Port Honor

The City of Sparkling Cliffs
  Settled 360 years ago, first Company port in the Powder Coast.   The Honorable East Jovian Company 's biggest port in the Powder Coast resides within a series of looming bayside cliffs. Amid these cliffs, a colossal central waterfall tumbles into a large, craggy bay. A pair of massive stone statues resembling the city’s founders, Senior officers and couple Vaadian and Suel Croft, flank the entrance to the bay. This is called the Croft Gates. These statues and the vast dock network outside are the only external signs that the city exists. At the base of the Croft statues are heavily armed forts that protect entrance in and out of the city. The Crofts founded the city with a spirit of cooperation among races, a rare occurrence for a Company settlement, which has turned it into a mecca for non-dwarves pursuing dreams of making it on their own. The people of Port Honor call themselves after their founders, referring themselves as Croftians rather than Cantian (a point of contention for visiting Company officers).   Small transport ships weave in and out of the docks and the hundreds of other vessels that crowd the bay. The roar of the waterfall deafens everything in the harbor, requiring the porters and traders to use a complex system of flag signals for communication.   The twelve major shipyards and their flagships rule the docks behind the waterfall’s interior bay. When the ships and their coterie are ready to moor, a large metal wedge rises and divides the waterfall, granting them safe (and spectacular) passage. The waterfall hides a large cavern that once served as the dwarven campsite from which the city grew.   Initially, the cavern served as a reliable source of quality granite and shelter, and the spring trickling throughout the stone offered plenty of clean water for its miners. The proximity to the waterways allowed the granite to race between essential projects and into the hands of buyers. Over time, this small operation expanded from a mining colony into a bustling port-of-call.  
Maracas Island is a huge source of excellent wood, multiple colonies spread out into the the island of lumberjack operations and tarring. The mining operations of Port Honor itself fund all buying of materials from the old world, specially Albirian ironwood for main masts.
  After the city filled the available space in the cavern and its docks expanded across the bay, the miners pushed further inward. Labyrinthine tunnels divided by mighty stone pillars now web their way under the rocky cliffs. Grated skylights built directly into the cliffs draw in plenty of natural light and allow air to circulate freely.    
The Crofts had strong connections with Andalusian engineers, who together built the amazing statues in exchange of working in the labyrinth further in the caverns.
  The city relies almost exclusively on its waterways to move people and goods. At sea level, canals and channels connect the city’s structures. Higher up, the city’s aqueducts, fed by the same natural water source enjoyed by the city’s historic miners, serve as paths for gondolas. Stone walkways, angular staircases, and gnomish lifts allow citizens and cargo to move between the multiple layers.   Eventually, the tight, clean passages of the city give way to mine shafts of both natural and tool-hewn construction.   Despite these tunnels’ comparative ruggedness, signs of Cantian ingenuity abound—waterwheels, conveyor belts, and pulleys assist the modern miners in the city’s continued expansion. Here, the city’s miners toil in the earth, drawing forth the seemingly endless bounty of granite and gems still hidden within. Rare cave-ins sometimes result in floods. Fortunately, emergency water locks limit losses to only a handful of workers.  

CITIZENRY

  Port Honor boasts an impressive population of 20,000 souls, not including transients, merchants, and other outsiders which can easily lift it to 25,000 on busy seasons. Of the permanent population, over 50 percent of it are dwarves and gnomes, 30% being Esro (Orc, Northern Human) people and the remaining 20% ethnicities from all over the word (small race, emerald road catfolks, albirians, ryuugani). The city is a multicultural hub offering a variety of foods and services from all over the world. The cooperative nature of its founders has extended to a lot of the population of Port Honor. While the Company keep a tight grip on the operations and daily quotas for the shipyards, the people of port honor value hard work and merit over one’s ancestry or connections in the Company. Indeed from all Company cities, Port Honor is the one with the most non dwarven businesses and welcomes a healthy integrated society with the local population of Maracas Island.   Croftians are extensively good hagglers and negotiatiors, deals are often broken over rum and ale at inns that at business boards. Negotiations can take a long time, but once contracts are signed a Croftian will work their ass off until their duties are fullfilled.   Croftians are also known for their hospitality, creativity, and love of life. Song and laughter fill Port Honor’s taverns, and all Croftians enjoy a good feast, especially when there’s fresh seafood and strong beer involved.  

