The City of Wittering Settlement in the Obscured Seas | World Anvil
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The City of Wittering

“Wittering!
Pearl of cities!
This is not a completely accurate description, of course — it was not round and shiny — but even its worst enemies would agree that if you had to liken Wittering to anything, then it might as well be a piece of rubbish covered with the diseased secretions of a dying mollusc.”
Shamelessly stolen from Pratchett
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NOTABLE
  • BUILDING
    DESCRIPTION
  Wittering, first of the refounded, is a massive city build upon the ruins of an ancient city on the shores of the island of the same name. It is the first major city to be rebuild after the mysterious Obscuring and the subsequent loss of civilization and knowledge. This is much due to the Waystone, one of the nowadays three known beacons located within the Witterbay, and the first of those to be kindled by its discovery by Harald Stormweather and his fleet. These ancient monoliths seem to have an attracting effect on those adrift within the mists of the Obscured Seas, and subsequently the city grew impressively over the last 900 years.  

Government

Government

See the City-state of Wittering.
The City of Wittering is ruled by the City-State of Wittering, which oversees the entire island. The City-State consists of three branches, seeing to the legal, the executive, and the legislative aspects.
  • The Masks
    The Masks are the anonymous rulers of the citystate, and form the legislative branch of the city-state's government. A hundred Masks exist in total, with one among them elected as the Unmasked. The rank of a Mask is attached solely to the mask itself. Wearing a Mask bound to you is enough to qualify for the position, and the identity of the Masks are secrets worth a fortune. It is presumed that those smart or strong enough to obtain a Mask are fit to rule the city as well.
  • The Unmasked
    The Unmasked is the public lord ordained with the everyday running of the city, as well as the executive branch of the city-state's government.
  • The Solemn Order of the Black Cloak
    The Solemn Order forms the judicial branch of the government. Their black cloaks are characteristic and easy to spot, and the Blackcloaks serve as judge, jury and executioner in everyday cases on the streets. The Blackmantles form the higher courts, speaking on any appeal of the inhabitants seeing to the Witterer's Law.
 

Law

See the Witterer's Law.
Murder was in fact a fairly uncommon event in Wittering, but there were a lot of suicides. Walking in the night-time alleyways of Reekwater or Dusktown was Suicide. Asking for a short in a dwarf bar was suicide. Saying 'Got rocks in your head?' to a troll was Suicide. You could commit Suicide very easily, if you weren't careful.
Stolen once again from Pratchett.
Those on the island of Wittering are bound to the Witterer's Law, a strictly enforced law by the Guard and Watch. These are however only the general laws that apply, and just avoiding breaking these might not be enough to guarantee your living. Many additional rules and local customs apply depending on where you set foot. In general, the Guildlaw is a rather important secondary set of rules one should keep in mind when conducting business that falls within one of the guilds' trades. Should one ignore the Guildlaw, they might find their lives turn rather unpleasant to discourage their non-guild business. Commonly known punishments include:
  • The heckling of a guild jester will result in the heckling of the person in return by a minimum of four guild jesters, for a period of at least four days.
  • Unloading cargo without the aid of the Watermen's Guild will result in the seizure of said cargo, which will then be deposited into the harbour's waters.
  • A guild baker that sells bread in non-ordained shapes or sizes will be submerged in water, then coated in his own flour.
This Guildlaw often stays inside the edges of the Witterer's Law, and should be taken into consideration when doing any kind of business within Wittering.
Additionally, there is the more practical law of the streets. Whereas the Witterer's Law counts as a golden standard, this does not mean that doing anything permitted by the Witterer's Law will let you walk away without trouble. These acts are often called Suicide (capital s), and the formal investigations into cases of Suicide are often brisk and brief. Many boroughs have their own set of rules and customs, and observing these is wise if one wishes to visit the pearl of the world for longer than a Tenday.  

Demographics

The City-state of Wittering is highly diverse due to both the attracting nature of the Beacons, as well as the urban allure of the city. Almost every sentient race can be found in Wittering, and most are tolerated so long as they hold themselves to the Witterer's Law. The City of Wittering is the most varied city known in the world, as is clearly apparent when one visits. Whereas the races are often largely mixed throughout the city as a whole, segregation is not uncommon, with some species preferring to stick to their own kind. The city boasts the largest population known in the obscured world, but it is one it can only barely sustain.    

Districts and Boroughs

Hightide District

The Hightide District lies in the South-West of the city of Wittering, it's borders dictated by the western town wall in the east, and the Westward Road in the north. The buildings are build in many different styles and architectures. The closer you get to the shore, the more haphazard they get.  
  • [A1] Alleymaze
    Dark alleys loom between tall buildings, their gables almost obscuring the sky completely. The roads are paved with cobblestone, but are long due maintenance. The normally well-kept lanterns on the walls lie broken and smashed, more often than not empty. A large amount of people make their way through the network of alleys, yet as you pass through, you can't help but feel that you stand out. Eyes linger upon you, men reach under their cloaks as you pass, and women and children disappear into alleys and pathways you hadn't even spotted. The shades of these alleys too rest within its people.
    Residental borough - lower class, sprawling, shady, self-regulating communities, low guard presence.
    The Alleymaze lies in the center of Hightide, and consists of a densely build area with a multitude of dark alleys running through. Despite the better materials scourged over the years, it has not lost its original nature of a shanty town build out of necessity and poverty. Many of the families that live within the Alleymaze have often lived here for generations, and have formed their own community within that is often deemed unfriendly by outsiders. This community too largely sets the law within the Alleymaze, and guards are a rare sight due to the danger the dark nooks and crannies can involve. Searched criminals have been known to have taken refuge in the Alleymaze.
    The Alleymaze inspiration.
  • [A2] Dunehome
    Old buildings stand upon the low hills of what must've once been dunes, long since paved over by cobblestone and tile. The streets are pleasant, and the area is largely well-kept. You spot a multitude of shops, taverns, inns, and a few guild halls in your passing. One of Hightide's rare guard towers looms over the city, build atop one of the higher dunes. Craftsmen, children, and women crowd the streets, and the occasional guard patrols swiftly deal with any issues.
    Residential/crafting borough - middle class, well-maintained, medium guard presence.
    Dunehome lies in the north-east of Hightide, and is primarily a residential area for middle-class citizens. The houses, shops, and streets are well-kept and maintained, and are more spacious than within the walls, with even an occasional garden. The Alleymaze stretches out below the dunes to the south, and in the distance you can spot Reekwater and its docks.
    Dunehome inspiration.
  • [A3] Farmer's Folly
    The once solely agricultural fields of the Folly have slowly been taken over, its unproductive fields divided into parcels sold for high prices. It is now a mix of the occasional field and pasture, and houses, manors, and converted windmills and barns.
    Agricultural/residential borough- lower/middle class, varied buildings, medium guard presence.
    Farmer's Folly lies in the north of Hightide, and consists largely of a once agricultural area being swallowed up by the city's ever-expanding borders. The old fields are still visible in the lay-out of the area, as well as in its architecture. One can find converted windmills and barns in between the newer stone houses. It is mostly a residential area, but some shops from the Wallshade are expanding into the area due to its cheaper ground prices.
    Farmer's Folly inspiration.
  • [A4] Narrowfields
    Those trying their luck with farming still exist here, and the ground at the the edges of town are still toiled by hardworking farmers. The scent of tilled dirt drifts upon the wind here, and the sound of animals can easily be heard once the bustle of the city dims. Small farms are build upon the rocky hills, with farms cut out onto terraces.
    Agricultural borough - lower/middle class, medium guard presence.
    The Narrowfields lie in the north-west of Hightide, and consists of agricultural fields and small farms and stables. It provides a modest amount of food, but not nearly enough to feed the city as a whole. The area itself is peaceful, and the murmur of the city comes to a dim here, the sounds of animals, birds, and the sea replacing the ever-present bustle. The people are decently well off, subsidized by the City-State to keep their farms going, and they are aided by the Watchful Order in their endeavors to actively grow crops.
    Narrowfields inspiration.
  • [A5] Reekwater
    The stench hits you first. Still water, masses of people, silt, and sweat all form an interesting, if not somewhat nauseating smell. All are found a plenty in Reekwater. Pools of seawater stand in the muddy streets from the last high tide. Rough-looking people bustle past you, their clothes worn and their eyes weary. The ocean wind attempts to make it bearable where it can inch between the buildings. Houses are build high and tall, and seem to be filled with too many people. Swill halls seem to be the most common establishment, filled up with drunkards.
    Slum borough, sprawling, shady, self-regulating, no guard presence.
    Reekwater lies in the south-west of Hightide, and is considered one of the rougher parts of town. It is inhabited by the poor and destitute, with nowhere else to go. Guards are rare within Reekwater, and the streets are ruled by local gangs that don't shy away from violence.
    Reekwater inspiration.
  • [A6] Reekwater Docks
    The seawind feels refreshing as you push your way through the large mass of people on the streets. It carries the smell of the ocean, tar, and cloth, and at least attempts to drive out the overwhelming smell of sweat. Dockworkers carrying cargo, sailors just arrived in port, rough-looking locals, and the rare lost traveler are among the ever-changing sea of people. The streets are lined with warehouses, shops, taverns, and inns made out of whatever material available, ranging from stone to driftwood to repurposed beached ships. Crudely build docks stand beyond the Floodpath, with many a ship docked to them.
    Docks borough, shady, low guard presence.
    The Reekwater Docks are located in the south-east of Hightide, and are the second main docks of Wittering. Those unable to pay the docking and stalling fees of the Old Docks often opt to dock here instead. The docks are not as well maintained, but function effectively. Whilst the fees are lower officially, it might be a costly mistake to not make a donation to the right people when docking here. Such a donation could also potentially get you into the city without registering.
    Reekwater Docks inspiration.
  • [A7] Sinkshore
    Beyond the Tidewall stands a town made of flotsam, build upon long stilts or stranded wrecks. Smoke drifts from chimneys, figures move about, and ships are tied to buildings. The wood is encrusted with barnacles and shells, and you quickly see why as the tide sets in, covering this shallow beach. The tide batters the houses, but despite their looks they keep standing.
    Slum borough, seclusive,self-regulating, no guard presence.
    Sinkshore is located in the west of Hightide, and is one of the more recent additions. It is located on a beach fully swallowed by the surf during high tide, and is bordered by the Tidewall. Flotsam, wood, and other things have been scavenged to build up an impromptu village, with constructs ranging from floating buildings anchored by rope and chain, to buildings build on stilts that look on the thin side. Its inhabitants have formed their own community within, and actively shun outsiders.
    Sinkshore inspiration.
  • [A8] Sebek's Bluff
    A busy road runs down a stone outcropping into the sea, old buildings fallen into disrepair along the way and ending in what seems to be a large stone temple at the end of the bluff. The temple stands tall and looks to be much older than the surrounding buildings. Waves and aquatic animals and plants are crudely drawn upon its walls. As you look about the buildings, you can spot tribal huts build into the remains, with bones hanging strung up in an eerily decorative manner. Lizardfolk, rare in town but aplenty here, have claimed this bluff as their own. They too seem to guide the masses, clearly of the lower classes, and their cargo. Carts and wheelbarrows are used to carry the dead, who are then gathered at the temple. It is oddly quiet here compared to the city, but soft whimpers and other signs of grieving can be heard over the wind and waves.
    Temple borough, ethnic enclave - Lizardfolk, self-regulating, low guard presence.
    Sebek's Bluff is located in the south-west of Hightide, and consists of a Lizardfolk colony devout to their ancient sea deity. The houses along the way have fallen in disrepair or have been deliberately destroyed, their inhabitants long since chased off by the Lizardfolk. Bones now decorate the outside walls, guiding the masses to the one place those without the gold to pay the City of the Dead can go to dispose of their dead. The Temple of Sebek accepts all, as the ocean does too. Three times a day, the amassed corpses are set adrift, carried away from the city by a riptide into the mistwall. That corpses sometimes go missing is an accepted risk.
    Sebek's Bluff inspiration
  • [A9] Wallgrowth
    Buildings stack high here. Whereas there is some semblance of order within the walls, all seems to be lost here, and over the years its inhabitants continued to add floor after floor, almost reaching up to the battlements of the walls. The streets are cramped and dark, mostly lit by the candles set within sconces upon the walls, and the occasional glimpse of sunshine when the sun stands correct. Most buildings are interconnected through archways, walkways and at times simple planks reaching from window to window. You spot many tiny shops selling all kinds of products, taverns with room for at most a handful of people, and tiny living spaces inhabited by too many people. The streets are busy, and children dart about.
    Residential/crafting borough - low/medium class, sprawling, medium guard presence.
    The Wallgrowth is located on the eastern edge of hightide, and consists of a sprawling mass of buildings build upon other buildings. It is hard to tell where one building starts and the other ends. Most reach high into the air, going up many stories, often interconnected through arches and walkways used its inhabitants to get about. Tiny shops and taverns dot the crowded streets.
    Wallgrowth inspiration.
 

