical curse.
Zone 11: The Boneyard
Description: A desolate, industrial, and often macabre district on the forgotten outskirts of Shadowport. It earned its grim name from the abandoned, rust-eaten hulks of scuttled ships that litter its overgrown shores, resembling skeletal remains. Beyond these maritime graveyards lie dilapidated processing plants, questionable "recycling" operations for stolen goods, and a neglected, crumbling cemetery. The air here is often heavy with the scent of stagnant water, decay, and the metallic tang of forgotten industry. It's a place where the desperate reside, where secrets are buried (literally and figuratively), and where clandestine activities can flourish unwatched. It's a prime operating ground for darker elements, including new, more violent gangs.
Locations:
- The Rusting Maw Shipyard (Abandoned): A defunct shipyard, now a vast expanse of corroding metal skeletons of ships, half-submerged in the murky water. It's a common hiding spot for fugitives and a site for illicit, unsanctioned salvage operations.
- The Grinders (Processing Plant): A perpetually noisy, foul-smelling plant that claims to process animal remains or industrial waste. In truth, it's often used for disposing of bodies, melting down stolen metals, or refining dangerous alchemical ingredients.
- The Weeping Willow Cemetery: An old, overgrown cemetery filled with leaning headstones and forgotten graves. It's rumored to be haunted and is rarely visited, making it ideal for secret meetings or dark rituals.
- The Red Lantern Inn (Diverted Tavern): A dingy, isolated tavern built from salvaged ship planks. It caters exclusively to the rough, desperate element of the Boneyard, serving as a hub for local gangs and illicit dealings, far from the eyes of the main city. It's where the Crimson Hand (the rival gang to the Serpent's Coil, mentioned in Zone 3) often meets.
NPCs:
- "Ratface" Glin (Informant/Petty Criminal Boss):
- Appearance: A wiry, twitchy man with perpetually nervous eyes and a constant, unpleasant sniffing habit. He dresses in stained, ill-fitting clothes and smells faintly of rodent and desperation. He wears a chipped, blood-red ring – a symbol of the Crimson Hand.
- Role: A low-level boss within the Crimson Hand gang, operating primarily in The Boneyard. Glin is a sniveling opportunist who knows every nook and cranny of the district and has connections to the flow of stolen goods. He's easily intimidated but can be a surprisingly useful (if unreliable) source of information if paid or coerced.
- Vibe: Cowardly, treacherous, desperate for power and recognition within his gang, but quick to betray.
- Adventure Hook: Glin, terrified, attempts to hire the PCs. He recently stumbled upon a stash of highly potent, black-market healing potions (the ones "Fingers" Fenwick from Rosengard's Mariner's Ghetto was looking for, potentially linking the cities!) in a secret compartment of a scuttled ship in the Rusting Maw. However, he accidentally disturbed something else – a grotesque, chitinous egg sac (potentially an Abyssal or monstrous egg) that has since gone missing. Now, members of the Crimson Hand are falling mysteriously ill with a strange, spreading sickness, and Glin fears the egg has hatched or is infecting them. He offers the potions (or information on their source) if the PCs can find and destroy whatever emerged from the egg sac before it consumes his gang and the Boneyard.
- "Grave-Digger" Morthos (Caretaker/Necromancer Wannabe):
- Appearance: A gaunt, reclusive figure with a perpetually dirty face and clothes. He spends his days digging new graves or tending to old ones in The Weeping Willow Cemetery, often muttering to himself. He has an unhealthy fascination with death and ancient rites.
- Role: The unofficial caretaker of The Weeping Willow Cemetery. Morthos knows every grave and every hidden path through the overgrown grounds. He possesses a rudimentary knowledge of necromancy and often tries (unsuccessfully) to commune with the dead, occasionally stumbling upon genuine insights or unsettling events.
- Vibe: Creepy, obsessed, socially awkward, but sometimes surprisingly helpful.