Atmosphere

  Many Croftians adopt the powder coast motifs common among other mariners. Tattoos are common. Ilridun’s traditional colors are blue and green; however, the major twelve shipyards all have unique symbols and flags. One might forgive those who arrive in Port Honor for the first time for thinking the city is nothing more than a rocky, flooded city populated by loud engineers and sailors that skew all proper Company manners. The people of Port Honor love to put their “Intense face forward” hoping to disarm newcomers with cheer can do attitude and disregard of formalities. The stereotypical Croftian is a tar dirtied sailor intensely focused on their task at hand that reeks of fish yet smiles as you go by. However, once an outsider get to know them they find out Croftians have a deep respect for the leadership of their city and their connections to the old world. It is still a Company city, but it is run in the spirit of “my own way”.   Emerald Road Acupuncture is a cultural pillar of Port Honor. Practitioners use their needles to bring balance to their patients’ fresh and salty waters through natural energy channels (referred to as “meridians”). The Medica Meridia recruits and trains the most famous (and expensive) acupuncturists. Others interested in learning the trade must find a willing physiker to take them on as apprentices.   Home to shipyard engineers who cherish their designs, litter and filth are almost absent throughout the city. All of Port Honor’s buildings serve an essential purpose, and rarely, if ever, does a structure sit in a state of disrepair for very long. This cleanliness is primarily thanks to crews of prisoners who work off their sentences through manual labor and community service.   Due to limited space in the fast-growing city, buildings never sit empty for more than a month or two. Croftian families quickly gobble up vacant real estate, and most Croftians prefer to live with extended families. Any given residential building in Port Honor may house as many as eight generations of the longer-lived races. The same goes for its commercial buildings. The main stone built businesses have stood for more than a century.   The only exception to this orderly spaces and stone structures is the Port Honor’s Fish Market, where multitude of younger businesses sprawl out blooming and withering with the seasons as if it were a living organizing.  

