Ashport

Ashport is the largest city in Crucible, and ostensibly the capital of the Andari controlled portion of the land.

## Overview

Ashport sits at the mouth of the Ashflow river. From here, the city commands a major trading presence in the Brician Sea, as it is one of the best harbors for large shipping traffic in the region. Here is where many merchants begin their journeys through the Brician Isles and to ports further north, as well as a stopping point for northern ships heading south.

The city is divided into three districts: Old Fort, the Heights, and the King's Ward. Ostensibly, the seat of government in the city is from the King's Ward, but in actuality most of the major dealings of the city come from the Heights district. Old Fort is the oldest part of the city, and also the poorest part of the city.

## History

### Early History

The first inhabitants to live in the area of Ashport are unknown, but were perhaps Lizardfolk who lived in the swampy waters to either side of the river's mouth. The Dwarves of Karus-Abhel speak of battling strange creatures along the coast who used primitive weapons, but their description leaves much to the imagination.

The Dwarves built numerous fortifications in the area in an attempt to keep control of the water ways, but these were always temporary and not designed for long term habitation.

During the Brician Diaspora, many settlers coming from their inundated homeland sailed to the coasts of the Crucible and settled there. They found a natural harbor in Ashport, and began earnest construction of a settlement on the southern shore, where Old Fort is now. The marshes at the mouth of the river provided another set of defense for the city-builders which, when combined with their earthwork and wooden fortifications, provided a reliable defense against reavers and bandits who lived in the area.

The community was no bigger than a small town at this point, but became the heart of the Brician effort to claim the lowlands. Other arrivals from the Isles would settle further up river, drawing the attention of the dwarves and inciting violent confrontations between the two peoples. This would eventually lead to a grudging peace between the two peoples, with Ashport nominally becoming part of Karus-Abhel but in actuality left to deal with its own governance.

### Collapse of Karus-Abhel

Ashport burned during the reign of the Scorched Prince. Fire Drakes and giants descended on the city numerous times, as the city had remained aligned with King Ranbold's forces. It was during this period that the Heights district was first established. The ground was higher here, which allowed for larger defenses to be constructed. A sturdy wall of stone was constructed to overlook the eastern lead up to the city and numerous towers were erected to deal with giants. The aid of Dwarves was crucial in the establishment of these early defenses, and the foundations of those walls still stand despite having been rebuilt since.

It was during this time that Kyrnan the Red was in operation. The famed adventurer who fought in numerous battles against Surran's forces, was a native of Ashport and survived the various sieges before going on to make his name in battle. His defense of Granite Bridge would protect the city one last time, singlehandedly holding back an approaching force before the bridge gave way beneath the weight of the fire giant Belephyros and drug both of them into the waters of the Ashflow.

Ashport would survive the tumult of the Golden Crusade unscathed.

### The Dark Age

Ashport would languish during the Dark Ages, neither truly growing nor diminishing. The old city would be reclaimed in time and rebuilt, though the Heights would be where many of the wealthier merchants and tribal leaders would migrate to. Old Fort, as the old part of the city was now being called, remained the working class part of the city.

Piracy became a major source of income for the city during this time period, and the city leadership looked the other way when pirate ships sailed into port. They would trade food, copper, silver, and all manner of things need to run a ship to the pirates in exchange for their ill-gotten luxuries.

### Recent Events

Drokk the Indomitable would eventually discover Ashport, and it became the base of operations for his entire network of allied pirates. He took control of the city swiftly and decisively, and used it to launch sorties against every nation around the Brician Sea and as far as Escadira.

His activities eventually drew the attention of the Andari king, Uthair the Navigator, who launched a major invasion of the Crucible. His two-pronged attack led to the capture of much of the northern part of the Crucible as well as setting siege to Ashport by land and sea.

Drokk would perish during these events, and his head was place on a pike outside of Hardstone. Ashport itself was now at a crossroads, and Uthair steered the city into becoming part of the Kingdom of Arthandor. Construction on the King's Ward would proceed during this time.

## City Districts

Flag of Ashport, the Triskelion representing the city districts

### Old Fort

The most venerable part of the city, Old Fort is also where most of the commerce leaves and boards ships. The vast majority of docks are on this side of the city, where the water is a little deeper. This allows bigger ships to dock here, and thus larger amounts of cargo pass through the warehouses here. This is the lifeblood of this district's economy.

This is a poor district, however, compared to the others. Working class people call this place home. With the wealth of the city's taxes going into building the King's Ward, this district has seen a decline in social services and even in it's guard's quality. The guards here have become increasingly taxed as large gangs have taken over whole sections of the district, fighting with one another for control of territory which they can demand protection from as well as whatever other criminal enterprises they desire.

The main streets are the most protected part of the city, with the guards patrolling along them but not venturing too far onto side streets. This makes the alleys and backstreets very dangerous places to wander alone, you never know if a brigand is waiting around the corner for you. Murders are unfortunately common; people seeking the basic resources of survival will do awful things to ensure that they get them.