Hillclimb District

The Hillclimb lies in the north of Wittering, between the Wallshade and the Melting Pot. It is bordered by the Dun Algaz Road to the west, and the Clearwater to east. The terrain is increasingly hilly, and the buildings too rise up steadily.  
  • [B1] Devil's Nook
    The streets are stuffed with people wandering about the many alleys, stopping to take a look at the many street artists that perform their arts. It's easy to spot instrumentalists, painters, storytellers, puppet players, and bards and artists of any kind and of highly diverse level of skill. Many of the high-rising buildings too contain theaters, podia, and taverns aimed at the arts. Whereas it's not as fanciful as the Theatry, this place too lives the arts.
    Theater borough, Ethnic enclave - Tiefling, sprawling, feytouched, medium guard presence.
    Devil's Nook lies on the eastern edge of the Hillclimb, and consists of a densely build borough with many lower-class theaters and those trying their luck within them. The buildings are kept in decent quality, but here too suffer from overpopulation. The average building reaches at least three to four floors in height. Once the borough served as a separate community of Tieflings, but the theaters and common folk have mostly taken over and the Tiefling population has largely dispersed itself over the city as the stigma against them diminished over the years. There is however still a large number of Tieflings living within the Devil's Nook. The Nook is a lively borough and attracts a great deal of visitors seeking amusement. The dark alleys, portcullis, and other pathways can however be deceiving, and getting lost is easy. It's not helpful that Devil's Nook is notoriously close to the Mirror City, the Feywild version. Many stories and tall tales circulate about taverns appearing in places unseen before, swallowing its visitors for eternity, or actors entering plays that quickly turn reality.
  • [B2] Forest's Bend
    The slightly more sparse buildings here are covered in carefully cultivated plants, thin trees forming a semblance of a light forest. The leaves and nearby river serve to drown out the city somewhat, and birds are found aplenty here. Its inhabitants too are those mostly unsuited to city life, with many of them closer to the Feywild than not. The buildings vary in style and size, ranging from elaborate lodgings to simple camps. It's borders are guarded closely by self-provided guards, often centaur or minotaur.
    Ethnic enclave - fey, feytouched, self-regulating, low guard presence.
    Forest's Bend lies in the north-east of the Hillclimb, across the Clearwater and opposite of the City of the Dead. It is a more densely forested area, with lodging build in between with great care not to disturb the natural life. Its inhabitants are often more seclusive, not fully suited to city life. The area is heavy with magic, and the border between the Mirror City and the actual city is at times thin. The entrances are guarded by a militia, and it is considered a generally safe area despite its proximity to the Melting Pot's main route of entrance.
  • [B3] Hillclimb
    Narrow steps lead up the steep inclines of the hills here, its foundations carved into the stone to support the towering buildings. Though the streets are narrow, there is something cozy about them. Once in a while the buildings give way for breathtaking views of the city, with laughter and screams drifting up from the Kettlewhistle.
    Residential borough - middle class, sprawling, medium guard presence.
    The Hillclimb lies in the center of its namesake district, and is bordered by the Knife-Ear Summit to the north, the Dragonmark and Tortellia to the east, the Kettlewhistle to the South, and the Stone to the west. It consists of a densely build area climbing up the gradually steeper hills, and has some great views of the city below. Foundations are build into the hills themselves, soil and stone cut away to form steady ground for the often three to four story high buildings. The roads too are steep, at times turning into stairs to accommodate for the incline. It's inhabitants are highly diverse, with no true single demographic overtaking the others as is often seen in the Hillclimb and the Melting Pot.
  • [B4] Knife-ear Summit
    IACTA
    Ethnic enclave - Elf, seclusive, feytouched, self-regulating, no guard presence.
    Illuthrial, more commonly known as Knife-ear Summit, is located in the north of the Hillclimb, cresting the highest hill overlooking the city. It is partially bordered in the east by the Dragonmark, and in the south by the Hillclimb. The borough is walled off by elaborate walls and delicately-carved gates, and the buildings within are oft of the same quality and craftsmanship. The Summit is self-regulated and has its own militia guarding its walls and gates. It is seclusive in nature, and those of impure blood are often found barred entrance. This has lead to some resentment among the otherwise open general populace, leading to the derivative name being more common use than the Elven one.
  • [B5] River's Low
    IACTA
    Residential borough - middle class, sprawling, medium guard presence.
    River's Low is located in the east of the Hillclimb, and is bordered by the Devil's Nook to the east and the Kettlewhistle to the west. It is situated in a lower area next to the Clearflow, with rare floods occurring in springtime. It is traditionally a mostly residential district, but over the years both the theaters of Devil's Nook and the festivities of the Kettlewhistle have started seeping into the district, converting buildings into theaters, bars, taverns, and other sources of entertainment.
  • [B6] Smalltown
    IACTA
    Ethnic enclave - Gnome, medium guard presence.
    Smalltown is located in the south of the Hillclimb, wedged between the Kettlewhistle to the north, the city wall to the east, and the Wall's Shade Market to the west. The buildings are well-kept, and the streets well-maintained. Most things here are build at a somewhat smaller size, causing some difficulty for visiting humans and other larger races. Curiosity and inventiveness are at the heart of the Gnomish species, and these too reflect in the borough. One can find many workshops and craftsmen in this borough. Additionally, several reputable banks are situated within Smalltown.
  • [B7] The Dragonmark
    IACTA
    Ethnic enclave - Dragonborn, self-governed, medium guard presence.
    The Dragonmark is located in the north-east of the Hillclimb, and is bordered to the south by Tortelia, and to the west by Illuthrial. It's buildings stand out from the remainder of the Hillclimb. Whereas others have slowly taken over the city's aesthetics, the Dragonmark feels like walking into another country. It's architecture is distinct from other areas, and elaborate pagoda, arches, and small temples are found along its lantern-lit paths. Two greater castles overlook the Dragonmark. These are the homes of the two ruling clans, both with their own militia of oath-bound Dragonborn. Honor is considered a high good within the Dragonmark, and pity he who dares break an oath.
    The Dragonmark inspiration.
  • [B8] The Kettlewhistle
    IACTA
    Ethnic enclave - Halfling, entertainment borough, sprawling, self-governed, low guard presence.
    The Kettlewhistle is located in the west of the Hillclimb, and is bordered to the north by the Hillclimb, to the east by River's Low, and to the south by Smalltown. Over the centuries the borough has truly become a sprawling mass of civilization, with the Kettlewhistle itself as the centerpiece. A large carnival without closing hours draws visitors from the entire city to come gawk at its displays, enjoy its questionably safe rides, and regret eating whatever the street vendors offer. Its streets, alleys, and squares are filled to the brim with permanent and not-so-permanent booths and rides. Amidst these stand the sprawling mansions and burrows of the local Halfling grand families. Throughout the centuries, these families have become interconnected through marriage, and the collective organization is now known as simply the Family. Don't be mistaken, it is not the City-State or the guard that control this part of town. Should you insult the wrong Halfling, you might find yourself sinking down the Witterbay sooner than later. True to their nature, they will at least throw you in with a cheerful smile.
  • [B9] The Stone
    IACTA
    Ethnic enclave - Dwarven, medium guard presence.
    The Stone is located in the west of the Hillclimb, and is bordered to the east by the Hillclimb borough, and to the south by the Wall's Shade Market. Many of the buildings are carved into the hill itself, the fronts decorated with elaborate carvings and stonework. The Dwarves of the Stone are often traditionalists, seeing those Dwarves living outside of the Stone as surface-dwellers, the lowest of caste. They hold steadily to their traditions, beliefs, and caste-system. As such, it is Dwarven through and through, and taverns, smithies and other craftsmen, and the occasional traditional mushroom farm can be found here with ease. Following the Dwarven traditions can at times be difficult, even with the leeway granted to outsiders. Adding in the well-known grudge-holding Dwarves specialize in, it can at times be a potential minefield when it comes to accidentally insulting one or another. It is advised to seek a guide when doing business with the Dwarves of the Stone.
  • [B10] Tortelia
    Life seems to slow down here.
    Ethnic enclave - Tortle, medium guard presence.
    Tortelia is located in the north-east of the Hillclimb, and is bordered by the Dragonmark to the north, River's Low to the south, and the Hillclimb borough to the west. The buildings here slowly become more distinct the closer one gets to the river's bank. The streets are no longer cobbled, but seem to be covered in a thin layer of sand upon the stone. Buildings become more rounded until they are dome-like in shape, the walls adorned with shells and paintings. A large sundial stands at the center of the borough, with close by both an amphitheater and a market. Nets and other fishing equipment hang about walls, as do lines of drying fish. Distinct flat-bottomed boats are dragged and tied down on the river's bank. Only a limited number of Tortles live here permanently, however. Most come here in between their travels to converse, and almost all return to seek a mate at the end of their lives. There are several hatcheries, which are heavily guarded, and the young Tortles set out into the Mists at only a few years old.
 