Crews

Whereas most Cantian settlements have clans, Port Honor divides its society into crews of shipwrights. The twelve members of The Vaadian Board of Directors lead one of Port Honor’s twelve major crews. Minor crews don’t have a seat on The Board but share power in Port Honor regardless. Although the term crew comes from the sailors who work making and aboard ships, in Port Honor, the crew also includes all family members directly related to a respective ship’s actual crew. As such, an Croftian crew can have hundreds of people who claim the crew as their own. Each crew leads one of the major shipyards in the city, aside from other trade specialties. Each crew is represented by their flagships, who usually stand close to the shipyards as landmarks for each crew.  
Benalla
  Crew Benalla and their swift ships specialize in foreign fruits and vegetables. For the most part, Crew Benalla’s 2,500-some members are just as conservative as their captain, Wergus Axegrog.  
Cameronia
  The orc-dominant ship The Cameronia and its crew focus on foreign relations and diplomacy. Rumors throughout Port Honor label the orcs of the Cameronia as smugglers and Crew Cameronia does little to dispel such gossip. Borug of the Seven Winds captains Crew Cameronia and its 500 members.  
Chester Castle
  With over 3,000 members, Crew Chester Castle is the largest of the twelve major crews. Led by Thammy Magmamantle, Crew Chester Castle focuses on smithy exports.  
Dispatch
  The gnomish ship Dispatch belongs to the Council’s infamous upstart, Ryn Goolbitosend. Crew Dispatch’s 300 members focus on research and development. More than a few members of Crew Dispatch are also members of the Sages of the Summit Athenaeum.  
Dunedin
  Crew Dunedin follows Tuker Coincoat’s orders without question. As one of the oldest crews in Port Honor, Crew Dunedin still focuses on the granite trade that helped elevate the city to its current status. Coincoat also has his hands in the black market, using his granite-carrying ships to smuggle goods to business partners across the world.  
Kite
  The Kite and the other ships of Crew Kite’s fleet all served as warships for Port Honor during more turbulent times. Their members are well-known for their stubborn, conservative attitude. These days, Crew Kite places its efforts in transportation and carpentry. Their artisans built many of the city’s gondolas used in its aqueducts.  
Lizard
  Crew Lizard is the oldest crew of the twelve major crews, their roots dating back to the first Croftian granite traders. While their historic prosperity has since waned, they keep their noses clean—unlike their chief competitors in Crew Dunedin. With shaved heads and a penchant for blue-green wardrobes, members of Crew Lizard are easy to identify.  
Minebranch
  Of the twelve major crews, Crew Minebranch is the only crew that isn’t a crew. Bergrag Minebranch leased a ship to secure a spot on the council, then ended the lease shortly afterward. Minebranch claims that he represents the interests of the Croftian land-lovers. Miners, service workers, and other citizens viewed as “lower class” by the other eleven crews comprise the majority of Crew Minebranch’s ranks.  
Opaldelver
  As one might guess, Thommy Opaldelver’s ship, The Delver of Opals, trades in gems. The Opaldelver family is relatively small compared to the other captain’s families. Most of Crew Opaldelver’s members consist of mercenaries and freelancers familiar with the gem trade. As such, a curiously small percentage are dwarven. Peregrine. Arguably the most powerful of the twelve major crews, Crew Peregrine follows the tyrannical rule of Lufrum Darkmail and his eight sons. Crew Peregrine’s members are heavily involved in the lumber trade, keeping all shipyards running. This monopoly grants the Darkmails untold power in the city, without which it wouldn’t be able to operate the shipyards.  
Rifleman
  Hess Ingotgut and her military-minded allies comprise Crew Rifleman. The Rifleman and its coterie serve as Port Honor’s defense, patrolling the sahuagin and shark-infested waters surrounding the bay, as well as maning the forst outside the Croft Gates.  
Seanymph
  If it weren’t for the lack of Crew Minebranch’s ships, Crew Seanymph would be the poorest of the twelve major clans. Crew Seanymph originally monopolized Port Honor’s imports but lost the contract to an outside trader, a deal organized by Lufrum Darkmail. Seanymph’s captain Kimmy Brightfury swore vengeance on Darkmail and Crew Peregrine after the coup.  

COMMERCE

  Early Port Honor’s bountiful granite and gem supply and its access to the ocean boosted the city’s initial growth, allowing it to grow into the trade port it is today. Younger generations of Cantians at the time recognized the rich wood of Maraca’s island and the ports cavern potential for drydocks; so they set aside their pickaxes for saws and hammers. Because of the rapid expansion of the powder coast and the ever growing Company fleet, the shipbuilders and sailors eventually became the face of Port Honor. Now, Port Honor’s shipwrights and sailors account for 80% of its economy: hence their significant status in politics and nobility.  

LOCATIONS

The Twelve Yards

Shipyards, VIP docks   Port Honor’s Twelve Yards span the inner harbor found behind the waterfalls. Here, each member of the Board runs their own shipyard, with their flagships firmly planted in front. A few more ships belonging to the Director’s crews also gain access to the Yards. A wall of permanent *silence* blocks the roar of the waterfalls. So while the inner harbor sailors use the system of flag signals used in the outer harbor, it’s not completely necessary. Only ships of or with permission from the 12 crews are allowed to dock here; all other trade is restricted to the Outer Docks. Even if a ship has permission to enter the inner harbor, she will be thoroughly searched without exemption; their cargo, crew and manifesto extensively recorded and any contraband heavily fined. Any creature that is a potential danger to the Yards or its crew (oozes, rustmonster, gibbering maws, mimics, etc…) are highly illegal and are grounds for incarceration for anyone found carrying such creatures (knowingly or not).   Dunedin is the largest yard and flagship in the harbor, the massive granite-transport ship casting a shadow over the others. Its crew is also the loudest, their salty swears and raucous laughter echoing throughout the cavern.  

