Welcome to Salvation, sailor!
SALVATION
The port of Salvation nestles in the towering ruins of an abandoned storm giant temple. Those who live here swear fealty to the stone giants of Haggard Rock.
Population: 823 (60% human, 25% dwarf, 15% other). Humans residents are typically shopkeepers or tradesmen. Dwarves belong to the jewellers' guild, and rotate in shifts between here and the Fathomdeep mining platform.
Government: Salvation is ruled by the Tulán, corrupted half-giant governor to the thane of Haggard Rock. His masters rarely visit, so the mariners' guild keep him in a state of drunken revelry - allowing them to get on with the business of running the town. Mikkel Shar is the current guild head; youngest ever to be appointed his station. While the Tulán is rarely seen beyond the walls of Fort Orison, Mikkel Shar is a well-respected face around town.
Inns and Taverns: The three-storied "Merrymeet Inn" slumps atop a fallen pillar near the docks, and is most popular among visitors. Locals prefer the raucous "Scrambler's Alehouse" on the quayside, or the dusky "Hanged Monkey Tavern". All three are cheaply priced, with plenty of rooms to spare.
Supplies: The guilds haven't gripped Salvation as they have in the larger cities. The mariners' and jewelers' guilds both hold offices in town, but all other business is unrestricted. Independent fishmongers, craftsmen and blacksmiths ply their trade from windows along the boardwalk, while visiting merchants sell direct from the decks of their ships.
Temples: Though Salvation has no temples, most dwellings have makeshift shrines to one or more of the main pantheonic gods. Townsfolk arrange their own communal worship, gathering at different houses to sing and pray.
Laws and Customs: A cadre of twenty guardsmen uphold the laws of the town, which are pretty simple: don't steal, beat or cheat. Relaxed trade laws mean even pirates and smugglers are tolerated, so long as they don't break the rules. If they do, the community is quick to rally against them.
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