Melting Pot District

 
  • [C1] City of the Dead
    As you stroll down the gravel paths of the City of the Dead, you can't help but marvel at the craftsmanship of the great tombs that have been carved into the hillside. The tombs are adorned with engravings, statues, and other decorations to indicate their inhabitants. Every once in a while a gravestone still stands, old and worn from before the time of the tombs. Other people too are strolling here, enjoying the weather, seeking a break from the city, or visiting lost relatives and friends.
    Necropolis, medium guard presence.
    The City of the Dead is located in the north-west of the Melting Pot, and is bordered by the Nests on the south-east, and Forest's Bend on the west. Grand catacombs are carved into the hills, and rows of ancient graves stand ever vigilant among the pleasant and well-kept gravel paths. Statues can be found aplenty, made long ago by posing then petrifying the deceased. The tombs themselves are small wonders of magic created by Halaster Blackcloak, and act as portals to demiplanes where the dead are interred. The tombs are otherwise divided by nobility, class, or profession. The City of the Dead is surrounding by an impressive wall to deal with any unfortunate acts of accidental necromancy, and a curfew is enacted from dusk til dawn.
    The City of the Dead houses several notable locations for the curious traveler. It is not just a necropolis, but also functions as a public park. It's gentle and well-kept lawns are a popular destination for the locals, who on sunny days wander over the paths or sit on the grass and enjoy the weather. Its higher inclines have beautiful views of the city.
    • The Last Passing and the Crossing
      One reaches the City of the Dead by crossing the Last Passing bridge over the Clearwater. The Last Passing is the northernmost bridge, connecting the Hillclimb with the Melting Pot. It is an ancient bridge, dating from before the founding of Wittering. Grand statues stand watch among the entryway, solemnly resting upon their great swords planted into the ground, their faces worn and weathered by the wind and rain and long since unrecognizable.
      The Crossing is the sole gate into the walled complex of the City of the Dead, and is a heavy, manned gate meant not only to keep things out, but also to keep any undead within the compound.
    • The Warrior's Monument
      Standing beyond the entrance gate of the City of the Dead stands the Warriors' Monument. A 60 foot tall stone sculpture of three men and two women striking down all kinds of monstrous creatures, all of whom are falling backwards outwards all around them. Water sprouts from any visible wounds. Well worth a visit for the stunning craftsmanship, if not for a refreshing dip on a sweltering summer day.
    • Blackcloak's Statue
      In the middle of the City of the Dead stands an incredibly lifelike sculpture of the venerable Unmasked Blackcloak in his prime (at a mere 90 years old). Its hands are outstretched towards the city, a smile on his face. A favored meeting spot for the locals.
    • Thief's Knot
      A park within a park, the Thief's Knot is a labyrinthine hedge maze leading to the resting place of a rumored lord of the underworld, and more importantly, his treasures that still rest with him.
    • The Tombs
      Several tombs grace the City of the Dead, housing portals to demi-planes in which the dead are buried or stored. These tombs are worth a visit for sure. The Tomb of the Unmasked holds several Unmasked in its impressive black marble housing, and is guarded by three statues of the first, second, and third unmasked. The Merchants' Rest, otherwise known as the Coincoffin, is richly decorated and leads to a wooded region, plaques on the ground indicating who lies buried there. The Roads' End sees to the bodies of adventurers and travelers, the Mariners' Rest to those of sailors, and the House of the Homeless contain anyone else who can pay up the sum of one Golden Elder to be placed within the endless caverns inside. The Hall of Sages holds only the greatest magi and academics, but pales compared to the Hall of Heroes, where those who fall in battle or duty are buried. Its trophy hall are impressive, showcasing many weapons and armor, before entering the rolling fields with rows and rows of graves. All in all, an interesting and worthwhile reminder of our own mortality.
  • [C2] Dusktown
    Large cliffs jut above the density of civilization here, far above even the tallest buildings. The bluff and its castles and manors cast a long shadow over Dusktown, darkening the already shadowy alleys, pathways, and dense buildings. People hurry over the streets, huddled in mantles and cloaks, making sure not to linger too long. Others seemingly just sit around, keeping a keen eye on the likes of you.
    Residential borough - low class, shady, sprawling, no guard presence.
    Dusktown is located in the south-east of the Melting Pot, bordered by Slumtown and the Muckfishery to the north, and Little Xi'en to the east. A large part of the day is spend in the shade of the high cliffs of Noble's Court, reaching 300-400 feet above. It's roads are cobbled, and the houses among them are in good condition, if a bit worn. Nevertheless, the area is dangerous to those not belonging there. Rumors are abound that it hides plenty of entrances into the Undercity, with a few directly leading to Skullport. The shadowy alleys and passageways of Dusktown are as such worth a lot to those in unsavory company, and several such factions have been working to get an iron grip on the area.
    Dusktown is not a recommended destination for any travelers visiting Wittering. Should you however end up in its narrow and shadowed alleys, then be sure not to miss the following.
    • Castle Strord
      Castle Strord is an elaborate fortified mansion build against the cliffs below the Witterkeep. Its tall spires, gargoyles, and unsettling statues make it a well-known local landmark.

  • [C3] Little Xi'en
    A foreign mix of sweet and spiced smells, and the sound of clicking mandibles. Those are the two things that are immediately noticeable upon entering through the arches of Little Xi'en. The streets are filled with little stalls, vendors, and clicking purchasers. The buildings reach several feet into the air each, with elaborate bridges connecting them. Round doors and windows shine with a warm light, inviting those on the street to come inside and indulge on the offered tea or other, more indulgent product.
    Ethnic enclave - Thri-keen, sprawling, self-regulating, no guard presence.
    Little Xi'en is located in the south-west of the Melting Pot, and is bordered by the Nests and Springflood to the north, and Dusktown to the east. Entering through the great arches erected on the incline towards Little Xi'en is like stepping into another city. The buildings are distinct in their own manner, organic in stature and elaborate in their build. Round doors and windows are covered with heavy paper, and the roofs are shaped in a distinct way. The Thri-keen that make their home here are just as foreign: large mantis-like creatures commune mainly in their own language spoken through the clicking of their mandibles and the movement of their antenna. Common is at times spoken too, but if one wants to do business in Little Xi'en, then a translator might be a worthwhile investment. Do not take the absence of the City Guard as a sign to do whatever you want however, as the Xi'en triads hold these parts in an iron clutch.
    Though it is somewhat of the traveled path, Little Xi'en might be an interesting place to visit for the more adventurous tourist. If you find yourself in the borough, be sure to visit the following!
    • The Xi'en Markets
      Little Xi'en has several markets, almost alien to most other races. The Hege market runs from dawn deep into the night and serves all manners of strange foods, from fried bees to honeyed Undercity Stirges. The Fireworks Market starts up at dusk and is a joy to visit if only for the many displays of the mysterious Xi'en powders and alchemy by the salesmen vying for your attention. The Apothecaries are the place to be when looking for herbs and medicine, perhaps to soothe one's stomach after visiting the Hege market. Those looking for a more relaxing atmosphere should seek out the Opium market. Just beware that the use of Opium inside the regulated districts is heavily frowned upon.
    • The Ch'uin Eating House
      A sight to behold. The Ch'uin eating house is housed in effectively a palace, decorated in flags and gold and crimson dragons. Experimental and exotic foods are served here daily, but beware to make a reservation far in advance.
    • The Moh-Cha Teahouse
      The oldest teahouse in Little Xi'en is an excellent place to settle down for a little, and enjoy the hustle, bustle, and clicking on the streets from the calm and serene inside of this pagoda.

    Little Xi'en inspiration.
  • [C4] Mug'Gurub
    Wandering through the shadier parts of town you come upon a sudden wooden palisade, erected in the middle of the street. Two heavily armed orcs stand guard in front of it, and you can hear the sound of metal on metal coming from inside the gate. Large awnings have been erected between buildings beyond the gate, casting shade upon the streets. The guards look at you menacingly, almost daring you to step closer.
    Ethnic enclave - Orc, self-regulating, no guard presence.
    Mug'Gurub is located in the east of the Melting Pot, and is bordered by the Warrens to the north, and Slumtown to the south. The streets are barred by a wood-and-stone palisade, and each gate is guarded by a handful of militia guards who decide whether someone is worthy of entering the borough. In the middle of the district stands the longhouse, where the chieftain and their elder advisors reside. Only one thing counts within Mug'Gurub: strength. Those who are strong take, and those who are weak lose. It is in this manner too that the Orcs and other bestial races came upon Mug'Gurub, by taking the area from those unfortunate to already live here. The inhabitants are however smart enough not to agitate the Lords and keep the City Watch and Guard away from them, so their eyes are often set upon the Mists. With distinct longboats adorned with the heads of fearsome monsters they set out to take what they can, carrying their loot back to Wittering and selling it off for food, drink, arms, and armour.
  • [C5] Springflood
    IACTA
    Residential borough - lower class, sprawling, low guard presence.
    The Springflood is located in the center of the Melting Pot, and is bordered by the Warrens to the North, Slumtown to the east, and the Nests to the west. It is slightly higher elevated than the Nests, being spared the eternal water standing in the streets in that borough. Nevertheless, when the meltwater comes come spring it has a high tendency to flood, and this is reflected in the way the borough is build up. Foundations reach up high, cellars are rare, and entrances often lie on the first floor, stairs or ladders leading to them. Improvised walkways like in the Nests are still common, connecting higher floors and buildings with one another.
  • [C6] Slumtown
    IACTA
    Residential borough - lower class, slum, shady, sprawling, no guard presence.
    Slumtown is located in the eastern center of the Melting Pot, and is bordered by Mug'Gurub to the north, the Muckfishery to the east, Dusktown to the south, and Springflood to the west. It lies on a ridge of dunes running from the hilled Warrens to the cliffs of Noble's Court, with its elevation rising sharply in the west, then gradually dropping going to the shore in the east. The quality of the buildings follows this pattern as well, with lower class residence in the western dune ridge, slowly transforming into slums and shantytown as it nears the coast. Streets go from worn cobblestone to dirt and sand, and shacks are build upon shacks, clotheslines hung between them. Sinkholes occur from time to time, ranging from small holes in the ground to swallowing buildings whole into the Undercity. Every once in a while a sinkhole is still visible, darkness gaping deep below. More often than not, new buildings are simply build on top of the debris, or over the sinkhole should it not be filled up. These sinkholes at times add a risk of releasing whatever was contained there if the debris does not fill up the hole.
    Slumtown inspiration.
  • [C7] The Muckfishery
    IACTA
    Slum, shady, sprawling, no guard presence.
    The Muckfishery is located in the east of the Melting Pot, bordered by Slumtown in the west and Dusktown to the south. It is build upon what was once a long and shallow beach. Its alleys are more mud than road, and planks and other material lie around for people to walk on, lest they get stuck in the mud. The buildings are often poor, little more than hand-made shacks and shanties, just barely capable of keeping out the rain and wind. Only the most destitute live here, scrounging together their wage with heavy labor or as fishermen on the countless small boats attached to the make-shift docks. It is unwise to flaunt any wealth around these areas, as desperate men might try desperate things.
  • [C8] The Nests
    Coming past the City of the Dead you soon come upon a bridge leading to walkways attached to the buildings. As you look down, you can see that the streets and foundations are submerged in water from the nearby river, and judging from the marks on the walls this is not bound to change any time soon. Instead of on the ground, the city has instead developed above it. New buildings are build upon old ones, and precarious walkways and bridges serve as the roads. The smell of stagnant water, mold, and rust is heavy upon the air, and the planks and boards at times bend dangerously as you walk over them.
    Residential borough, lower class, sprawling, low guard presence.
    The Nests is located in the west of the Melting Pot, and is bordered in the north by the City of the Dead, in the east by Springflood, and in the south by Little Xi'en. The Nests are a city build upon a city, with it houses and buildings build on top of the ones that were standing here when the Clearwater claimed the floodplains below. Wooden boardwalks, rope swings, and removable planks now serve as streets high above the ground.
    The Nests are one of the easier areas of the Melting Pot to visit due to the proximity to the City of the Dead. Its walkways however are precarious, and those not steady of foot are not advised to visit - or even think about visiting.
    • The Eyrie
      A great clocktower build upon the remnants of great warehouses, reaching up 150 feet into the air. A macabre myth accompanies the clocktower, suggesting that it is cursed. Whether this is true or not remains to be seen, but accidents do seem to happen more often than not.
    • The weeping Poem
      A recent addition, the Weeping Poem is a large oreblossom taking up an area roughly the size of a church. It produces a lamenting song when the wind blows in from the right direction.
  • [C9] The Warrens
    The small paths and roads of the Warrens all head up the hillside towards the Goblinspire, towering high above. Old, repurposed buildings, newer buildings, and hovel, cave, and mine-entrances are visible from the paths. The Warrens are divided by two, with the east claimed by Goblins, and the west claimed by Kobolds. Judging by the crude arrows stuck in doorposts, tripped pitfalls on the paths, and occasional explosion you can only guess that things aren't going too well here.
    Ethnic enclave - Goblins and Kobold, shady, sprawling, no guard presence.
    The Warrens are located in the north-east of the Melting Pot, and is bordered by Mug'Gurub to the south. It consists of mostly lightly forested hillside with old and crude roads and pathways going up. The area was evacuated a few hundred years ago due to an earthquake and resulting collapse, but both Goblins and Kobolds have found their home here since instead. Houses and hovels have been made of whatever is available, and both races often set out to find new materials in their respective favored cities: above-ground for the Goblins, and the Undercity for the Kobolds. It is a shame that both carry a grudge against eachother, and both have been vying for the Spire ever since. The Spire is a large stone extrusion on the top of the hill the Warrens is nested upon, rumored to be an easy entrance to the Undercity. The Koboldspire one year, the Goblinspire the next, as it has gone for centuries. Lately, however, it has remained the Goblinspire for a good five years.
    Visiting the Warrens is at the time actively discouraged. However, should you disregard your own life and safety in search of everything the city has to offer, then be sure to visit the following!
    • The Spire
      The Spire goes by two names for the locals depending on who is in control: the Goblinspire or the Koboldspire. It is a tall extrusion of stone, reaching up 200 feet into the air, and it is rumored it is the top of an ancient structure.
 

