Port Ivorox
Home to the world renowned Ivorox Heavy Industries; an ancient heavy manufacturing company that has built quality products for hundreds of years. These items range from airships to land cruisers to boats to weapons and armor. The company carved their factories into the cliffs, and as trade grew, more and more people moved in - especially dwarves accustomed to living underground and working with metal and stone.
Port Irovox is a port on a rocky and cool coast near-ish to the edge ranges. The limestone of rock of the region made digging relatively easy, and the cliff faces were filled with caves and interior cavities. There are still many cavities that haven’t been exposed or explored near (and maybe even within) the city. There are many sea arches here where ships dock to avoid harsh weather while they conduct their trade. The population consists largely of dwarves, but there is also an unusually high proportion of changelings. Most trade is done by sea, and the town is built along the rocky cliffs of the coast, as well as within the rock itself. From the upper parts of the city, you can see the Outer ranges and the void beyond the curvature of the walls of the world. Gravity feels just a touch lighter, and the cold you feel seems like not just that of the air, but also of the void itself.
Population:
- Approximately 30,000; primarily Dwarf, Duergar, and gnome (many duergar man the lower factory levels, since they don’t mind the isolation and darkness), some Human (and half dwarf), and a sizable (but unknown) proportion of changelings.
Government:
- Port Ivorox is ruled by the Port Council, headed by Tharfric Ivorox (A descendant of the original Ivorox family). It consists of Tharfric who mainly handles business matters, and a group of 12 elected representatives that make decisions about municipal matters.
Notable Places and People:
- Council Quarters: The offices of the Port Council, located in the uppert parts of the cliff face, overlooking the cold sea and dry docks.
- Ivorox manufactury: A massive factory that runs the length of the bottom of the sea cliff near the water. Home to both dry and wet docks, as well as the production lines of smaller items. Much of the deeper parts of the factory are automated (by constructs and enchanted tools) and devoid of life. It is labyrinthine and extends under the main parts of the city as well - people unfamiliar with Port Ivorox can easily get lost here by taking a wrong turn.
- Piersym’s Pottery: A modest potter’s workshop, decorated with many of what appear to be dragon eggs. Soaked in certain fluids, these eggs grow and transform into artificial pseudo dragon familiars (400 GP)
- Corinth’s Clockworks: Corinth is a deep gnome known for her immaculate clockwork. Though she has received many offers to work at Ivorox Hevy Industries, she prefers to work independently. She builds automata and appliances that are unusually advanced. Legend has it that she has even built simulated Warforged in the past.
A few NPCs:
- Etmund: Male Human Fighter, Neutral. Etmund has long red hair and dark hazel eyes, and walks with a limp. He wears plate mail and wields a spear and shield. Etmund is assertive and absent-minded.
- Heore: Male Human Fighter, Evil. Heore has a round face, with auburn hair and dark brown eyes. He wears banded mail and wields a short sword. Heore is dying and desperately seeks the secret of immortality.
- Reyny: Male Human Scofflaw, Good. Reyny has a square face, with copper hair and green eyes. He wears simple clothing and a green cloak. Reyny is honorable and thoughtful.
- Demaer: Male Human Craftsman, Good. Demaer has braided copper hair and soft brown eyes, and a thin moustache. He wears travel-stained clothing and a wooden holy symbol. Demaer has an animal companion, a grey rat named Awid.
- Sybel Rete: Female Human Assassin, Evil. Sybel has a square face, with braided red hair and sharp brown eyes. She wears leather armor and wields a short sword and sling. Sybel has an animal companion, a giant spider named Narder.
Districts
Miter Farthing
A primarily residential district situated in a long cavern. Many apartments and larger homes are carved into the walls, and bridges span between the two halves of the cavern. It’s one of the busiest districts with a large number of taverns, inns, mundane merchants, and street food available. The cavern is not fully enclosed, and there are gaps in the roof where daylight shines in (not much, but there is some dim daylight)
The walls of this district are covered in bioluminescent lichen and fungus that grow along the streams of water that trickle down the walls. At night, they provide multicolored illumination to the cavern, and look a bit like dense stars (it’s denser at the top of the cavern). Telegraph/laundry/flag lines are strung across the cavern between the walls. Some have banners, others colorful flags, and others have clumps of vine/moss that hanc from them.