Outer Docks

Main docks, Fish Market   A vast dock network sprawls just outside the waterfalls, suppliers and repair docks dotting it everywhere. There are multiple bridges connecting to smaller docks, gateways into the city proper, pulleys and canals that carry passengers and cargo in and out of the city. A huge selection of ships can be found docked here, ready for sell by the harbor masters. The Fish Market always sprawls in this same area, a collection of temporary booths that sells all sorts of goods to supply all the transient ships and crews needs.   Contrastingly to the Yards, docking in the outer docks is a very simple and smooth affair, the port authorities keep a very loose track of ships and crews that come and go. There is a docking fee of 10 x ship rank gp per day; which is waived up to a week for any ships bringing in cargo to trade (of course, trade is taxed by city which more than makes up for this waiver).  

The Quick Ant

Inn and Tavern   Characters looking for adventure and intrigue should look no further than The Quick Ant inn and tavern. Hidden among the old stone buildings surrounding the inner harbor, The Quick Ant once served as the headquarters for Crew Kite. Kite, recognizing that it made more sense to keep their operations on the water, sold the building to Harem Rockhead. Harem died a hundred years ago, but his grandchildren still own and run the establishment. Choosy with their clientele, The Quick Ant’s staff and patrons welcome only the saltiest, Port Honor-savvy personalities into their establishment. Flashy foreigners, uptight bookworms, and overly-gregarious adventurers better find another drinking hole, lest they end up with a dwarven stein broken against the side of their skull.  

High Pool

Busy intersection and floating bazaar   The city’s aqueducts are an undeniable engineering marvel. What’s more impressive, however, is a spot deep within the city’s higher level where a dozen of the passages meet, forming a massive, elevated pond dubbed High Pool. Vendors from around the city gather here in High Pool, hawking their wares from gondolas, rafts, and other aqueduct-friendly ships. Most of the buildings that surround High Pool lack fronts, making it easy for patrons to slip their ships inside. This standard feature is trendy among tattoo artists and acupuncturists in the area who can perform their services without asking their customers to step off their vessels.   A giant crocodile named Badges lives in the High Pool. Old and mostly toothless, Badges keeps the High Pool free of the quippers and snap-clams that plague other parts of the city.  

Captain’s Lane

Main street   Captain’s Lane is the most expansive stretch of Aqueduct in the entire city, supporting six lanes of gondola traffic.   Captain’s Lane stretches one mile from the point where it dead-ends at the rock wall just above the entrance to the inner harbor to the Croft Keep at the city’s southernmost point. Five more aqueduct lanes crisscross Captains’ lane, dividing the western and eastern sides into twelve huge city blocks. At the center of each block’s facade stands a 30-foottall statue of granite depicting one of the twelve original members of The Vaadian Board of Directors.  

The Summit Athenaeum

Engineering library   The Summit Athenaeum looms high over the outer harbor, its thick stone walls muting the deafening falls outside. Part library and temple, the athenaeum houses the city’s extensive collection of blueprints and engineering documents. See page ***Other Factions*** information about The Sages of the Summit Athenaeum.  

Medica Meridia Monastery

Acupuncturist school   Hidden in a shadowy side street on the Peregrine block, the Medica Meridia Monastery offers potential acupuncturists the best way to learn their tradition. Only three masters occupy the monastery, and each will only train one student at a time. A student must prove true neutrality and balance before one of the masters will accept them as their protege.   There is no upfront cost for training, but the masters expect graduates to donate a portion of their future income to the monastery. After graduation, new physikers work alongside their masters for a minimum of 10 years until becoming fully integrated into the city.  