- Adventure Hook: Morthos approaches the PCs, agitated. He's noticed fresh, unnatural disturbances in the cemetery – recent, expertly dug graves that are unusually deep, and an unsettling chill that radiates from them. He also heard faint, guttural chanting coming from the Weeping Willow on moonless nights. He suspects someone is practicing dark, forbidden magic, far beyond his own amateur attempts, and fears a powerful entity is being summoned or contained there. He needs the PCs to investigate the new graves and the source of the chanting, offering a handful of strange, antique funerary coins or a crudely drawn map of the cemetery's hidden crypts as a reward.
Zone 12: The Ironfang Garrison
Description: Dominating one of Shadowport's few strategic landward approaches, the Ironfang Garrison is less a formal military base and more a formidable, brutal fortress that serves as the strong arm of Shadowport's ruling (or at least controlling) council of pirate lords and influential figures. It's a grim, imposing structure of dark stone and sharpened timber, bristling with crude but effective defenses like ballistae and spiked barricades. The atmosphere is one of oppressive order, enforced through brute force and fear. This is where Shadowport's mercenaries, enforcers, and the most loyal (or most feared) pirate crews maintain their presence, ensuring that the city's internal "peace" is kept and its interests are projected outwards.
Locations:
- The Black Gate: The main, heavily fortified land entrance to Shadowport, controlled entirely by the Garrison. All overland traffic and cargo are subjected to brutal scrutiny (or a hefty bribe).
- The Sentinel's Roost (Watchtower): A tall, grim watchtower offering commanding views of the landward approaches. It's constantly manned by heavily armed sentinels.
- The Prisoner's Pit: A series of dank, unforgiving cells deep beneath the Garrison, reserved for those who truly cross Shadowport's ruling elite, or for holding valuable captives before ransom or "disposal."
- The Brass Tankard (Garrison Tavern): A no-nonsense, hard-drinking tavern primarily for the garrison's soldiers and mercenaries. It's not a place for outsiders, but discreet observation might reveal vital information about the Garrison's movements or internal politics.
NPCs:
- Commander Varkos "The Iron Hand" (Garrison Commander):
- Appearance: A hulking, scarred man with a shaved head and a grim, unyielding expression. He wears heavy, utilitarian plate armor that is always spotless, and carries a massive, two-handed axe. His voice is a low, gravelly growl that demands obedience.
- Role: The ruthless commander of the Ironfang Garrison. Varkos rules through fear and an unwavering loyalty to the current, informal "council" of pirate lords. He is notoriously incorruptible by small bribes, only responding to significant power or strategic advantage. He is responsible for external land defenses and internal suppression.
- Vibe: Brutal, disciplined, unyielding, pragmatic, utterly without mercy to perceived enemies.
- Adventure Hook: Commander Varkos is furious. A small but vital cache of enchanted black-powder (essential for the Garrison's experimental cannons, designed to counter Rosengard's naval power) was subtly sabotaged during transport within the Garrison. He suspects an internal traitor, perhaps someone planted by Rosengard's Seekers or even the Elves from Zone 5. He needs a discreet, external group (the PCs) to identify the saboteur within his ranks, gather irrefutable proof, and deal with them "quietly," offering a substantial reward in untraceable silver or a favor that could grant passage through the Black Gate unhindered.
- "Shiv" Nessa (Quartermaster/Spy):
- Appearance: A deceptively small and unassuming woman with a perpetually bland expression. Her eyes are sharp and intelligent, missing nothing, and her movements are quick and precise. She blends into the background of the Garrison seamlessly.
- Role: The Quartermaster of the Ironfang Garrison, responsible for all supplies, weapons, and equipment. She maintains meticulous records, but secretly runs a lucrative side business of selling intelligence to various factions. She has eyes and ears among the lower-ranking guards.
- Vibe: Quiet, calculating, opportunistic, masters of blending in.