During daytime hours, food and trinket quad-carts set up on the edges of the bridges, and the scent of cooking fills the air along with the sounds of town chatter.
There are a few grocer’s shops here, but not much adventuring/survival equipment.
Notable Places:
- An ancient abbey ruins uncovered during the excavation of the city, said to be haunted by incorporeal eyes of Outsiders (in fact they are Will o’ Wisp).
- A statue of crystal, which glows with magical light upon the night of the solstice. The statue depicts the The Final Assembler, a construct that is revered by crafters of machinery and architecture.
- Nowadays it feels a bit in poor taste
A few NPCs:
- Owleron and Faryn Fowler: The husband and daughter of Catella Fowler, Charlie’s best childhood friend. Charlie has spent a few weeks living with them while researching the Clear Death, and introduced them to Marrin
- Ales: Male Human Ranger, Good. Ales is noble in bearing, with short red hair and blue eyes. He wears scale mail and wields a military pick. Ales lost his right eye to an injury.
- Ceadwiu: Male Human Assassin, Evil. Ceadwiu has cropped golden hair and brown eyes. He wears leather armor and wields a poisoned club. Ceadwiu is impatient and foolhardy.
- Celionarf: Male Elf Soldier, Neutral. Celionarf is tall and stout, with cropped blonde hair and soft amber eyes. He wears scale mail and wields a bastard sword. Celionarf is impossibly lucky.
- Engild: Female Human Assassin, Evil. Engild has auburn hair and soft hazel eyes. She wears leather armor and wields a short sword. Engild seeks revenge against the aristocrat who framed her.
Goldensword District
This is near the surface and where a lot of direct sales of consumer goods are done. Like a market district, but mainly for items made in Ivorox. Weapons, armor, and other kit for adventurers especially suited for colder climes is sold here.
Notable Places:
- A single storey stone-walled building, the home and personal library of a female human sage named Wyna. She specializes in the study of legendary heroes and battles, and is often consulted for advice when smiths are crafting specialty weapons.
- The Cursed Wand: A shop that sells magical items. Occationally, they are non to un-curse magic items for a price.
- Pary’s Blades: A neglected weaponsmith’s workshop, built just below the surface. Parymarin the smith may not have the nicest shop, but she is known to create some of the finest specialty weapons for fighting constructs.
- Ellel: Female Human Alchemist. Ellel has blonde hair and hazel eyes. She wears expensive clothing and a dragonscale cloak. Ellel seeks to atone for past sins. She sells potions which she keeps on her person.
A few NPCs:
- Britha: Female Human Druid, Neutral. Britha is exceptionally beautiful, with matted blonde hair and grey eyes. She wears leather armor and wields a hammer. Britha has a badger named Alix.
- Moeidga Frondidotr: Female Dwarf Druid, Neutral. Moeidga is willowy, with tangled golden hair and green eyes. She wears leather armor and wields a quarterstaff and darts. Moeidga has a dire rat named Zaghain.
- Dinan: Male Dwarf Fighter, Evil. Dinan has a long face, with auburn hair and dark grey eyes. He wears banded mail and wields a mace and shield. Dinan has an animal companion, a black wolf named Bifund.
- Commi: Male Elf Fighter, Neutral. Commi is fey in appearance, with thin golden hair and grey eyes. He wears banded mail and wields a military fork. Commi is hunting the sorcerer who murdered his family.
Hydra’s Ward
The lowest ward, closest to the water at the bottom of the cliff. Legend has it that there was once a vicious hydra that hunted the shores below the cliff. It was dispatched by a group of adventurers when the city was founded. (A hydra is a horrific mutant of flesh and machine, said to be an unholy fusion of dragons and haywire Seeders)
Hydra’s Ward is home to the sea caves where most sea ships dock, and much trade is done here. It’s a gloomy and industrial area nearest the sea, but deeper in, it’s home to many inns and taverns for sailors and adventurers. Many canals wind through the district. Some larger canals carry heavy goods that are constructed in the Heavy Manufactory
Description
Passengers can see from the long dock that there are some shapes about 1m below the surface of the water, scattered around with about 20m between each. Some of them are completely still despite the waves (suggesting that they are anchored to something), but there are a couple of them that bob gently up and down. They look artificial/constructed - they’re quite rectilinear and some have what appear to be gears and grooves visible on them. A history check can reveal that these are part of the Ivorox Defense System. Constructs and cannon emplacements that automatically track hostile entities, and fire/attack when told to. The cannons are built on top of the cut down sea stacks, and fire from beneath the water (which makes them insanely hard to counter)
As they get near the cliff, they can see the large cranes perched on the top of the cliff hauling cargo from dock platforms to the surface, several dozen meters above. They also see wide tunnels that go under the cliff that are unlit save for red marker lamps on the bottom edges near the water to guide ships in and out (Charlie would recognize that these ominous tunnels lead directly to the Ivorox Manufactories, the massive factories beneath the city. They would not have been in there before). These go deep beneath the cliff, and presumably split into canals that go past the factory outlets.