Besides the docks, people find work in the tanneries and on many fishing boats. There are also tanneries, smithies, and pottery-makers. Shipwrights are also employed frequently to build new fishing vessels for the growing flotilla of fisher boats trying to feed the city. It's not hard to make a meager living, but you certainly won't find many ways to advance living in Old Fort.

**The Old Fort:** The district is named after an old fortress build at the end of an inlet. This fortress was built by the Karus Dwarves centuries ago, and it has long lain relatively abandoned because of it's poor location. It offers no real coverage of the Harbor, and it was more a place where the Dwarves could retreat to as an enclave when the Humans were agitated. It stands as a marvel of Karus' engineering, though, as it's surface has weathered centuries of rain and flooding without much damage. It was the only major structure left standing after fires consumed much of Old Fort.

**The Church of Sol and Catacombs:** A massive church dedicated to Sol can be found in this district. The entrance to the church is beneath a massive square-based tower that reaches several stories higher than any other building on Old Fort. The tower is used to observe the motions of the sun, gaining insight into the changing seasons and in precise measurements of stellar phenomenon. The clerics of Sol who work and reside here are also host to the entrance to the catacombs beneath the city, where clerics of Nirawn tend to the dead but don't operate within the Church itself.

**By-The-Wall Brewery:** There is a large beer brewery at the southeastern corner of Old Town, near one of the gates. This brewery employs a large number of locals, using local grains and hops to create the drink of the common folk. Most of the beer in Old Fort comes from this brewery, but little of it is traded over seas.

**The Market:** Old Fort's largest market is at the intersection of it's major roads. The square here contains a central fountain made of marble that depicts Kyrnan the Red in full kilt with his greatsword, Goleorgear. This is a pretty basic market, but adventurers would be able to find food, clothes, and basic equipment here. Magical trinkets are a little more rare, usually ending up in places like the Heights.

## Physical description

### Eye color

Brown

The Heights district was built during and shortly after the collapse of Karus-Abhel, in reaction to the threat of Surran's monstrous army. The walls here are thick, sturdy, and tall. Their foundation is of dwarf-make, and the elevation of the Heights means that it requires even more work for an attacker to gain access to the city. A pair of bridges connect the Heights to Old Fort.

The middle-class and the Brician merchant class can be found living in this part of the city. It is upscale compared to Old Fort, but not nearly as opulent as the King's Ward. Crafting guilds, trade houses, mints, and money-lenders can all be found in this district.

Crime here is uncommon, and the guards in this part of the city have a pretty easy go of things. They are often hidden from site or found conversing with the locals. The position of Captain of the Guard is largely ceremonial, especially after years under the yoke of Drokk the Indomitable.

This district suffered greatly during Drokk's time in control of the city. The merchants only returned to the city with the Andari invasion, free to return to their homes and places of business. Many palazzo have been restored to their pre-Drokk days or better.

**Cliff Castle:** At the highest point of the Heights is built a small fortification called Cliff Castle. It overlooks the Harbor, with a winding road leading down to the Bridges to Old Fort. The various lords and councils that have presided over the city the last few centuries have called this place home, as it is easily the most well defended place in the city. This is not a grand palace, like one might expect, but a functioning defensive structure designed to withstand a siege and maintain control of a bustling shipping lane heading inland.

**Palazzo of the Lord-Mayor:** While the Cliff Castle is technically the seat of government, the Lord-Mayor resides in an adjoining Palazzo. This spacious structure houses works of art from all over the world. Many would call this home decadent, even compared to the greatest merchant's homes.

**The Steel Gate:** There is only one major gate leading into the Heights district, the Steel Gate. This gate was constructed by a former Lord-Mayor a little over a century ago as a means to put many prisoners to work. The Steel Gate is reinforced with massive bands of iron, making it nearly impenetrable to conventional attacks. It contains several dead-man's-drops, as well as a trio of towers above with numerous arrow slits and extensions for scorpion-ballistas to catch attackers in a hail of crossfire.

**Myrrdin's Marvelous Magicks:** Myrrdin's is considered to be the preeminent magical shop in the city. Myrrdin has long since passed, but the shop is still run by his great-grand-nephew, Murry. Murry is not a powerful mage by any means, but he is a fantastic trader. He employs a number of magical craftsmen to make basic magic items or custom items for various adventurers and collectors.

**Lil's Potion Shop:** Lillian of Goodland owns a large potion shop in this district. She doesn't just make magical potions, but all manner of alchemical and non-magical potions and pills as well. Lil is always looking for adventurers to collect herbs and minerals for her to use in her concoctions.

## Physical description

### Weight

205

The newest addition to the city is the King's Ward, still in the process of being erected. Several buildings are in the process of being added, while those closest to the waterline are already completed and inhabited by a number of Andari families who have come from their homeland seeking to raise their status. Second sons, divorcees, and merchant houses looking to gain noble status have all arrived seeking a chance.