Oldtown District

  • [D1] Booktown
    IACTA
    University borough, sprawling, high guard presence.
    Booktown is located in the north of Oldtown, and is bordered by the Theatery to the east, and the Temple District and the Old Town borough to the south. It is home to many of the learning institutions Wittering has to offer, as well as the Great Library, the Watchful Order, and the Wittering Museum. It's streets are well-kept, wide, and with plenty of decorations. Its buildings are much alike, with towers inhabited by magi or clerics reaching over the roofs of the surrounding buildings. Establishments and shops focus mainly on these clients, selling all manners of goods required in study and other written works. Others focus more on the relaxation of such stressed souls, and Booktown is the largest consumer of Cabbee in all of Wittering.
  • [D2] Clearflow Banks
    IACTA
    Residential/crafting borough - middle/upper class, medium guard presence.
    Clearflow Banks is located in the center of Oldtown, and is bordered by the Theatery in the north, the Dockside Market in the south, and the Temple District in the west. It's streets are well-kept and wider, but the area itself is somewhat dark in the morning as the eastern bluff blocks the dawning sun. It is nevertheless a popular location to live and shop due to its proximity to the center of town, as well as its view upon the Clearflow River, backed up by the imposing cliffs.
  • [D3] Dockside Market
    IACTA
    Market borough, high guard presence.
    The Dockside Market is located in the south of Oldtown, and is bordered by First Landing and Noble's Court to the east, the Clearflow Banks and the Temple District to the north, and Oldtown and the Wharfway to the west. The Dockside Market is the second-largest market in the city, with hundreds of stalls spread over the main square and overflowing into the Temple Square. It's roads are cobbled and well-kept, and the buildings among them are among the more impressive in the city.
  • [D4] First Landing
    IACTA
    Residential/crafting borough - upper class, high guard presence.
    First Landing is located in the south-east of Oldtown, and is bordered by Noble's Court in the north, and the Dockside Market in the west. It lies upon the lower side of a bluff ranging from 200 feet in the south-west to 400 feet in the north-east. First Landing covers the southern half of the bluff. It's paths and stairways are cobbled or stone-plated, and it's buildings are elaborate in design and beautiful in their craftsmanship. Houses, manors, shops, and institutions are all to be found here, and the further north and up the bluff you travel, the more elaborate and large the buildings become. Well-dressed people wander the street leisurely, and a few carriages and palanquins pass by. The otherwise ever-present street vendors seem to be mostly absent here, halted by the controlled entrance at the two bridges granting entry to the heights.
  • [D5] Noble's Court
    IACTA
    Reisdential borough - upper class, high guard presence.
    Noble's Court is located in the north-east of Oldtown, and is bordered by First Landing to the south. It lies upon the northern half of the eastern bluff, and reaches 300 to 400 feet above the city. It's roads are wide and tidy, well-kept and cobbled with plenty of statues, fountains, and other decorations. Large manors, some even with gardens, stand upon the western half of the bluff. The eastern half still has much of the old buildings intact, now inhabited by lesser nobility, merchants of the highest classes, and others capable of paying the outlandish prices that rest upon the properties.
    Noble's Court is one of the must-visits of the city. Beware however that you should dress well, lest you be halted by the bridge guards.
    • The Black Court
      An elaborate building instantly recognizable. A grand staircase leads up to black pillars, holding up a bronze dome upon which a weathervane depicting the scales of justice stands. Though the Blackmantles' Court is not open to the public, the front hall is. The building is decorated with exquisite sculptures of angels, monsters, and deities. It is well worth a visit just to catch a glimpse of these.
    • The Halls of Justice
      This grand church of stone, iron, and lumber is dedicated to Tyr. Its halls are grand, and its ceilings are high. Its interior however is nothing too special, simple and sober to accommodate worship over prestige.
    • The Great Vault
      Though somewhat boring to look at from the outside, the Great Vault is a marvel of engineering. This massive building - partially cut into the bluff of Noble's Court - houses all official documents and deeds of Wittering. A balcony inside is open to entry at a modest fee of a few Drakes, but access to the repository itself is restricted. One might even glimpse some of the birds that have started to nest inside vast interior, or see one of the Brothers of Truth at work.
    • Assumbar's Tower
      The slim mage's tower of the second Unmasked still stands to this day, protected by elaborate spells and wards. The skeletal remains of one wizard trying to penetrate these defenses still hang suspended in the air as a grim reminder. Nevertheless, it is a must-see when visiting the city.
    • The Anston Auction House
      The grandest auction house in Wittering, in which uncountable amount of wealth changes hands. The building itself is somewhat chaotic, with extensions added over the years in different styles, yet still worth a visit for the pure scale of it all. Those with deeper pockets might want to visit the monthly auctions, where mighty items found all over the world are sold to the highest bidder.
    • The Nobles' Mansions
      The Noble's Court is filled with elaborate mansions and otherwise beautiful houses and gardens. Whereas these do serve as living quarters and as such are generally not accessible without an invitation, they are still a pleasure to walk past and gaze upon.
  • [D6] Old Town
    IACTA
    Residential/crafting borough - middle/upper class, sprawling, medium guard presence.
    The Old Town borough lies in the center of Oldtown, and is bordered by Booktown and the Elder Witter in the north, the Clearwater banks, the Temple District, and the Dockside Market in the east, and the Wharfway in the south. The Old Town borough is one of the oldest parts of town, many of the buildings going back centuries, even much more if the previous ruins upon some of which are build are counted. The streets and alleys here are more cramped and crowded, the houses build next to and upon one another. Stores can be found all over the borough, at times hidden within little alleyways or between houses, and all kinds of goods are sold.
    The Old Town borough is Wittering at its best. The charming alleys and roads, the grand buildings reaching up high, and the grand amount of people, smells, wares, shops, taverns, and everything else all make for a dizzying experience. It is also homes to many a tavern and inn worth your visit. Be sure to visit the following!
    • BUILDING
      DESCRIPTION
    • BUILDING
      DESCRIPTION
    • BUILDING
      DESCRIPTION
    • BUILDING
      DESCRIPTION
  • [D7] Temple District
    IACTA
    Temple borough, residential borough - middle/upper class, medium guard presence.
    The Temple District lies in the center of Oldtown, and is bordered by Booktown to the north, the Clearflow Banks to the east, the Dockside Market to the south, and the Old Town borough to the west. Many of the city's larger and smaller temples can be found in this borough, and one does not have to search far to find a procession or ritual going on. The streets are crowded with locals, travelers, and clerics, and the smell of incense hangs heavy in the air. Many small wayshrines are carved into the building walls, filled with elaborate and not-so-elaborate portrayals of the respective deity. Proselytizers stand upon boxes in the street, shouting their messages to whomever wants to listen.
    Naturally, the Temple District is a must-visit for any traveler or tourist, if only to say a quick prayer to the deity of your choice. Apart from the many wayshrines and little churches and temples, these are the most impressive buildings!
    • Naingate
      The Naingate is a wizard's tower, still in use to this day. Though access to the tower itself is restricted, the many waterfalls appearing out of thing air and falling upon the cobblestone streets below without leaving a trace of actual water are a sight to behold.
    • The Font of Knowledge
      The de-facto temple to Oghma , the Font of Knowledge is not only a temple of prayer, but also an institute of learning for those who seek to better themselves. Its halls contain a great amount of books and scrolls, though less so than the Great Library.
    • The Temple of Beauty
      A beautiful temple to Sune build out of marble, with decorations of gold and silver. Many statues depict not only the goddess herself, but also the most beautiful of her worshipers throughout the ages.
    • The Shrines of Nature
      A breath of fresh air in the sometimes claustrophobic city of Wittering, the Shrines of Nature are a walled garden of wild-growing trees and plants, with a shrine on either end of the grove. The northern shrine is dedicated to Mielikki, whereas the southern shrine is dedicated to Silvanus. It's rumored that a dryad lives within the compound, though none that have entered the grove have confirmed so.
    • The House of the Moon
      An ancient building from before the refounding, the House of the Moon dedicated to Selûne is well worth a visit. It's white limestone walls and gilded domes, topped with spires bearing crescent moons, are a marvel to behold. The lavishly decorated inside too is breathtaking.
    • The Market Armory
      A castle in all regards, the Market Armory serves as part armory, part garrison to the City Watch and Guard. Access is limited, but one can still marvel at the outside, and the brave guardsmen keeping the city safe.
    • Dunlop Alley
      The Temple District has several myths and legends tied to it. Most well known among locals is the Dunlop Alley and its associated story. Centuries ago an apothecary lived here who would poison his clients, then bury their bodies upright beneath the stones of the alley. When eventually discovered, as many as eighty bodies were exhumed from below the alley's wide flagstones. Children and sometimes adults still hop from flagstone to flagstone at times crossing this alley, singing "Hop for the hollows, hop for the dead, hop on the flagstones, hop on their heads." as they go.
  • [D8] The Elder Witter
    IACTA
    Residential borough - middle class, sprawling, feytouched, medium guard presence.
    The Elder Witter lies in the north-west of Oldtown, and is bordered by the Old Town borough on the east and south. The Elder Witter is among the oldest parts of town, and has a high density of ruins still standing, largely incorporated into the current buildings and structures. The streets are narrow and the buildings stand close upon one another, reaching up several stories. Several pathways into the Undercity are hidden among the alleys and buildings.
  • [D9] The Theatery
    IACTA
    Theater borough, sprawling, medium guard presence.
    The Theatery is located in the north-east of the Oldtown, and is bordered by Clearwater Banks to the south, and Booktown in the west. The fanciest entertainment borough in town, with many grand theaters, institutions, and other patrons of the arts. The buildings and streets are as stately as its patrons, but this is more of a facade than the truth. Higher class citizens can be found upon the roads, as well as travelers, vendors, and other visitors. The borough has plenty of inns to cater to those less culturally inclined.
  • [D10] The Witterkeep
    IACTA
    Palace borough, high guard presence.
    The Witterkeep is in the northern edge of Noble's Court, at the very top of the cliffs overlooking the city. Standing 400 feet above the city, it is visible from nearly the entire city. It's walls reach up an additional 90 feet, and the highest tower an additional 200 feet.
  • [D11] Waystone Watch
    IACTA
    Garden borough, feytouched, high guard presence.
    Waystone Watch is located between Noble's Court and First Landing. It is a large terraced park build upon the incline of the bluff it lies upon. It's lower levels give impressive views of the city, and the highest tier grants a view of the ocean and the Waystone.
  • [D12] Wharfway
    IACTA
    Harbor borough, sprawling, high guard presence.
    Wharfway is located in the south of Oldtown, bordered by the Old Town borough to the north, and the Dockside Market to the east. The streets are well-kept and heavily traversed, and wharfs, warehouses, and trading houses line the roads. Taverns and inns are found a plenty to accommodate the visiting sailors and traders. The roads are packed with sailors leaving and returning to their ships, traders, watermen loading and unloading goods, and the general bustle that is to be expected with a busy port. Many ships are docked here, ranging from tall ships of the line to smaller riverboats carrying raw ore from the inland mountains.
 