Steampunk-esque constructs - bipedal, quadrupedal, and hexapodal (like a centaur) are moving cargo about the docks. They load and unload ships, carry things to and from the elevators or scale the cliffs directly and enter ports some levels above. Others carry cargo to and from deep, dark tunnels within the cliff face. The sounds of chatter and clanging can be heard all around the Docks and the Hydra ward.
Venturing within, the party sees that it’s much warmer and more welcoming. Tunnels from the docks take them to a much more open (but still enclosed) area that is well illuminated by warm lights affixed to the ceilings and walls, as well as some specks of glowing fungi. There are various caverns (all about 30 feet/10m high) that are connected by neat tunnels here. The caverns are carved to be approximately hexagonal.
Closer to the docks, there are a large number of inns for sailors and traders, as well as inexpensive restaurants. Further in, there are nicer taverns, shops, and light industrial businesses (enchanters, blacksmiths, etc.). This is the main industrial district of the city, and borders the Ivorox Heavy Manufactory ‘district’ far to the west (about 2km in). A lot of employees of the manned part of the manufactory actually just live here for a shorter commute.
Notable Places:
-
Public Archive: An archive of all publicly available knowledge from the various guilds of the city. All the tomes are copies of the originals.
-
The Crossed Hammers: A fanciful adventurer’s inn, decorated with the carapaces of hostile constructs slain.
-
An ancient monolith of dark stone, placed to honor a local hero named Gare - the leader of the party which slew the Hydra.
-
Death’s Door: a rowdy dive bar at the rear end of the ward bordering on the Manufactory.
- Charlie’s description:
- Well, it probably starts getting wild at like midnight around here but it’s 8 pm rn. Not quite rowdy hours yet. But there’s still a decent amount of people here. They’re starting to trickle in. There’s some people playing cards in one area, some people playing darts or something in another area. They’re probably being louder than necessary. There’s a group of younger looking people who clearly just turned Of Age getting their first drinks. If there’s a live performance, there’s dancing light and minor illusion cantrips up to add to the performance. The Night Bards here drink HARD and everyone wishes to know the Night Bards carnally.
- There’s a sign behind the bar that advertises a Deep Fried Burger Tower Meal, if you can finish it all under 3 hours you get to have it for free! (Or something like that idk)
- The floors are sticky, as they always are. Most nights someone starts a fight of some kind. There’s an unspoken rule about letting fights between individuals play out on their own and not getting involved or else every night would end in one big massacre probably. Only the big scary barbarian bouncer lookin guy is allowed to step in and that only happens when it gets REAL bad. You don’t wanna start a fight that would get that guy involved so fights happen but they’re not SO bad. Sometimes people say they see a parrot in the rafters. Some say it’s a familiar of someone who works here. It’s kind of a cryptid tho people are pretty sure there’s no…actual rafter…parrot…
- Anyway: theres like a closet or something people fuck in. There was a rumor once that someone got ploymorphed into a crab while in the backroom storage fuck closet. People’s reactions were just “oh some shit like that would happen here lmao. I mean what and how but also I am unfazed by this news”. A lot of rumors are recieved like “oh some shit like that would happen”. It really only adds to the hellhole (affectionate) vibe. Who knows how much these rumors are true but they are fun stories every time
- Also, you won’t get into a fight if you’re not looking for it. Some people WANT to get into a fight sometimes and they know they can come here to get it. If you’re not looking for one though, it’s loud here and people ARE lookin to fuck or get drunk or buy/sell…other substances…but they’re also…kinda nice? Like if someone is trying whatever drink or eating challenge they have here everyone’s gonna be hyping that person up. It’s a wild place but people who like it here like it because they know there’s rules here and if someone breaks a rule the whole taverns gonna turn that person inside out. It’s wild but it’s a place that’s gonna make sure you have a good time is what I’m getting at. There’s some drunk girls in the bathroom telling one of the crying drunk girls to not send their ex a message on their stone cause they deserve better
The Border Market:
A grey market in a little known pocket between the Hydra and the Manufactory districts. All manner of goods are sold here from controlled substances, magical supplies, off brand spells, possibly fenced equipment, etc. Pricil Nesseth is known to frequent the market.
