Tag: location

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  • The Shattered Isles

    The Shattered Isles are connected by railways stretching over the Void Sea. The only island not linked to the others is …

  • Barrowcleft

    Barrowcleft is the home to the laborers and Overseers of the [[Ministry of Provisions]] who attend the radiant energy farms of Doskvol. It is a dusty, rural district, with simple wooden buildings of only one or two stories and wide dirt roads to …

  • Brightstone

    Brightstone is home to many of the wealthiest and most influential citizens of Doskvol. Its streets are broad and paved, under bright electric lights; its canals are sparkling and clean, with perfumed water; its houses are all of fine, pale marble …

  • The Sanctorium

    The chief cathedral dedicated to the [[Church of the Ecstasy of the Flesh]]. It’s a towering edifice of buttresses and spires, originally commissioned by the Emperor during his last visit to Doskvol nearly 500 years ago. Devotees gather weekly to …

  • Unity Park

    A grand park, fountain, and roundabout featuring an enormous monument commemorating Imperial victory in the Unity War (or the War for Skovlan Independence, depending on who you talk to).

  • Silver Market

    A curated open-air emporium overlooking the North Hook channel. Named for its original use as the pimary marketplace for silver traders, it’s now host to luxury goods vendors of all sorts, including rare Iruvian silks, spices from the Dagger …

  • Bowmore Bridge

    This massive structure of bright white stone and shimmering metal-work is said to be the largest bridge in the Imperium. Luxury apartments and shops perch all along its length from Brightstone to Whitecrown.

  • Barrow Bridge

    One of several residential bridges in the city. The bridge is lined with homes, shops, and merchant stalls. Families of river-fishers work from ramshackle wooden huts along the banks on either side. They hunt the large and dangerous wild river eels …

  • Lightning Tower

    The lightning towers of Doskvol are marvels of electroplasmic engineering, requiring constant attention from the powerful Sparkwrights guild. The largest towers are over 400-feet tall and include their own internal generators to provide power to the …

  • Barrowcleft Market

    This open-air marketplace provides a place for the farms to sell fresh produce and goods made from their crops. Other related vendors have also sprung up here, including brewers and distillers, weavers, dyers, and goat breeders. The tough and close- …

  • Radiant Energy Farm

    The wondrous power of radiant energy allows crops to grow in the darkness of Duskwall. Life in the city depends upon these farms, so their delicate radiant lamps and irrigation systems are watched constantly by specially appointed deputies of the Watch …

  • Burgrave Estate

    The crumbling manor of Lord Anketin Burgrave. Supposedly one of the least haunted places in the district, powered by several illegal lines going from the nearby lightning tower.

    The manor has been built with a large observatory and labs …

  • Charhollow

    This crowded district is home to the bulk of the workforce of the city—servants, dockers, sailors, stockyard and eelery workers, cabbies, and so on. It's cheap, noisy, cramped, and sweltering from cookfires and hissing steam-pipes, but there …

  • The Sheets

    Washers, tailors, and seamstresses congregate in this neighborhood, filling the alleyways between the buildings with the billowing fabrics of their trade. A secret association of anarchists among the working class meets here to plot their schemes for …

  • Strangford House

    The grand, fenced estate of the powerful Strangford family perches on the hill of a private island overlooking Charhollow. Many who live in the district toil in Strangford's factories and workhouses, and few miss the chance to throw the evil eye in …

  • Kellens

    One of the oldest pubs in the city, with a dizzying selection of Skovlander ales and whiskeys. Rich and poor alike rub elbows here to enjoy the traditional food and music with their drinks, though recently, the pub has become the target of masked anti- …

  • The Old Forge Tavern

    An old pub with a large selection of Skovlan ales. It was claimed by Ulf Ironborn as his new headquarters and the landlord was pinned behind the bar with a massive pick at a warning to all who enter. Outside is an exotic tree from the Deathlands, which …

  • Lord Scurlocks Warehouse

    A warehouse primarily for use of [[The Old Forge Tavern]], there were some private owners who kept belongings here. One of the owners was Lord Scurlock, an alleged vampire.