Xorn Haunt

Miner neighborhood   Instead of fighting the xorn menace that troubles other dwarven mines, the Order of the Enlightened Matrons put the pesky elementals to work, using their innate sense of gem detecting to sniff out gem deposits the same way pigs find truffles. Their methods proved fruitful when the Matrons discovered an enormous cavern choked with opals a few hundred years ago. They nicknamed this section of the mine Xorn Haunt. Xorn Haunt exhausted its opal supply a few decades after its discovery. It acts as a home for lower-income miners who prefer to live within a short walking distance of the still-active parts of the mine.  

Vaad and Suel

Colossal statues   The two statues that flank the outer harbor’s entrance depict two of the city’s founders, Vaad and Suel Croft. Although this couple weren’t the only two dwarves responsible for excavating the caverns behind the waterfall that bears their name, they were the ones who established early trade relations with Andalusian engineers. Their willingness to not sure wheel-and-deal with outsiders but offer them a slice of the earnings led to Port Honor’s early prosperity and rapid growth. Shortly after their deaths, the same Minotaur engineers that they have greeted into their community memorialized the lovers with these 100-foot-tall statues carved from cliff sides that existed at the time.  

Activities

Acupuncture

  Characters looking for the real Croftian experience should turn towards their acupuncturists. While traditional healers and sages might scoff at the catfolk physikers practices, writing it off as pseudo-magic or half-science has its benefits.   A visit to an acupuncturist costs a minimum of 25 gp (for novices) up to 275 gp (for masters).   The typical session takes 1 hour. At the end of the hour, the character must make a DC 15 Constitution saving throw. The character gains a +1 bonus for every 25 gp spent beyond the first 25 gp (maximum bonus +10).   On a successful check, the character is cured of all diseases and poison and has advantage on Constitution saving throws against poison. Their hit point maximum also increases by 1d10, plus 1 for every 25 gp spent beyond the first 25 gp, and it gains the same number of hit points. These benefits last for 24 hours.  

Aqueduct Races

  The interior city is famous for its extensive network of aqueducts that provide transportation for the city’s goods and services. And while most of Port Honor’s engineers would prefer citizens use the waterways for that sole purpose, some of Port Honor’s citizens see it as an opportunity for fun and games. In the old parts of the interior, particularly those in ancillary pockets and caverns, younger Croftians hold aqueduct races.  

Research at the Summit Athenaeum

  Although it isn’t the most accessible place in the city to reach, the Summit Athenaeum holds a veritable treasure trove of lore, particularly for those interested in the subjects of engineering, shipbuilding, stone cunning, and geology. A character who performs research in the Athenaeum gains advantage on Intelligence checks made to learn about the subjects as mentioned above. The Athenaeum’s tomes are accessible for the public, but its sages might persuade adventure-ready researchers into performing one or more tasks.  