- Adventure Hook: Nessa discreetly contacts the PCs, having noted their efficacy. She recently intercepted a coded message among the Garrison's supplies, detailing a planned assassination attempt on one of Shadowport's most influential (and notoriously hard to kill) pirate lords. The plot is being orchestrated by a rival, unknown faction and is scheduled to occur during a routine inspection at the Black Gate. Nessa is not interested in saving the pirate lord, but rather in using the intelligence to increase her own standing and gain a monopoly on information. She offers the precise details of the plot and the identity of a key conspirator if the PCs can expose the assassination attempt and cause enough chaos to discredit the rival faction, promising a significant cut of whatever "leftovers" (loot, information) they can acquire from the ensuing fallout.
Shadowport: The Shadowed Haven (A Pragmatic Outpost)
Shadowport, located in West Zezura on the Valerian Coast, stands as the notorious, grim counterpoint to Rosengard's gleaming spires. Far from a beacon of civilization, it is a formidable pirate haven and fortress, strategically controlling the crucial strait between the Southern Sea and the Western Ocean. It thrives on illicit trade and ruthless opportunism, its very fabric woven from lawlessness, ambition, and the pursuit of power outside traditional structures.
While Shadowport is a city founded by criminals and driven by profit and power, it is decidedly NOT aligned with Faenor. In a complex twist of fate and necessity, Shadowport finds itself more aligned with Rosengard in the face of the overwhelming, ancient threats Faenor represents. The surface-level animosity between the pirate haven and the human capital often belies a shared understanding of common, apocalyptic enemies.
This critical alignment stems in part from the covert presence of the Atlantean Elves in The Sunken Grove (Zone 5). These elves, survivors of Faenor's Kinslaying, guard the Sea Elfstone from him and maintain a discreet outpost in Shadowport to watch for his movements and protect their hidden city of Atlantis. Their influence, though subtle, steers Shadowport's key players towards a pragmatic understanding of the global conflict.
Adding to Shadowport's unique blend of power is The Crimson Veil (Zone 10), the prominent and wealthy district that houses the city's Vampire Coven. Originating from Memphis in Zezura, the birthplace of humanity and vampires, this Coven is not a secret faction but a well-known, influential force. Shadowport serves as their primary sea-facing base of operations, allowing them to extend their ancient fingers into maritime trade, information networks, and the political currents of the wider world, subtly guiding events from their opulent, mist-shrouded manors.
Key Characteristics and Power Dynamics:
- Illicit Economy: Shadowport's lifeblood is its bustling Blackwater Docks (Zone 1), where any cargo can be moved, and the Shipbreaker's Yard (Zone 2), which not only repairs vessels but transforms stolen ships. The Smuggler's Run (Zone 4) and the chaotic Black Market Bazaar (Zone 6) are testaments to its thriving underworld economy.
- Rough-and-Tumble Culture: The Cutthroat Coves (Zone 7) embodies the city's pirate heart, filled with boisterous taverns and gambling dens, where reputation is earned with steel and shrewdness. The Shanty Town (Zone 8) highlights the desperation and resilience of its poorer inhabitants.
- Hidden & Overt Powers: The Serpent's Coil (Zone 3) houses the Thieves' Guild, a powerful network of information and manipulation. The Crow's Nest (Zone 9) offers a glimpse into the guarded luxury of the city's most successful pirate lords and fences. The Crimson Veil (Zone 10), as noted, is the openly wealthy and influential domain of the Vampire Coven.
- Brutal Order: The Ironfang Garrison (Zone 12) serves as the strong arm of Shadowport's ruling (informal) council, enforcing a harsh, often corrupt, peace through force and intimidation.
In essence, Shadowport is a pragmatic, independent entity that, despite its criminal nature and adversarial relationship with Rosengard, understands the existential threat posed by Faenor. It is a vital strategic location, a potential battleground where Faenor's agents would inevitably seek to infiltrate and manipulate, but it remains a city where diverse, self-interested powers—including the powerful Vampire Coven—might ultimately align against a common, world-ending foe.