Wallshade District

  • [E1] Clearwater Way
    IACTA
    Residential borough - middle class, agricultural borough, medium guard presence.
    Clearwater Way is located in the north of the Wallshade, and is bordered by the Guildheart and Oldfield in the south. The old farming road has long since been paved over, and now forms a divide between the city's sprawling outer boroughs, and the more calm and agricultural area outside. Farms are more common, yielding worn-looking crops. Cattle and orchards are also more common, and several breweries call here their home.
  • [E2] Guildheart
    IACTA
    Crafting borough, high guard presence.
    The Guildhart is located in the center of the Wallshade, and is bordered by Clearwater Way to the north, the Wall's Shade Market in the east, and the Kolatt Towers and Oldfield in the south. It is a center of business and busywork, and the home to many of the numerous guilds of Wittering. It's buildings are well-kept and high-quality, and when it comes to guild halls at times even lavishly decorated by the master craftsmen of their respective trade to allow those passing by to easily identify the guild. Many craftsmen are situated here, and the sound of all kinds of production can be heard throughout the day.
  • [E3] Oldfield
    IACTA
    Residential borough - middle class, sprawling, medium guard presence.
    Oldfield is located in the west of the Wallshade, and is bordered by Clearwater Way to the north, and the Guildheart to the east. It is traditionally an agricultural borough, and some occasional fields still pop up in-between the numerous buildings. It is one of the quieter boroughs of Wittering, serving as one of the better places to live for those not too adventurously inclined.
  • [E4] The Wall's Shade Market
    IACTA
    Market borough, high guard presence.
    The Wall's Shade Market is located in the east of the Wallshade, and is bordered by the Guildheart to the west. It is the largest square in the entire city, and host to the largest market. Many goods are bartered and sold here, ranging from the mundane crops and fish, to the more rare exotic items found in faraway lands or deep in the Undercity. If you want it, the market likely has it, but actually finding it is much more troublesome. The market itself runs from dawn til dusk, and is heavily populated at all times. In the evening, vendors selling drinks and spiced wine appear, vending their wares to the many visitors enjoying the early evenings here. The square is surrounded by many commercial buildings, oft high-quality stores, taverns, and inns.
  • [E5] The Kolatt Tower
    IACTA
    Residential/crafting borough - middle class, sprawling, medium guard presence.
    The Kolatt Tower lies in the south of the Wallshade, and is bordered by the Guildheart to the north, and Oldfield to the west. At the center stands the Kolatt tower, home to the mages and brothers Alcedor and Duhlark Kolatt. What was once a manor has been fused with surrounding buildings through the use of magic, and the eyesore reaches high into the sky. It is said by the few that have been granted access to the tower that it is even bigger on the inside. Surrounding the tower is a thriving community, both supplying crafting and magical goods, as well as the occasional gift store.
 

The Undercity

Wittering was not the first city build upon these shores. Ruinds lie all over the island, amassing in density below the current city. The Undercity is a vast complex of passages, ruins, caverns, and other adventuring material. Whereas some of the upper levels are used for sewers and the likes, the lower levels are mostly avoided due to their increasing deadliness. Rumors of adventurers seeing Halaster Blackcloak within the ruins persistently keep surfacing. The dwelling of the supposedly long dead mage within the forlorn depths and halls, and more importantly him seeding his lair with monsters, traps, and mysteries, are a constant source of speculation and concern.
Should you, brave adventurer, wish to try your luck, brave unspeakable danger, and carry back unfathomable riches, then head on down to the Yawning Portal.  

Mirrortown

The boundaries between worlds is at times thin in Wittering. This is most noticeable in so called fey-touched areas, where the wall between Feywild and the material plane is a hair's length. The Mirror is in many ways a caricature of Wittering, taking after and at times grotesquely exaggerating features and traits found in its material counterpart. The streets and buildings stand overgrown and worn down, and the rules of time and space quickly bend as one traverses through the Mirror. Large trees break through buildings, of which most stand abandoned.
Its inhabitants too are largely influenced by the material version. With as many people as there are in Wittering, emotions and feelings flow freely, blossoming at times within the Mirror and spawning creatures born of these. Other, more permanent residents too reside here, ranging from the elusive Eladrin to all manners of folklore creatures. Some of these even run locales, of which some are kinder to visitors than others.
Beware however he who sets foot within the Mirror, as one does not often wholly return home.  

Notable buildings and infrastructure

 

Bridges

  • Helm's Bridge
    Helm's Bridge is the southernmost bridge, connecting the Dockside Market to First Landing. It has an uphill incline to reach the 100 feet cliffs above, passing over the Clearwater in the process. It is build out of solid stone, partially shaped by magic, and gives an impressive view of the city. The middle is reserved for a grand moving platform, upon which carriages, carts, and other means of transportation are moved up the steep incline.
  • Last Passing
    The Last Passing is the northernmost bridge, connecting the Hillclimb with the Melting Pot. It is an ancient bridge, dating from before the founding of Wittering. Grand statues stand watch among the entryway, solemnly resting upon their great swords, their faces worn and weathered by the wind and rain and long since unrecognizable.
  • Lord's Bridge
    The Lord's Bridge is the main entryway into the Noble's Court, connecting the Dockside Market to the bluff upon which First Landing and the Noble's Court are build a 100 feet above. It is a wide bridge, and a marvel of engineering. It's arches seem impossible at times, held aloft by countless immovable rods for the majority of the construct. The passage is wide, and two platforms in the middle pulled by chains lower platforms up and down to transport carts, carriages, and other vehicles up it's incline.
 

Docks

  • Old Docks
    The Old Docks, located in the Wharfway in Oldtown, are as the name implies the oldest docks in the town. Build from precious lumber and stone, they reach far into the sea and can withstand bad weather without too much issue. Many ships lie docked here, and new ships can be seen in progress in the dry docks and wharfs close to the water.
  • Reekwater Docks
    The Reekwater Docks are located in the Hightide, and function as the less official docks to the town. The build quality is lower, occasionally an additional payment might be required, and they aren't as well maintained, but they are cheaper than the Old Docks to harbor at. This sees to it that the Reekwater Docks are almost as popular as the Old Docks.
 

Garrisons

  • Cookhouse Hall
    ECTA
  • Guard Barracks
    ECTA
  • Old Town Armory
    ECTA
  • The Rookery
    ECTA
 

Gates

  • Farmer's Gate
    The Farmer's Gate is located
  • Hightide Gate
    ECTA
  • Lower Tide Gate
    ECTA
  • Market Gate
    ECTA
  • River Gate
    ECTA
 

Governmental Buildings

  • The Black Court
    An elaborate building made out of stone and with distinct columns of imported and shaped basalt, the Black Court is home to the legal system of Wittering, housing the Blackcloaks and Blackmantles.
  • The Clearwater Palace
    The Clearwater Palace lies between the Temple Square and the Dockside Market Square, and is the main seat of the executive power of Wittering. The Unmasked lives and works here, and many clerks and bureaucrats swarm around the building all day.
  • The Great Vault
    This massive stone building partially cut into the bluff of Noble's Court houses all official documents and deeds of Wittering.
  • The Witterkeep
    The Witterkeep is a grand castle standing upon the highest point of the bluff upon which the Noble's Court lies. From it's 400 feet vantage point, it is visible throughout the city. Multiple towers jut into the sky, reaching up to an additional 200 feet. Its walls are thick and well kept, reaching another 90 feet as well. The ancient remnants of what was once a grand bridge still hold on to the northern cliff side, and now serves as a viewing platform.
 

Parks

  • City of the Dead
    The City of the Dead in the Melting Pot is not just a necropolis, but also functions as a public park. It's gentle and well-kept lawns are a popular destination for the locals. Its higher inclines have beautiful views of the city.
  • Heroes' Garden
    Heroes' Garden lies in the Clearwater Banks in Oldtown, bordering the river. It is a large, lush area of grass, trees, and ponds. Several large, marble statues to several of the venerable Unmasked stand among the park. Adventurers can often be found here, telling tales to the locals and their children.
  • Waystone Watch
    Waystone's Watch lies in the Oldtown, up between Noble's Court and First Landing. It is the largest park of the city, with planted and carefully kept terraces making their way up the incline. It grants an impressive and imposing view of the Waystone from atop the cliff it rests upon.
 

Roads

  • Dun Algaz Road
    The Dun Algaz Road leads towards the outpost of Dun Algaz, running through Oldtown, the Hillclimb, and Wallshade. It is one of the major streets in the city and sees a lot of travel, both shipments and day travel.
  • Westward Road
    The Westward Road leads towards the outpost of Firebreath, running through Oldtown, Hightide, and the Wallshade. It is a major road.
  • The Goldenmane
    The Goldenmane leads towards the outpost of Goldenmane, running through Oldtown, Hillclimb, and the edges of the Melting Pot. It is a major road, and sees a lot of transport.
 

Squares

  • Dockside Market
    The Dockside Market lies in the Oldtown District. It is the second-largest market in the city, harboring many goods from across the city and the known world. With its many visitors and travelers, the Dockside Market is an excellent place to sit down with a broadsheet and people-watch. The entrance to the Clearwater Palace lies on the north side of the square.
  • Temple Square
    The Temple Square lies in the Oldtown District. It most notably has the House of the Many in the middle, as well as the Field of Triumph and the House of Heroes on the western side. The Dockside Market partially overflows into the Temple Square.
  • Wall's Shade Market
    The Wall's Shade Market lies in the Wallshade. It is the largest square and market in the city, harboring many goods from across the city and the known world. It might be a little less exotic than the Dockside Market, but it still has many strange goods to be found.
 

Temples

See Deities and Gods.
  • Font of Knowledge
    Oghma
  • Halls of Justice
    Tyr
  • Hospice of St. Laupsenn
    Ilmater
  • House of the Many
    Interdenominational temple
  • House of Wonders
    Mystra
  • Shrines of Nature
    Mielikki and Silvanus
  • Spires of the Morning
    Lathander
  • Temple of Beauty
    Sune
  • Temple of the Seldarine
    Elven God
  • The Plinth
    Interdenominational temple
  • The House of Heroes
    Tempus
  • The House of Inspired Hands
    Gond
  • The Queenspire
    Umberlee
  • Tower of Luck
    Tymora
  • Tower of the Moon
    Selune
 