GOVERMENT

  Twelve influential Directors serve on The Vaadian Board of Directors, Port Honor’s ruling body. Each Director shares equal voting power, regardless of their tenure on the board. This is a deviation from standard company rules that require a single governor director; this exception was hard earned by the Crofts who employed an army of lawyers to uncover enough loop holes and chipping in of favors to stablish port Honor as a branching entity of The Honorable East Jovian Trading Company, ruled by its own board. Given recent events and the rising need for shipyards to ascertain control over the Powder Coast, the Vaadian Board has found itself under more and more political and economic pressure from the head offices to consolidate and a more direct approach be stablished. Each Director also runs one of the 12 shipyards and is captain of one of the 12 main ships that usually are within the main cavern inside the waterfalls.   All major decisions are voted upon by the Board, requiring a minimum of seven votes to pass. Council members vote in order of seniority on the Board, with the eldest members voting first. A topic for a vote might fail to secure seven votes if the Board members are absent or choose to abstain, or the vote is tied six to six. In such rare cases, Board gives the vote to The Thirteenth Voter—the citizens of Port Honor. The last time this happened was 82 years ago and kicked off the troublesome Period of Woes when the Board couldn’t come to terms with a suggested tax on monkfish tail.   Port Honor’s Office of Public Affairs (OPA) picks the topic of votes. The OPA that holds public meetings for the Croftian people to come and speak about their troubles. Only topics that the OPA cannot quickly address are elevated to a vote by the Board. The OPA’s leader, the Chief Public Affairs Officer, colloquially known as the Patient One makes all final decisions regarding the vote’s topic. The Board awards the Patient One their status. A Patient One may only serve a single term of 25 years.   When a Director steps down from their position on the Board, the remaining eleven members choose a new Director to assume the position on the Board. Often, the Board chooses the replacement from the crew who stepped down. Port Honor laws forbid Board members to choose their family members within three generations and anyone employed within the last fifty years. Choosing a new Board member is usually an ugly, lengthy process despite these safeguards. Fortunately, it happens rarely, only 5 times since the foundation of the city.   There are two divisions of the Board: the Senior Six and Junior Six. The Senior Six are much more conservative than the Junior Six. Each division has a “leader,” the senior-most member of the six. Sir Lufrum Darkmantle leads the Senior Six while Captain Bergrag Minebranch leads the Junior Six.  

The Vaadian Board of Directors

 

“Captain” Bergrag Minebranch

  A retired engineer, Bergrag Minebranch is a progressive whose ideas are sometimes viewed as radical even by his other progressive colleagues. Bergrag is the only member of the twelve who does not own a ship. To secure the position on the Council, he temporarily leased a ship from some of his allies in the Silveraxe guild. Most of the Council’s conservatives would view his status as illegitimate were it not for his relatively old age of 340.  

Captain Borug of the Seven Winds.

  One of two non-dwarven members of the Council, the Esro orc Borug of the Seven Winds is the captain of The Cameronia, a massive ship famous for its flashy, red paint job. Although Borug spent forty years on the Board—almost two-thirds of his life—he is still the newest member of The Council. As such, he uses his time wisely, consistently voting for progressive topics designed to loosen the dwarves’ grip on the city’s dynamic.  

Captain Hestoutalin “Hess” Ingotgut.

  Hess is the second newest member of the Council, senior only to Borug of the Seven Winds. She is the captain of The Rifleman, a well-armed military gunship known for patrolling the surrounding harbor. A military woman through and through, Ingotgut only agreed to join the council because she believes Port Honor needs balance. She only does what she believes is best for Port Honor and does not let the politics of the senior conservatives or junior progressives sway her decisions. She is openly opposed to any interference by the Company’s HQ in the city. Hess Ingogut is a neutral dwarf knight.  

Princess Kimnud “Kimmy” Brightfury.

  Kimmy Bright is a two hundred-year-old dwarf noble and captain of The Seanymph. A member of the board for ninety-two years, Brightfury originally entered the Board with hopes of changing it from within. After the first few decades, she grew tired of the stubborn nature of the Board’s eldest members and began a campaign to disrupt the Board entirely. Brightfury believes that Port Honor’s progress lies in its independence from the Board. Of course, it may take the death of the five captains above her to see this come to fruition. Descendent of the infamous Brightfury royal family, her title as a “Princess” is more a source of mockery than actual political standing.  

Lord Lufrum Darkmail.

  Lord Darkmail is the Board’s seniormost member. Despite being 308 years old, the venerable dwarf shows no signs of stopping. Greed drives Darkmail’s votes. If it doesn’t benefit him or his heirs, he votes against it or abstains. Unsurprisingly, many of Port Honor’s citizens view Darkmail as the Boards’s most dangerous player and will gladly breathe a breath of fresh air when he steps down—if ever. When he was younger, he captained The Peregrine but has since awarded those duties to his youngest son, Caswald. The Darkmail are extensive landowners in the island of Maracas.  

Captain Thamdela “Thammy” Magmamantle.