The district is so new that there is little here of real interest yet. That is changing as theaters, music houses, and other forms of classically Andari entertainment come to the city.

**The King's Pier:** One of the first acts of Uthair the navigator was to have a large section of the harbor be dredged to allow access to his flagship. A pier was built out there to allow the ship to be moored, originally wood but then later replaced with a stone pier. This pier is still there, and is the major entry way by which Andari settlers arrive. It is not in the best location, yet, as most merchant traffic is still directed through Old Fort.

**The Legate's Fort:** A small fort has been built at the eastern end of this district, where it meets up with the Heights. This fort houses the force of Andari soldiers in defense of the Andari settlers who now live in Ashport. The title of Legate is little more than a ceremonial title, and his title is more equivalent to that of a Centurion. His forces are few, but Legate Estienne is also technically in command of the city's guard forces and militia, meaning that in a pinch he can muster several hundred to a few thousand men, in theory. This hasn't happened since the Andari took control, and animosity between the growing Annexation and Liberation factions makes the prospect of this increasingly unlikely.

**The King's Lighthouse:** One of the first structures that Uthair ordered constructed when he decided to take control of Ashport was a new lighthouse. This one is half-again as tall as the previous lighthouse, and much brighter so that it can be seen further out to sea. A polished bronze curtain protects the city from the immense magical light generated here, while its surface reflects the light back out to sea as a beam in dark storms.

### Other Features

There are a few other important features of Ashport that aren't found in the city itself, but instead are necessary parts of its functioning.

**Ashflow River:** This large river is the lifeblood of Ashport, and its mouth forms the estuary that forms Ashport's harbor. Trade comes down the river from Sallowsport and Goldmead, and sometimes from as far away as Shield. The waters of the river are relatively consistent, with its patterns of flooding well understood. During periods of flooding, the water will often change colors from dark gray-blue to more of a red tone from exposure to clays containing heavy volcanic mineral content. Basically it rusts out. Legend says that this is the blood of King Ranbold, still crying out at the betrayal of his own son, but there is no known mystical quality to the river.

**Boggies:** Just beyond the walls of Old Fort, the land begins to give way to many marshy and swampy areas connected to the Ashflow. These areas contain a number of Lizardfolk who are mostly docile, as well as a few adventurous farmers who have been attempting to cultivate long-grain rice. Monsters are a persistent threat in this area, though the road is patrolled by Andari soldiers who keep it relatively safe.

**Coastal Forest:** This stretch of woods used to come up to Ashport's walls, but it has been logged relatively extensively and now you must travel miles before you will find the edge of this woodland. Technically part of the East Weald, it has since been cut off from it's parent forest by logging between Ashport and Copperton. Wood from here is used to build, repair, and heat homes as well as to construct simple vessels for travelling up and down the rivers. The wood here is ill-suited for use in real sailing vessels but is adequate for the broad, easy waters of the Ashflow.

**Dwarf Road:** A massive stone road of Dwarven make, blessed by their priests to withstand the rigors of time, runs from Old Fort through the center of Crucible and all the way to the ruins of Ashflow. This road had been constructed to maintain control of the human settlements, but has since been a central means of conducting trade on land. It is wide enough to allow two horses to pass with a foot between them and at least a foot to each side.

**Sewers and Undercity:** Beneath Ashport, but especially under Old Fort, there are a series of sewers and drainage tunnels that were built when the city was first founded. These were necessary for reclaiming the land from the Boggies, but now provide the critical function of draining waste away from the water table. A massive amount of water flows through these daily, keeping the city relatively free of disease. There are many hidden areas within these sewers, however, that have been become the hide outs of various organizations who would rather not be under public scrutiny.

## Annexation and Liberation

Ashport is firmly divided between two camps at the moment. There are those who wish to join the Kingdom of Arthandor and benefit from its massive army and navy's protection as well as having the rule of law established in their land. They see the benefits of being tied to a vibrant and powerful nation and wish to partake in that as equal partners. This camp is led by the current Lord-Mayor Cayden MabGruinner, along with several powerful merchant clans.

There are also those who see the Andari as unwanted aggressors in a land that was once very Brician but now taking on a new identity as settlers from foreign lands arrive on their ancestral soil. They would prefer to join the world as their own free nation, with their own leaders, language, and culture. This faction is de facto led by Fergus MabCoiran, a powerful land magnate who owns estates all over the Crucible. He has support from all over the Crucible, including from many of the Geir settlements in the south.

Followers of each camp are beginning to get more belligerent with one another, and violence breaks out in smaller communities between the two groups. The Liberation movement would prefer to get the Andari to leave of their own accord, but each passing day suggests they're going to remain. Violence may be the only way to get them to depart en masse. War might be looming over the Crucible once again.