-
A stand run by an elderly gnome sells a variety of ‘nips’. Herbs that lull a genus of creature into a calm state (as with Calm Emotions, DC 13 CON save). Each bundle of genus specific herbs costs 2 GP and contains 5 doses. Any number of doses can be used at once to different levels of effect. For each additional dose of nip used at once increases the DC by 1 and creates a deeper calming effect.
-
Another stand run by a friendly witch sells a variety of different scrolls and wands, most of them unheard of to most people. Many of them are modified by the proprietor or imported from distant regions (and not safety tested, thus not exactly legal).
- Wares:
- Message wand: A wand of coiled copper that allows the attuned to cast 0 - Message at will. (60 GP)
- Flare gun: a silver gun that casts 0 - Flare 3x a day (80 GP)
- Hypnotist’s Yo-yo: A yoyo which allows the attuned to cast 2 - Hypnotism 3x a day using a spell slot of the appropriate tier (180 GP)
- Vial of Compounding Nerve Gas: Can be thrown as a grenade with the effect of 5 - Baleful Cloudkill (400 GP)
- Miniature Cottage: A model gingerbread cottage that can be placed on the ground to create the effect of 4 - Secure Shelter 10 times before crumbling. (250 GP)
- Passwall Spade: An enchanted spade that can be used to cast 5 - Passwall 2 times before becoming inert (350 GP)
- Spatial Jumper: A miniature pogo stick that can be used to cast 5 - Spatial Jumper (Teleport) once. (310 GP)
- Fireshield Ring: Allows the attuned to cast 4 - Fire Shield once a day without expending a spell slot. (800 GP)
- Other wares include a variety of scrolls.
- Wares:
A few NPCs:
- Eryn: Female Human Fighter, Neutral. Eryn is short and willowy, with tangled auburn hair and dark blue eyes. She wears chain mail and wields a spear and heavy crossbow. Eryn has an animal companion, a grey wolf named Suse.
- Willes: Male Human Fighter, Good. Willes is short and willowy, with red hair and light grey eyes. He wears chain mail and wields a flail. Willes has an animal companion, a grey wolf named Freda.
- Nanain: Male Dwarf Merchant, Good. Nanain is overweight, with thin grey hair and sharp blue eyes. He wears travel-stained clothing and several small tools hang from his belt. Nanain is searching for his missing son.
Ivorox Heavy Manufactory
This district exists on the lowest level of the city and has access to the shipping canals of the Hydra’s Ward. Heavy machinery like sea and air ships, or large equipment (artillery, magical siphons for ships, etc.) are created here. There are not many employees as most of the processes are automated by assembly constructs, and it is a dark and isolated place deeper in. Gnome and dwarf artificers that run the factory need very little light, and the constructs need none.
Original image attachment missing from this vault.
Notable NPCs:
- Marey Righte: Female Human artificer, Good. Marey is tall, with curly auburn hair and amber eyes. She wears plain clothing and a brimmed safety helmet with a glowing crystal lamp. She has difficulty seeing down here and often complains about it, but she’s very friendly and capable.
- Eirin: Female dwarf factory hand, Neutral. Erin has a long face, with auburn hair and hazel eyes. She wears work-stained clothing and steel toed boots. Erin is known for her collection of protective charms and talismans.
- Verrio: Male derro head artificer. Verrio has uneven pale yellow hair and milky reflective eyes, and a distinctive mark on his arm. He wears worn clothing, safety gear, and a bronze clockwork amulet that gives him information about factory processes. He can be harsh and snappy.
GM navigation: 00 - Cytgard GM Home · 00 - Cytgard Map Gazetteer · 00 - Locations Index
Related notes: Charlie · Catella Fowler · Pricil Nesseth