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Shadycreek Run

Past the northern outposts of Wynandir, a scattered line of shantytowns and hovels chokes the pathway into the trees of the wildlands alongside a small creek. Originally comprised of a patchwork of makeshift, impoverished societies run by cruel slumlords, Shadycreek Run is now known as a hive of criminal activity and savage humanity given free reign. The degenerate dregs of civilization see this place as a chance to gain untold fame and power. Most debates end in a brawl, and most brawls end in bloodshed.   The harsh, unguarded environment breeds a tough people, and despite the ravaging beasts that pick off easy prey from the outskirts, proud groups of hunters and skinners have risen to become prominent traders. Some intelligent figures have begun to organize and civilize life in the Run, hoping to bring a modicum of order and respect to the collection of reprobates, while the veterans of the Run fight to keep things unpredictable, undermining these attempts with violence. The volatile society underscores the age-old adage, "they call it the Run for a reason."

Demographics

56% Human   15% Elf   14% Dwarf   15% other races

Government

Four organized crime families and the citizen-run Greytrader Union vie for control of the city, while the mercenary peacekeepers of the Grudge Gang attempt to prevent complete chaos.

Defences

The Tribes of Shadycreek Run each employ personal soldiers and bodyguards, while the Grudge Gang defends the city at large.

Industry & Trade

Most general goods are available, and rare imports and stolen commodities are sold and auctioned in secret. Many taverns, inns, and places of vice are open to the public.

Infrastructure

Many who choose to live within Shadycreek Run do so to avoid the persecution (or prosecution) that awaits within the Empire, while others have a taste for the brutal lifestyle afforded by a land of overt moral flexibility. Professions here range from artisans and craftsman to farmers, mercenaries, and entertainers. However, the most profitable entrepreneurs in the region are thieves, hunters, and scavengers who brave the deadly Savalirwood and the Ruins of Molaesmyr. Powerful beasts yield hearty meat and furs, while recovered relics and lost magics fetch quite the price in distant markets. The struggle over these prizes often grows bloody, as the Tribes and The Greytrader Union battle to gain control of these trades, while also competing with the people of Uthodurn who wish to reclaim their heritage and lost belongings.

Districts

What began as an extended string of shanties and shacks built along the southern treeline of the Savalirwood has turned into a three-mile-long, crooked main street called Clover Alley, lined with hovels, buildings, and mudholes. The neighborhoods on the southern side of the Alley, called the South Clover, are the most impoverished and least maintained areas of the city, known for extremely desperate folk and even more dangerous business. The northern side, called the North Clover, is partially built into the Savalirwood itself, and houses the wealthy and powerful denizens of the Run, including most of the families of the Tribes, who live in various mansions and small strongholds.   The western end of the Clover Alley, known as the Wickerskids, is home to the scavengers and farmers who do their best to coax the harsh lands of the cold north to produce food for the people of Shadycreek Run. The central square of Clover Alley is named Clover Plaza and marks the heart of commerce, conflict, and vice within the city. In the plaza, all factions mingle in broad daylight, disguising their hidden agendas with a bawdy and loud lifestyle of indulgence and excess. The eastern end of Clover Alley, called the Gruff Slum, houses a cluster of peasants and cutpurses who live among drug dens and pig pens.

Guilds and Factions

Most business is run by one of the Tribes  or The Union, even if alliances are hidden. The city has scattered, humble temples.   Currently, Shadycreek Run is divided between three competitive factions: The Greytrader Union, the Tribes, and the Grudge Gang.

History

The city has no central government or laws, so much of it is held together by a vague sense of "live and let live," broken by occasional bursts of "take what I want." If violence spirals out of control, the Grudge Gang's Taskers step in and beat everyone involved to a pulp. It's not uncommon for careless folk to wind up dead in a snow-covered alley, stripped of their goods and left to be eaten by starving dogs. Denizens of the Run learn to watch their backs and warily wield blades.
Alternative Name(s)
"The Run"
Type
City
Population
14,770
Location under
Included Locations
Characters in Location

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