    Vile caused a fire in this location, killing several gang members and …

  • Charterhall

    Charterhall is the site of the first major construction in the city, in the days before the cataclysm. The old wall upon which was built the first lightning barrier in the Empire still stands in partial ruin around the district. The area is now home to …

  • Charter Wall

    Along the ruins of the old walls are a sprawl of artist colonies. Bohemian lovers of music and sculpture, these students are typically patronized by a single individual or family who expect their charges to master their craft and make art for their …

  • Clerk Street

    The main avenue of the district is lined with imposing governmental structures of all sorts, all tucked behind high iron fences, patrolled by a mix of [[Bluecoats]] on the sidewalks and mounted Imperial cavalry on the grounds, largely ceremonial guards …

  • Jayan Park

    The great alchemist for whom this park is named contrived to formulate soil and seeds that could produce real, growing trees, without sunlight or radiant energy. They are horrifically toxic to all living things and must not be touched, but they still …

  • Charterhall University

     A dozen buildings have been converted into classrooms and dormitories for the students of this modest-seeming but nevertheless prestigious institution. The school's massive Sparkwright Tower, where experts of spark-craft are trained, looms …

  • Coalridge

    Coalridge is home to most of the machinists, industrial laborers and factories of the city. It’s cramped, soot-choked, and loud— spewing dense clouds of black smoke, showers of sparks and
    burning cinders. The old elevated train lines …

  • Coalridge Mine

    The site of the first permanent settlement at the river delta, the mine was originally built by the ancient Skov kingdom, who called it Doskovol—literally, "The Skov's Coal." The mine still operates over 1000 years later, though …

  • The Oal Rail Yard

    Before Gaddoc Station was built, this industrial rail yard was a center for commerce in the city. The Old Yard now serves only a couple heavy cargo trains daily, with many of its old rail cars rusted in place where they were abandoned.

  • The Ironworks

    The Ironworks is a sprawling collection of massive industrial workhouses. Cruel foremen drive indentured laborers around the clock to keep up with the massive production demands to replace and refit Leviathan Hunting ships as well as the need for goods …

  • Brickston

    The mostly densely packed residential area in Duskwall. Brickston is a cramped jumble of multi-story brick row houses, stacked one atop the other. Many of the toughest scoundrels of the underworld hail from here, learning the harsh lessons of survival …

  • Crows Foot

    Crow's Foot is a crossroads, merging many qualities of its neighboring districts: the illict vices of [[Silkshore]], the labor and trade of [[the Docks]], the poverty of [[Charhollow]], and the classic architecture of [[Charterhall]]. The district …

  • Crows Nest

    An ancient tower from before the cataclysm that has been a ritual sanctum, an astronomer's laboratory, and a Bluecoat watch post—before its current role as the headquarters of the district's chief gang, [[The Crows]].

  • Tangletown

    Hundreds of years ago, one of the massive Leviathan Hunter ships was partially sunk in the river. Since then, it's collected an attendant flotilla of tiny watercraft, all lashed together into a floating neighborhood. Tangletown is considered …

  • Strathmill House

    The lost children and unwanted orphans of Crow's Foot inevitably pass through the halls of Strathmill House. Some are cared for and trained for jobs at the docks or the workhouses of [[Coalridge]]. Others are quietly instructed in the arts of the …

  • Red Sash Sword Academy

    This large mansion has been converted into a training school for the Falling Star style of Iruvian sword play. [[The Red Sashes]], an Iruvian gang who run several luxury drug dens in the district, claim it as their HQ and cover operation for their …

  • The Leaky Bucket

    The classiest tavern in Crow's Foot. The proprieter, Mardin Gull, was a former gang member who retired. There's a fine selection of spirits behind the bar and some wisdom to be had for anyone willing to listen.

  • Bathhouse

    A public bathhouse. For a couple of slugs you can scrub the grime of the city off. This is also the place where several low-level illicit deals take place.