Factions and Guilds

General factions

  • The Harpers
    The Harpers is an old organization that has risen, been shattered, and risen again several times. Its longevity and resilience are largely due to its decentralized, grassroots, secretive nature, and the near-autonomy of many of its members. The Harpers have “cells” and lone operatives throughout the known world, although they interact and share information with one another from time to time as needs warrant. The Harpers' ideology is noble, and its members pride themselves on their integrity and incorruptibility. Harpers do not seek power or glory, only fair and equal treatment for all.
    Harper agents are trained to act alone and depend on their own resources. When they get into scrapes, they don’t count on their fellow Harpers to rescue them. Nevertheless, Harpers are dedicated to helping one another in times of need, and friendships between Harpers are nigh unbreakable. Masterful spies and infiltrators, they use various guises and secret identities to form relationships, cultivate their information networks, and manipulate others into doing what needs to be done. Although most Harpers prefer to operate in the shadows, there are exceptions.
  • The Order of the Gauntlet
    Many paladins and clerics of Tyr, Helm, Torm, and Hoar have joined the organization, seeing it as—finally!—a way of making common cause against the evils abroad in the world. The Order of the Gauntlet is ready to lash out the moment evil acts, and not a moment before. When evil breaks laws, agreements, or commonly accepted codes of conduct, the Gauntlet strikes hard and fast, without waiting for the blessings of distant temples or the permission of rulers. Evil must be met in the field and smashed, or it will swiftly overcome all.
    The Order of the Gauntlet is a dedicated, tightly knit group of like-minded individuals driven by religious zeal or a finely honed sense of justice. Friendship and camaraderie are important to members of the Order of the Gauntlet, and they share a trust and a bond normally reserved for siblings. Like highly motivated soldiers, members of the Order of the Gauntlet seek to become the best at what they do and look forward to testing their mettle. There are few, if any, “lone wolves” in this organization.
  • The Emerald Enclave
    The Emerald Enclave is a far-ranging group that opposes threats to the natural world and helps others survive the many perils of the wild. A ranger might be hired to lead a caravan through a treacherous mountain pass or the frozen tundra. A druid might volunteer to help a small village prepare for a long, brutal winter. Barbarians and witches who live like hermits most of the year might defend a town against marauding orcs or barbarians. Members of the Emerald Enclave know how to survive, and more importantly, they want to help others do the same. They are not opposed to civilization or progress, but they strive to prevent civilization and the wilderness from destroying one another.
    Members of the Emerald Enclave are spread far and wide, and usually operate in isolation. They learn to depend on themselves more than others. Survival in a harsh world also demands great fortitude and mastery of certain fighting and survival skills. Members of the Enclave who dedicate themselves to helping others survive the perils of the wilderness are more social than others who are charged with defending sacred glades and preserving the natural balance.
  • The Lords' Alliance
    The Lords’ Alliance is a coalition of rulers from cities and towns across the Obscured Seas, who collectively agree that some solidarity is needed to keep evil (and wars) at bay. The rulers of Wittering, Maluma, and Deherin dominate the Alliance, and every lord in the Alliance works for the fate and fortune of his or her own settlement above all others. The agents of the Alliance include sophisticated bards, zealous paladins, talented mages, and grizzled warriors. They are chosen primarily for their loyalty, and are trained in observation, stealth, innuendo, and combat. Backed by the wealthy and the privileged, they carry quality equipment (often disguised to appear common), and spellcasters tend to have a large number of scrolls with communication spells.
    To seek out and destroy threats to their homelands, agents of the Lords’ Alliance must be highly trained at what they do. Few can compare to their skills in the field. They fight for the glory and the security of their people and for the lords who rule over them, and they do so with pride. However, the Lords’ Alliance can only survive if its members “play nice” with one another, which requires a certain measure of diplomacy. Rogue agents within the Lords’ Alliance are rare, but defections have been known to occur.
  • The Zhentarim
    The Zhentarim seeks to become omnipresent and inescapable, more wealthy and powerful, and most importantly, untouchable. The public face of the organization appears much more benign, offering the best mercenaries money can buy. When a merchant needs an escort for his caravan, when a noble needs bodyguards to protect her holdings, or when a city needs trained soldiers to defend its honor, the Zhentarim provides the best-trained fighting men and women money can buy. However, the cost of doing business with the Black Network can be high.
    The Black Network wants to make it necessary—and preferable, even—to deal with its members. It wants to secure, over time, an iron-fisted monopoly. Members must be the best—the cheapest, the fastest, and the most secure—at providing services and goods both legal and illicit, willing to lose coin if it means destroying a competitor, and securing profits from everyone they deal with, except when to do so would work against the Black Network's ultimate goal: to make everyone dependent on it.
    A member of the Zhentarim thinks of himself or herself as a member of a very large family and relies on the Black Network for resources and security. However, members are granted enough autonomy to pursue their own interests and gain some measure of personal power or influence.

Wittering-specific factions

  • The Xi'en Triads
    The Xi'en triads are feared among the Melting Pot and areas surrounding it. Working in the shadow, they strive to keep control of Little Xi'en and expand their business outside of the boroughs. The triad is divided into different chapters, each with their own leader, members, and customs. Most well known are the Song of the Soporific, the Song of Flame, the Song of the Jade Dragon, and the Song of the White Dragon.
  • The Family
    Families mean the world to a Halfling, and the families of the Kettlewhistle have become closely intertwined over the centuries through strategical marriages. The resulting amalgamation of alliances and blood bonds is now collectively called the Family, and they are known to cause trouble and keep order within the borough. Their goals differ for each family, but rumor has it that they want to obtain a Mask for themselves.
  • The Trinity
    Little is known about the Trinity, through rumors do float about in the Melting Pot.
  • The Hannya
    Little is known about the Hannya. A more recent arrival within Wittering, rumors have started circulating within the Hillclimb of extraordinary chances for up-and-coming actors.
  • The Ratcatchers
    Little is known about the Ratcatchers, though rumors do float about in the Hillclimb.
  • The Ghoul Court
    Little is known about the Ghoul Court, though rumors do float about in the Hillclimb and the Melting Pot.
  • The Patriots
    The Patriots are a cast of veterans turned actors, now performing plays of patriotic nature in their garrison/theater.
  • The Raven
    Originally a broadsheeth as many others, the Raven was banned after revealing the identity of a Mask. Nowadays, the Raven has gone underground and has taken on an increasingly revolutionary message.
  • The Brothers of Truth
    The Brothers of Truth are the keepers of the Great Vault and the Great Library.

Guilds

  • Anti-Arcane League
    Represents a small group of tinkerers, most of which Gnomish. They do not wish to remove magic, but ensure that its benefits are accessible to everyone.
  • Baker's Guild
    Represents those who produce and provide baked goods to the citizens of Wittering.
  • Carpenters', Roofers', & Plaisterers' Guild
    Represents the hard-working constructors of the city.
  • Cellarers' and Plumbers' Guild
    Represents those providing cellars and plumbing. No questions asked.
  • Chimneysweeps' Federation of Occupation
    Represents a loose group of (often rather young) chimneysweeps.
  • Cooper's Guild
    Represents the barrel-crafters.
  • Council of Farmer-Grocers
    Represents the local farmers and grocers. It's all organic.
  • Council of Musicians, Instrument-Makers, and Choristers
    Represents the most prestigious musicians and their supplementaries.
  • Dungsweepers' Guild
    Represents the dungsweepers. Keep the city surprisingly good looking. Service does not extent into the Undercity.
  • Fellowship of Bowyers and Fletchers
    Represents the archers, as well as fletchers and other supplementaries.
  • Fellowship of Carters and Coachmen
    Represents the coachmen and carters of Wittering.
  • Fellowship of Innkeepers
    Represents the inn- and tavernkeeps of Wittering, ensuring mutual success.
  • Fellowship of Salters, Packers, and Joiners
    Represents those skilled at preparing cargo for distant travel.
  • Fishmongers' Fellowship
    Represents the fishermen of Wittering.
  • Gentlemen Explorers' Club
    A rather elite society of 119 explorers. Funds and sets out on expeditions into the Obscured Seas.
  • Guild of Apothecaries and Physicians
    Represents the apothecaries, alchemists, doctors, and hospitals of Wittering.
  • Guild of Butchers
    Represents the butches and slaughterhouses.
  • Guild of Chandlers and Lamplighters
    Represents those ensuring that (most of) the streets of Wittering stay lit.
  • Guild of Fine Carvers
    Represents those skilled in the delicate art of carving and sculpting.
  • Guild of Glassblowers, Glaziers, and Spectacle-makers
    Represents those working with glass.
  • Guild of Harlots
    Represents the women and men of the night.
  • Guild of Stonecutters, Masons, Potters, and Tile-makers
    Represents those working with stonework of all kinds.
  • Guild of Trusted Pewterers and Casters
    Represents those working with pewter and other alloys.
  • Guild of Watermen
    Represents those working in the harbour, keeping the cogs running.
  • Jesters' Guild
    Represents the jesters of Wittering. Don't joke with these guys.
  • Jewelers' Guild
    Represents the jewelers and smiths working with precious metals.
  • Launderers' Guild
    Represents the launderers. It's not all white.
  • League of Basket-makers and Wickerworkers
    Represents those making baskets and other products out of wicker.
  • League of Skinners and Tanners
    Represents the skinners, tanners, and leatherworkers.
  • Loyal Order of Street Laborers
    Represents those that work out on the streets, building new roads and maintaining those existing.
  • Magus Illusory
    A small guild of illusionist magi.
  • Master Mariners' Guild
    Represents the private captains and merchant fleet owners.
  • Most Careful Order of Skilled Smiths and Metalforgers
    Represents the everyday smiths.
  • Most Diligent League of Sail-makers and Cordwainers
    Represents those crafting sails and ropes.
  • Most Excellent Order of Weavers and Dyers
    Represents those crafting and dying cloth and thread.
  • Order of Cobblers and Corvisers
    Represents those crafting footwear.
  • Order of Master Shipwrights
    Represents those constructing and repairing ships and other seaworthy vessels.
  • Order of Master Tailors, Glovers, and Mercers
    Represents those crafting clothing and other products out of cloth.
  • Royal Cartographers' Society
    Represents a group of cartographers, a dangerous business in the Obscured Seas and at times even Wittering itself.
  • Saddlers' and Harness-makers' Guild
    Represents those making saddles and harnesses for animals.
  • Scriveners', Scribes', and Clerks' Guild
    Represents those earning their keep with their skill with a pen.
  • Solemn Order of Recognized Furriers and Woolmen
    Represents the craftsmen of any products containing wool or fur.
  • Splendid Order of Armorers, Locksmiths, and Finesmiths
    Represents the most skilled smiths of Wittering. Capable of producing the finest work, be it locks or high-quality weaponry and armour.
  • Stablemasters' and Farriers' Guild
    Represents those holding, training, selling, and breeding horses and other riding animals, with the exception of griffons and other aerial steeds.
  • Stationers' Guild
    Represents the craftsmen of stationary, parchment, and velum.
  • Surveyors', Map-, and Chartmakers' Guild
    Represents the architects, urban planners, and the likes.
  • Tongawallah Guild
    A semi-official guild of the many peddlers and pushcart vendors on the streets.
  • Vintners', Distillers', & Brewers' Guild
    Represents those brewing wine, beer, or other liquors.
  • Wagon-makers' and Coach Builders' Guild
    Represents those constructing wagons and coaches.
  • Watchful Order of Magists and Protectors
    The largest and most powerful guild of mages and spellcasters. Whereas admittance is voluntary, those not joining will find themselves closely observed.
  • Wheelwrights' Guild
    Represents those constructing wheels and other such products.
 

