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Dithvol's Reach (Durth-vole's Reach)

Dithvol's Reach, situated on the Isle of Seafolk's Haven, stands as the largest settlement on the fourth largest the of Atarsid Isles. This bustling city serves as a sanctuary for seafaring adventurers, offering respite from the perilous effects of the boiling and acidic Sulfur Sea. Unlike other ports in the region, Dithvol's Reach does not require ships to be reinforced, making it a popular docking point for vessels seeking a safe haven. Dithvol's Reach is a part of the Kingdom of Sarvartar.   The city's origins trace back to its namesake, Dithvol the Shipwright, who established it as an outpost for raiding, fishing, and sailing expeditions. However, following the Age of Blood, also known as the Golden Age in the Isles, advancements in sea Dwarf ships and the accessibility of other ports led to Dithvol's Reach slipping into relative obscurity. It was not until a pirate invasion in the year 437:Contempt that the city regained its prominence. Despite subsequent attacks from various Atarsid City-States and the Kingdom of Sarvartar, Dithvol's Reach has managed to withstand these assaults and now serves as a formidable stronghold for pirates operating in the treacherous Sulphur Sea and beyond.

Government

The governance of Dithvol's Reach is unique in its structure. The ultimate authority lies with the King in Port, who is elected by the Council of Captains four weeks after the death, often under suspicious circumstances, of the previous ruler. The Council of Captains is composed of influential figures within the city, and the election process can be a cutthroat affair, resulting in the demise of several captains. The King in Port is known to delegate tasks to trusted individuals, although they do not hold any official positions. The city does not have traditional guards, but the King's lackeys and daily assigned crews fulfil certain duties, with all crews obligated to assist in matters of higher crimes and port defences. The current King in Port is Zuk Abdul, a large Orc with distinctive features such as dark green skin, lighter shades around his neck and inner arms, a broken tusk, bright yellow eyes, and short black greased back hair, crowned with a simple adornment of small driftwood.

City

Dithvol's Reach exhibits a unique architectural blend, showcasing two distinct styles. The first style consists of sturdy orange-brown stone buildings, mostly single-story structures, with a few two-story exceptions. While these buildings appear simplistic in design, many of them bear signs of damage and haphazard repairs. The second style dominates the cityscape, with the majority of structures constructed from wood. These wooden buildings vary in quality and seem functional, but they exhibit signs of poor craftsmanship and are often made from ill-cut and ill-suited wood. Some structures even utilise repurposed ships, lending a nautical charm to the city. The wooden structures ascend a small mountain that rises shortly after the shoreline, culminating in a modest wooden keep at its summit. Although the city itself occupies a relatively small area, some buildings are stacked atop one another, and the bustling streets add a sense of liveliness. The inhabitants of Dithvol's Reach can be categorised into two groups. The first group, comprising mostly dwarves and humans with olive, dusky, and darker skin tones, appear downtrodden and melancholic. The second group, the sea folk, exude confidence and are armed to the teeth, reflecting their nautical heritage.

Landmarks

Driftwood Throne. Serving as the symbolic seat of power, the Driftwood Throne is a distinctive feature in the city. Crafted from weathered and worn pieces of driftwood, the throne represents the authority of the current King in Port, Zuk Abdul. Its humble yet commanding presence is a testament to the city's rugged and resourceful nature.   The Old Keep. A small mountain rises shortly after the sea shore, and atop it stands a relatively small wooden keep. This elevated position provides a strategic advantage for defence and serves as a visual focal point in the cityscape. The keep, with its commanding views of the surrounding area, reinforces the city's maritime and fortified character.   Port Towers. Six great stone cylindrical towers, reaching approximately 140 feet in height, dominate the seascape of Dithvol's Reach. These towers stand as formidable sentinels guarding the city and its harbour.   Port District. The bustling and vibrant Port District is not only a landmark but also the heart of commercial and social activity in Dithvol's Reach. The district's lively atmosphere, filled with taverns, inns, brothels, and gambling dens, attracts a diverse range of characters. It is a place where seafarers, pirates, and adventurers gather, exchanging tales of their exploits and indulging in the pleasures that the port has to offer.
Dithvol's Reach: The Seafolk's Haven
Type
City

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