  • Bazaar

    A large but scrappy patch of land covered in several tarps and makeshift metal roofs. The market is made up of temporary stalls, all apart from a fortune teller's booth and a never-open stall which houses [[The Perishers]].


    The …

  • The Docks

    The docks of Doskvol are ancient, going back to the days before the cataclysm, when the area was just a small settlement where they could trade with the Skov kingdom without crossing the harsh North Sea. Today, some commerce has shifted to the new …

  • The North Hook Company

    This grand, old-fashioned estate house is headquarters for the oldest surviving shipping and naval exploration enterprise in the Imperium. The North Hook Company has a massive fleet of trade ships and is considered by many to be merely a private front …

  • Ink Lane

    This twisting back-street is home to many of the city's tattooists as well as several newspapers—who all share the cost of their inks in bulk. A fine place for gossip and rumors of all kinds.

  • Saltfords

    A squat stone building which houses one of the more notorious private banks in Duskwall. Being so close to the docks, Saltford's has faced many gangs of whiskey'd sailors that decided to turn to robbery as a new line of work, and defeated them …

  • The Menagerie

    A fenced off muddy field, dotted with rusting animal pens, water tanks, and gaudy signage. Sailors traditionally drop off any curious creatures they pick up in their travels, which Captain Rye, the strange proprietor, incorporates into his makeshift …

  • Boxing Ring

    An unnamed warehouse became a boxing ring for dockworkers to get out their aggression, then people started betting money on it. Any bodies are swiftly removed in gondolas to keep the Bluecoats ignorant of the practices which take place here.

  • Dunslough

    Dunslough is a ghetto for the destitute poor of the city, as well as the site of [[Ironhook Prison]] and its labor camp. Originally, the ghetto was a neighborhood for families of prisoners, but over the years, extreme poverty and neglect have worn it …

  • Ironhook Prison

    A towering metal fortress, where the worst (or most unlucky) criminals are incarcerated. The poorest are forced to work at Dunvil Labor Camp. The most well-connected prisoners manage a comfortable stay, and may even continue to run their criminal …

  • Dunvil Labor Camp

    Poor prisoners who can't afford to bribe the staff at Ironhook spend most of their days toiling at Dunvil Labor Camp, loading precious ores onto barges for the rail station and breaking the larger rocks hauled from the Mire.

  • Dunslough Ghetto

    The most destitute of the city end up in Dunslough, working the Mire for a pittance just to buy their daily bread. The city counts the space as "runoff" for the prison grounds, and does nothing to maintain it.

  • The Mire

     A massive mud-quarry pit, The Mire is the site of the impact of some ancient celestial body, which left behind a variety of precious ores and jewels embedded in the earth.

  • The Fighting Pits

    Some people are too far gone for boxing or any gentlemanly sport. Here, the survivors of Ironhook or the people with nothing left to lose gamble their lives for the entertainment of the rich and insane.

  • Nightmarket

    Nightmarket is a district dominated by commerce. Situated near [[Gaddoc Rail Station]], Nightmarket receives the bulk of saleable goods from the cargo trains that travel across the Imperium, bringing the exotic and rare to Duskwall. The citizens that …

  • Gaddoc Rail Station

    A gigantic rail station, the only legitimate way out of Duskvol for most people. The interior of the station has a small marketplace and vast engineering works to keep the trains going.

    Recently the entrance to the station has been destroyed …

  • Dundridge & Sons

    Considered by many to be the foremost tailor in Duskwall. The Dundridge family has provided the finest clothes and sartorial accoutrements to discerning citizens for over 300 years. Despite their legendary reputation, Dundridge's prices are very …

  • The Veil

    A luxurious social club known for its confidentiality and permissive policies regarding guests of arcane or unusual origins. Rolan Volaris, the proprietor and host, is a Tycherosi with an extremely unusual manifestation of his demonic blood: rather …

  • Vreens Hound Races

    The racing of specially bred hounds is currently in vogue among Doskvol's upper crust. A con man from the Dagger Isles calling himself "Master Vreen" swindled a small fortune from gullible investors to create 'the premier hound racing …