Calendars, Festivals and Events

The Tides of Time

The City of Wittering uses the Tides, a calendar based on a year of 300 days divided over ten months. Each month consists of thirty days, divided into three ten day weeks called Tendays. The calendar is lunar-based, with a full moon ranging from the 14th through the 16th, and a new moon from the 30th through the 2nd. Winter ranges from Bleakening to Dawning. Spring ranges from Thawing to Planting. Summer ranges from Blossoming to Bearing. Fall ranges from Reaping to Wilting.
  1. Dawning
    The first month of the Tenmonth, its winds harsh and biting. The temperature averages around -2°C. Snow is common, and there's a chance of ice in the seas.
  2. Thawing
    The second month of the Tenmonth, the days are becoming noticeably longer, and the weather is slowly warming up. The average temperature lies around 4°C. The ground is thawing, rivers swell with meltwater, and common trade once again starts up.
  3. Planting
    The third month of the Tenmonth, with plants slowly sprouting. The average temperature lies around 9°C. Traditionally the month in which fields are tilled and crops are planted.
  4. Blossoming
    The fourth month of the Tenmonth, with plants blossoming and animals breeding. The average temperature lies around 14°C. The air is heavy with pollen, doing battle with the usual smells of the city.
  5. Longday
    The fifth month of the Tenmonth, harking the summer solstice. The average temperature lies around the 17°C. The days are long and pleasant, with occasional rainfall washing away the dust.
  6. Bearing
    The sixth month of the Tenmonth, with many plants carrying their crops. The average temperature lies around the 15°C. The first harvests are brought in, and fish are found aplenty in the surrounding waters.
  7. Reaping
    The seventh month of the Tenmonth, in which the harvest is brought in. The average temperature lies around the 11°C. The major harvests are brought in, and people start preparing for winter.
  8. Wilting
    The eight month of the Tenmonth, in which trees lose their leaves. The average temperature lies around the 6°C. The temperature is dropping faster, and rainfall and the occasional storm are common.
  9. Bleakening
    The ninth month of the Tenmonth, in which the days get shorter and the weather more overcast. The average temperature lies around the 1°C. Wild animals start seeking shelter, and occasional snowfall covers the land. as the temperature steadily drops.
  10. Shortday
    The tenth and final month of the Tenmonth, harking the winter solstice and the dead of winter. The average temperature lies around the -3°C. Snowfall covers the land for longer periods of time, and ice can be occasionally found in the seas, endangering shipping routes.
 

Festivals and Events

  • Dawning 1 – Wintershield
    Marking the start of the new year, this observance is a widely recognized day off work, when folk sip warmed ciders and broths (often laced with herbs for health and to bring on visions) and stay inside. They tell tales of what interested them or was important in the year just done, and discuss what they intend to do or should deal with - or things that everyone "should keep a hawk's clear eye on" - in the year ahead.
    Such talk inevitably leads to discussions of politics, wars, and the intentions of rulers. Maps are usually consulted, and it's widely considered lucky to possess and examine a map on Wintershield. Map sales are brisk in the tenday preceding this holiday.
  • Thawing 2 – Caravance
    This gift-giving holiday commemorates the traditional arrival of the first trade ships of the season into the city. Many parents hide gifts for their offspring in their homes, telling the children that they were left by Old Carvas—a mythical peddler who arrived with the first trade vessel to reach Waterdeep, his ship loaded down with toys for children to enjoy.
  • Thawing 14 – The Grand Revel
    Led by the clergy of Sune, Sharess, and Lliira, the Grand Revel is a day of dancing, music, and the consumption of sweet treats of all kinds, from chocolate to red firemint candies. Although some of the dancing is wanton and performed for show, large-scale ring dances in the street for all ages are also popular. All the dancing ends at dusk, after which bards and minstrels perform at "love feasts" for families. Couples - or those desiring to become couples - slip away together to kiss, exchange promises, and trade small tokens of affection (often rings blessed by clergy with prayers of faithfulness). Even if you have no paramour, indulge a little in the dance and food of this fine tradition. The night might be cold, but your heart will be warmed.
  • Thawing 25 – Stoneshar
    Stoneshar is an all-faiths day during which folk strive not to be idle. Even children at play are encouraged to dig holes, build sand castles, or construct crude models. Witterers consider Stoneshar the best day of the year to begin construction of a building, either by digging out a cellar or laying a foundation. The common wisdom is that folk who undertake new projects on Stoneshar can expect blessings upon their works in the coming year, whereas individuals who do nothing constructive on this day can expect all manner of misfortune to rain down on them in the year ahead.
  • Thawing 27 – Reign of Misrule
    Swift on the heels of Stoneshar comes the Reign of Misrule. This day honors Beshaba, goddess of misfortune. People of the city are expected to break trust, belie oaths, and disobey the normal order - as long as no laws are actually broken and no rift is made that can't be later bridged. During the Reign of Misrule, nobles serve meals to their servants, children take control of schools, priests give worship to their god's foes, and any who wish to may participate in a guild's trade. Pranks are played by and on many, from simple tricks to those requiring elaborate planning. Sundown brings an end to the festivities, and most folk spend much of the night cleaning and reordering things for the following day. Many visitors decline to participate, but doing so often inspires misfortune rather than avoiding it. For fear of catching the bad luck of cynics, citizens do their best to avoid talking to anyone known to not have played along, or dealing with them in any way for a Tenday.
  • Planting 1 – Rhyestertide
    This holiday is named in honor of Lathander's first prophet, Rhyester, a young blind boy who was cured of that blindness by the dawn's light on this day more than seven centuries ago. That holy event occurred in the vicinity of Maluma, but Lathander has long had a much larger temple in Wittering, and a following to match. Each of the faithful dons bright garb of sunrise hues and keeps one eye covered until the next dawn in honor of Rhyester. If you want to feel like a local, catch the eye of any celebrant you see and wink. Fine friendships have grown from far less.
  • Planting 7 through 10 – The Plowing and Running
    Rural areas around the city observe this holiday in the traditional sense of shared activities of plowing fields and moving (or "running") livestock. But within the city, the holiday is celebrated with a series of races. Foot, horse, and chariot races are run through courses in each ward, and the winners from each ward compete at the Field of Triumph. If you really want to see the wards come to life, this is the time. Pick your favorite, wear its colors, and cheer alongside its residents. Better yet, if you're of an adventuresome bent, register in your favored ward and compete! Who knows? Your name or visage might soon have a place in the House of Heroes.
  • Planting 21 through 30 – Fleetswake
    This festival celebrates the sea, maritime trade, and the gods of the sea, navigation, and weather. It spans the last tenday of of Planting, and includes a series of boat races, the Shipwrights' Ball at the Shipwrights' House, and guild-sponsored galas at the several festhalls. According to custom, the winners of the various competitions don't keep their trophies and earnings, but deliver them to the priests of the House of Many at the conclusion of the festival.
    The last two days of Fleetswake are the occasion of the Fair Seas Festival. During this time, there is much feasting on seafood, the harbor is strewn with flower petals, and City Guards go from tavern to tavern collecting offerings for Umberlee. Collection boxes also appear at large festival gatherings. Upon sunset of the final day, the collected coin is placed in chests and dumped into the deepest part of the harbor.
    This festival has existed in a number of forms since the first trade-meets occurred here more than two millennia ago, and an uncountable amount of wealth remains sunken in what has long been known as Umberlee's Cache. The area is closely watched by merfolk guardians, whose standing orders are to kill anyone attempting to disturb it. Rumors abound that the chests have magical protections; one story tells of thieves who stole some of the collection years ago and tried to leave the city under false pretenses, only to see a squall spring up as soon as their ship left the harbor. A huge wave shaped like a hand swept the thieves overboard, but spared the ship and its crew.
  • Blossoming 5 – Goldenight
    This festival celebrates coin and gold, with many businesses staying open all night, offering midnight sales and other promotions. Some celebrants and customers decorate themselves with gold dust and wear coins as jewelry.
  • Blossoming 10 – Leiruin
    In times long past, Waukeen caught Leira, the goddess of illusions and deception, attempting to cheat her in a deal, and buried her under a mountain of molten gold as punishment. A commemoration of that event, Leiruin is the day for guild members to pay their annual dues and for guildmasters to meet with the Masks and renew their charters for another year.
  • Blossoming 26 – Guildsmeet
    On this holiday, guild members gather in their halls for the announcement of new policies and a celebration of business concluded for the year. These gatherings culminate in a gala festival and dance sponsored by several guilds, which lasts from dusk till dawn and overruns the Wall's Shade Market, the Dockside Market, the Guildheart, the Field of Triumph, and many areas in between.
  • Longday 8 – Mirrorday
    The veil between this world and the faerie realm of the Feywild is thought to be especially weak on this day. Though this phenomenon provokes caution in rural areas (with folk avoiding woodlands, putting offerings of food on doorsteps, and the like), it is an occasion of much drinking, singing, and dancing in Waterdeep. The wealthy host elaborate masked balls, while poorer folk don costumes of their own make and travel door to door, gaining brief entry into the celebrations in exchange for performing a song or a short play. All adopt the guises of fey beings and the supposed rulers of the Feywild, such as Queen Titania, Oberon, and Hyrsam, the Prince of Fools. Those inclined to remain sullen in the face of such frivolity had best stay home, for celebrants do their utmost to evoke a smile from those they meet.
  • Longday 15 – Summer Solstice
    The longest day of the year, the summer solstice is celebrated by grand bonfires on the beach, open orations and speeches, and a lot of drinking. The bonfires serve in order to repel evil spirits, the smoke sending them away to faraway places that are not Wittering. The bigger the fire, the more spirits are frightened. To not light a fire is to invite evil spirits into your house. Naturally, the combination of drinking and large bonfires frees up some beachfront property every year.
  • Bearing 1 – Trolltide
    On this day commemorating the death of the venerable Tooffsmashr, children run through the city acting like trolls, banging on doors and growling, from noon till dusk. Home and shop owners are expected to give the children candy, fruits, or small items. Those who give no treat can expect to become the target of a trick at sundown. This mischief typically takes the form of "troll scratchings" at doors and windows. Those with more malicious intent sing screechingly in the wee hours, and hurl raw eggs at windows, signs, and the heads of those who try to stop them. Have some candy on hand or some sweet rolls, and all will be calm where you live.
  • Bearing 14 – Guildhall Day
    This day is a time of trade fairs. Most shops are closed, and street sales are suspended for all but walking food peddlers. Guildhall Day celebrates the fruits of everyone's labor with revelations of new products, innovations, fashions, and signage extolling the extent and quality of guild members' services and wares. These offerings usually take the form of glittering displays, but guilds sometimes also sponsor brief plays or other hired entertainments (jugglers, singers, magic shows put on by hedge wizards and professional raconteurs) at which prizes or free samples are distributed. Many guilds try to recruit during this time. Guildhall Day is an excellent time to browse the city's merchandise - and it doesn't matter if you can't afford what you see, because you can't buy it that day anyway.
  • Bearing 20 – Dragondown
    This day in Bearing is celebrated with bonfires and rituals to "tame" or "drive down" dragons. In Wittering, the celebrations take the form of parades that center around effigies built of wood and cloth and filled with straw. Each effigy is named and has a traditional depiction, for it represents one of a handful of dragons the city has faced in its history. After being paraded to a square near where the dragon was defeated or driven off, the enormous effigy is burned.
    The height of the celebration comes when the effigy of Kistarianth the Red is burned on the Wall's Shade Market. A dracolich version of Kistarianth is then carried up the slopes and burned as well. These proceedings symbolize the defeat of Kistarianth first by the paladin Khendren Cragsmere, and again decades later by his son, Gundren. Tradition dictates that the winners of the races run during the Plowing and Running take the role of the dragons' slayers, with the champion of the chariot race representing Khendren and the champion of the horse race playing Gundren.
  • Bearing 25 – Day of Kindling
    This day commemorates the birth of the city. The Field of Triumph is the site of illusory displays that chronicle the history of Wittering, as well as martial exhibitions by the Guard and other worthies. Many festhalls sponsor Day of Kindling costume contests, with prizes going to those who wear the best recreations of the garb of historical personages.
    Once banned as frivolous and distracting, the practice of veiling the Clearwater Palace with an illusion has been reinstated. Several mages come together to produce the effect, which seemingly transforms the castle into the ancient log fortress of the venerable Stormweather. The illusion typically lasts from midday to sunset (unless someone has the audacity and magical might to dispel it) and is regarded as a stunning work of magical art.
  • Reaping 3 through 5 – Sornyn
    Sornyn is a festival of both Waukeen and Lathander, and is used for planning business, making treaties and agreements, and receiving envoys from unknown lands and traditional foes. Much wine is drunk over this threeday occasion when, as the saying goes, "My enemy is like family to me." If you are a newcomer to the city, this time is an excellent opportunity for you to engage with new partners in business or to gain financial support for some endeavor.
  • Reaping 17 – Lliira's Night
    Originally a celebration held only in Wittering, this holiday has since spread to the other Refounded. It has received a recent boost in popularity from the custom started in Maluma of lighting celebratory smokepowder fireworks - all purchased from Felogyr's Fireworks of that city, and utilized only by the City Guard, of course. This nightlong festival honors the Lady of Joy with dances and balls throughout the city. Pink beverages, ranging from healthy juices to deadly strong intoxicants, are imbibed. The boom and crackle of smokepowder explosions go off all night long, so you might as well stay up with the locals and enjoy the show.
  • Reaping 21 – Day of Wonders
    The imaginative inventions of the Gondar are revealed on this day and paraded through the city. These devices range from something as humble as new cabinet hinges to massive mechanical constructs that walk or roll about. Failure is the paramour of invention, though, meaning it is a rare year when there isn't some notable disruption of the celebration. The flying chair of Marchell was one such recent oddity - a device that worked marvelously on the way up but was incapable of descending. Marchell was rescued by the Order of the Griffon, but his flying chair drifted away and was never seen again.
  • Reaping 30 – LIar's Night
    This holy day pays tribute to Leira and Mask. To placate those deities and ward away their attention, folk of all walks of life don masks and costumes (magical or mundane) to disguise themselves and play at being other than what they are. Commonly seen mask styles include the black mask symbol of Mask and the mirror face of the priests of Leira. But there are no bounds on the disguise you don, and the more elaborate and outlandish it is, the more celebrated the wearer.
    The festivities begin in the evening, when people place candles in hollowed-out gourds or pumpkins carved with faces. Each pumpkin represents a person donning a mask, while the light inside represents the truth of the soul. For as long as the candle remains lit, lies told and embarrassing things done don't sully a person's reputation, so celebrations often descend briefly into anarchic hedonism.
    Misfortune is said to come to anyone who returns to their pumpkin after celebrating to find it unlit, so buy a candle of good quality and put your gourd beyond reach of the wind. Intentionally blowing out someone else's candle or smashing someone else's pumpkin is taboo, and risks the wrath of both gods - yet it does occur.
    Tricks and pranks of all kinds are common on this night, and folk expect lies and foolishness. Pickpockets are rife on this day, so few carry much coin with them, having secreted it away somewhere the previous evening. Instead, people fill their pockets and belt pouches with candies. Traditionally, a pickpocket is meant to take the candy and leave a token in return (a tiny toy, a colorful paper folded into a shape, or the like), but this has changed over the years into adults exchanging candies among themselves and simply giving candy to children who ask for it.
    By custom, no deals are made nor contracts signed on Liar's Night, because no one trusts that parties will abide by them. Illusionists and stage magicians (whether through magical or practical abilities) make the rounds to entertain private parties (having been paid in advance the previous day) or to perform in public spaces, in the hopes that a good show will earn them a meal, and perhaps a place at a private party in the future.
  • Wilting 1 – Stormweather's Day
    Many small rituals are held throughout this day, dedicated to honoring the first Unmasked. The Masks toast the venerable Stormweather and the Watchful Order, and guildmasters toast the Masks in the venerable Stormweather's name. Commoners leave violets (Stormweather's favorite flower) around Stormweather's Tower, on his statue in the City of the Dead, and atop the altars of the House of Wonder. Bards perform songs in honor of the wizard all over the city. The Unmasked visits taverns and inns throughout Wittering to wish the people well - giving short speeches, offering toasts to Stormweather's memory, buying rounds of drinks, or paying for meals or accommodation. Needless to say, establishments of those sorts are generally full throughout the day.
  • Wilting 15 – Day of the Gods
    This holiday celebrates the many large and small deities worshiped in Wittering. Private shrines are brought out into the open, and many people wear holy symbols of their favored deities. Many odd rituals and customs normally done in the dark or in the privacy of the home can be observed on the Day of the Gods, especially by the worshipers of budding small gods. The large temples hold grand ceremonies and processions.
    At night, this holiday becomes solemn and serious, as many Witterers offer prayers in thanks for the lives they have under their gods. The Order of the Griffon sets up an immense bonfire in the middle of the Wall's Shade Market, honoring the living and fallen gods. In thanks for their ongoing defense and duty, the Day of the Gods is also a semiofficial "Be Kind to the Guard and Watch Day" in Wittering. Feel free to participate by handing out small gifts and kind words, but be aware that any gift of greater value than a few drakes might be interpreted as a bribe.
  • Wilting 21 – Brightswords
    On this day, the City Guard, the City Navy, and the City Watch - all in glittering array - conduct parades, give demonstrations of martial skill, and stage mock battles. Those desiring to join their ranks are given a chance to demonstrate their prowess, usually with wooden practice weapons in contests against veteran soldiers. Makers and vendors of weapons sell their wares openly in the markets, experts who can hurl or juggle weapons show off their skills, and the districts and boroughs compete in wrestling and boxing matches. The most anticipated part of the day is when horses are cleared from the Field of Triumph and the surrounding streets so that the Order of the Griffon can perform aerial displays over the crowds in the stadium. Members of the Watchful Order present the cavalry with illusory foes to fight, allowing the griffon riders to engage in thrilling battles as the people watch.
  • Bleakening 11 – Howldown
    In honor of Malar, members of the City Watch leave the city in groups on this day to hunt down known threats to farmers and travelers, including brigands, wolves, owlbears, ogres, and trolls that haunt the roads and wilderness. These hunts typically last no longer than a tenday. During the same span of time, the City Guard engages in its own rigorous hunt for malefactors within the city walls. If you've any reason to doubt your standing in the eyes of the law, avoid Wittering for at least a tenday after Howldown.
    With no real hunting to do of their own, the children of Wittering spend Howldown engaging in mock hunts of adults dressed up as monsters, and play at the killing of these predators.
  • Bleakening 15 – Selune's Hallowing
    On the night on which the moon is fullest, Witterers celebrate Selûne's Hallowing. The goddess is the focus of worship throughout the full phase, of course, but the major ceremony on this night is a parade of worshipers leaving the House of the Moon at moonrise and moving down to the harbor, where the high priestess wields the Wand of the Four Moons in a ceremony blessing all navigators. This holy relic is said to be the mace wielded by Selûne in her first battle against Shar. It was found centuries ago in the Undercity, and has since been the focus of many divine signs. You can view it in the House of the Moon at other times of the year, but only from a well-guarded distance.
    If you're lucky, you might see the Wand of the Four Moons weep. Droplets said to be the tears of Selûne manifest on the mace from time to time, and are collected by the priestesses for use in potions that can heal, cure lycanthropy, and be used as holy water.
  • Bleakening 20 – Last Sheaf
    Sometimes called "the Small Feast," this day of residential feasting is held in celebration of the year's bounty. Small gifts (traditionally hand kegs of ale, jars of preserves, or smoked fish and meats) are exchanged among neighbors, and "last letters" are gathered for carriage by ship captains and caravan merchants-so called because they are the last to leave the city before travel becomes difficult. Of Wittering's many celebrations, this one is perhaps the most relaxed and relaxing. Plan to spend a little extra on good food and enjoy a meal with those nearest you, be they dearest hearts or the folk across the hall in the inn.
  • Shortday 15 – Simril
    When dusk comes on the winter solstice, folk go outside to locate particular stars that were lucky for their ancestors, or that were associated with their own births. They then attempt to stay up through the night, celebrating outside with bonfires, song, and warmed drinks. Cloudy nights often draw larger crowds than clear ones, since glimpsing your star through the haze is thought to be a blessing from Tymora. Inside buildings, service folk keep roaring fires and engage in making food to keep celebrants fed throughout the long night and into morning of the next day. If you have no particular star of your own, you'll find many vendors of star maps willing to divine which is yours - based upon your place and date of birth - and to point you in the right direction for a Drake or two.
 