  Thammy Magmamantle is the sixth-most senior member of the Board and a conservative. Many of Port Honor’s citizens view Magmantle as a critical pawn in Lufrum Darkmail’s strategy, using her to sway the progressive juniors to his designs. At 220 years old, Magmantle is somewhat young for a dwarf. As such, the conservative seniors see her as a foil to the extreme progressivism of Ryn Goolbitosend. Thammy Magmantle is the captain of The Chester Castle. She is a lawful neutral dwarf noble.  

Duke Thommic “Thommy” Opaldelver.

  Thommy Opaldelver, or “Fat Thommy” as he’s best known in noble circles, is a lawful good dwarf noble and a conservative. He is the third senior most member of the Council. Although the Croftians label him a conservative, he leans more towards progressive than Darkmail and Coincloak. Opaldelver is also incorruptible and is rarely involved in his colleagues’ political games.   Opaldelver is young compared to Darkmail and Coincloak; many Croftians suspect he will become the Council’s senior-most member sometime within the next fifty years. Opaldelver’s ship is named The Delver of Opals.  

Lord Toros Truemantle.

  Toros Truemantle is a retired general and the fifth-senior-most member of The Board. Considered grouchy Toros says little and never shares his vote before he casts it. Fortunately for the other conservatives in the Board, Toros always puts the honor and traditions of Port Honor’s founders above its citizen’s unique interests. Toros is a lawful neutral dwarf veteran. His ship is named The Kite.  

Triqaryn “Ryn” Goolbitosend.

  Ryn Goolbitosend is the Board’s only gnomish member. He is eighth in line for seniority. When Goolbitosend was voted to the Board, he was considered young for a gnome. Even now, at the age of 140, he is still relatively young. And with so many of the senior 5 Board members near to retirement/death, many recognize that he might serve as the Board’s senior member for many years before he steps down. A progressive, Goolbitosend’s youth troubles the conservative members of the Board who fear the gnome might irrevocably change Port Honor once he is in the position to do so. Ryn Goolbitosend is a lawful good gnome veteran. His ship is called Dispatch.  

Captain Tuker Coincoat.

  Second only to Lufrum Darkmail in seniority, Tuker Coincoat is almost as despicable as Darkmail. Fortunately, the two rarely see eye-to-eye, as their interests rarely, if ever, align. The only thing the two have in common is that Coincoat only votes when the vote benefits him. Like Darkmail, Coincoat is a relatively old dwarf, having just celebrated his 299th birthday. Unlike Darkmail, Coincoat still captains his ship, The Dunedin. Coincoat is a lawful evil dwarf noble.  

Captain Wergus Axegrog.

  The captain of The Benalla, Wergus, now serves his eightieth year as a member of the Board. Like his father, who sat on the Board before him, Wergus is a staunch conservative, upholding the traditions that built Port Honor. Wergus is a lawful neutral dwarf noble.  

Yossaeth “Joe” Blunthorn.

  Joe Blunthorn is the Board’s fourth seniormost member and relatively close to retirement. Blunthorn’s ship The Lizard is relatively small compared to the other Board members, but Blunthorn’s true power lies in his real estate holdings throughout the city. Blunthorn usually plays the role of “wild card” on the Board, as his placement on the vote allows him to change the direction of a vote should the three who vote before him all decide to go one way. Senior members Tuker Coincoat and Lufrum Darkmail have long despised Blunthorn for this reason. The pair anxiously await Bluntborn’s forthcoming retirement. Blunthorn is a chaotic good dwarven noble.  

Chief Officer of Public Affairs Brundroda Bluntbraid - The Patient One

  Brundroda— don’t you dare shorten it—Bluntbraid is the 347-year-old dwarven Patient One of the Guild of Ears. She’s held the position for twenty-four years, so her tenure is almost due. Brundroda is a true moderate, always putting the needs of the people above those of the Board. Both divisions of the Board hate her for that. Already the race has begun to find a replacement for her. Brundroda Bluntbraid is a neutral dwarf acolyte.

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