  • The Devils Tooth

     A tavern known for its "secret" menu of alchemical concoctions. Adventurous psychonauts may experiement with all manner of mind-altering (or spirit-altering) substances in the relative safety of Mistress Kember's comfortable …

  • Silkshore

    Criss-crossed by dozens of narrow canals, Silkshore is a district best navigated by gondola, as most visitors to this “red lamp district” do. The brothels, vice dens, food stalls, and exotic shops all perch at the waterside, ready to …

  • The Spark Grounds

    Beneath the crackling flares of a lightning tower, this open field draws crowds to watch the death-defying stunts of acrobats and circus performers, including the notorious “spark flyers” who soar in manned kites adorned with bits of metal …

  • The Ease

    The north part of the district is more easily navigated by gondola than by coach, and the dozens of entryways into the canals are flanked by shops and brothels advertising their wares with colored electric lights and flying banners.

  • Fogcrest

    A high, peaked hilltop crowded with rowhouses jammed within the maze of narrow stairways that constitute its “streets.” A bohemian community of artists, free-thinkers, psychedelic explorers, and philosophers.

  • Ankhayat Park

    This extravagantly landscaped space is the largest open area in the city, hosting many public festivals and events throughout the year. The Iruvian noble for whom the park is named keeps a falcon aviary and stable of fine horses at the park and …

  • Rooftop Market

    A place where the stranger items from Tycheros can be purchased. Run by Ojak, who claims to be able to smuggle anything out from his home country.

  • Six Towers

    This formerly prestigious district has faded over the centuries into a pale shadow of what it once was. The eponymous six towers were originally the grand residences of Doskvol's first noble families. All but two (Bowmore House and Rowan House) …

  • Rowan House

    One of the last of the original six towers, this antique building resembles an ancient castle from history books, complete with moat, draw-bridge, and arrow-slit windows. The powerful Rowan family rules their holdings from within the fortress, rarely …

  • Mistshore Park

    This dark and overgrown space overlooks the eastern branch of the river Dosk and the deathlands beyond. In old folk ballads, young lovers who could not be together would commit suicide in this park. Whatever the truth of it, the park is certainly …

  • Scurlock Manor

    The Scurlock family came to Duskwall centuries ago and was once a great force in the city, before some curse or calamity befell their line. This tumble-down manor house and tangle of vines is all that remains of their fortune. It's said that a …

  • Arms of the Weeping Lady

    This grand building, formerly an opera house, is now a soup-kitchen and bunkhouse for the destitute, run by the charity of the Weeping Lady. Locals use this landmark as the demarcation between the districts of Charterhall and Six Towers.

  • The Fitz Estate

    One of the homes of the collector known only as Fitz. He owns the ruined house opposite and temporarily stores acquisitions there.

  • Whitecrown

    Whitecrown sits atop a grand peak on the island across North Hook channel from the city proper. From this lofty height, the Lord Governor's stronghold oversees all, flanked by the grand estates of the most powerful nobility and the extravagantly …

  • Lord Governors Stronghold

    The Emperor originally commissioned this stronghold as a garrison for the Imperial Military stationed at North Hook prior to the invasion of Skovlan. It now houses the Lord Governor, their family, and governmental aides as well.

  • Doskvol Academy

    Hailed as one of the finer institutions of learning in the Empire, the school is most well-known as the instructional facility for the leviathan hunter captains and their senior officers. Training cruises for new recruits are conducted year round to …

  • Master Wardens Estate

    This gigantic, fortified manor is home to the Commander of the [[Spirit Wardens]] and is their primary training facility. It's said that some spirits are not destroyed at Bellweather—but are brought here instead for some unknown purpose.

  • North Hook Lighthouse

    This ancient structure has been converted into an electro-plasmic apparatus capable of providing a navigation beacon for hundreds of miles into the darkness of the void sea around Duskwall.

  • Spiregarden Theatre

    The premiere performance venue for the elite of Duskvol. Maestro Helleren has caused people to brave the rails from all over the Shattered Isles just to see a performance.