History

Geography

Progressively hilly towards the north and west, the further you go inland. Clearflow runs through the city, flooding certain areas permanently and others rarely. Within the walls the river is build in. Hightide has low areas prone to flooding. Cliffs around First Landing/Noble's Court, overlooking the lower walled areas.

Maps

  • Wittering Player Map
  • The Boroughs of Wittering
Alternative Name(s)
Capital, the First City.
Type
Capital
Population
197,941
Inhabitant Demonym
Witterers
Location under
Owning Organization
Characters in Location

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The Reign of the First Unmasked Stormweather

152 AO 215 AO

The First Unmasked Elkohar Stormweather was one of the oldest families upon the island, and beloved by his people. He led many of the early construction projects of Wittering.

  • 152 AO

    25 Bearing

    The Kindling of the Waystone
    Founding
  • 172 AO


    The First Centennial Survey of the Island of Wittering
    Discovery, Exploration

The Reign of the Third Unmasked Cragsmere

264 AO 278 AO

The third Unmasked Cragsmere was the first of the leading Dwarven family to gain the position, be it somewhat unwilling. The Dun Algaz outpost and road are among his greater works.

  • 272 AO


    The Second Centennial Survey of the Island of Wittering
    Discovery, Exploration

The Reign of the Fifth Unmasked Piiradost

323 AO 324 AO

The Reign of the Seventh Unmasked Cragsmere

352 AO 389 AO

  • 357 AO


    The Third Centennial Survey of the Island of Wittering
    Discovery, Exploration

The Reign of the Eight Unmasked Blackcloak

390 AO 564 AO

A reign steeped in legends, Halaster Blackcloak was a mage of extraordinary power that took the mantle of the Unmasked upon himself voluntarily. Many great works were started and completed during his long reign, with the most notable being the reformation of the legal system, the introduction of the tombs in the City of the Dead, and the founding of the Watchful Order of Magists and Protectors. Many stories and legends of Halasters deeds still circulate throughout the town, but none can give an answer to his sudden disappearance. Rumors persistently resurface of Halaster Blackcloak being sighted in the depths of the Undercity, and many believe in the legend of the eternal mad mage.

  • 482 AO


    The Fourth Centennial Survey of the Island of Wittering
    Discovery, Exploration

  • 564 AO

    3 Longday

    The Disappearance of Halaster Blackcloak
    Life, Trauma/ Loss

The Reign of the Tenth Unmasked Tooffsmashur

592 AO 620 AO

The tenth Unmasked Tooffsmashur was elected as a political ploy to appease two striving factions that had formed within the Masks. As a Mask, he was known to be a solemn and silent man, only nodding when agreeing to something. When elected Unmasked, he however turned out to be more Troll than anything else, and the solemn appearance was merely him sleeping in between the lunch and dinner breaks. Whereas he did not make a great Unmasked, he proved impressively tough. No other Unmasked has survived as many assassination attempts as the venerable Tooffsmashur.

  • 597 AO


    The Fifth Centennial Survey of the Island of Wittering
    Discovery, Exploration

The Reign of the Twelfth Unmasked Lathkule

627 AO 701 AO

  • 673 AO


    The Sixth Centennial Survey of the Island of Wittering
    Discovery, Exploration

The Reign of the Fourteenth Unmasked Cassalanter

752 AO 757 AO

The Reign of the Fifteenth Unmasked Stonebraid

758 AO 782 AO

  • 762 AO


    The Seventh Centennial Survey of the Island of Wittering
    Discovery, Exploration

The Reign of the Eightteenth Unmasked Esterlmer

835 AO 900 AO

  • 871 AO


    The Eight Centennial Survey of the Island of Wittering
    Discovery, Exploration

The Reign of the Twentysecond Unmasked Neverember

958 AO 984 AO

  • 979 AO


    The Ousting of Neverember
    Revolution

    Following widespread corruption and the embezzlement of half a million dragons, Dagult Neverember was exiled from the City of Wittering.

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