ZONE 1: BROKEN CHAIN HARBOR
Function: Entry point, filtration layer, controlled chaos
Tone: Loud, wet, transactional, observant
Truth: Nothing enters the city unnoticed — only unquestioned
MICRO-LAYOUT (TACTICAL FLOW)
CLIFF WALL / CITY GATE
│
[CUSTOMS GATE]
│
┌──────────┼──────────┐
│ │ │
[SHIPYARD] [MAIN DOCKS] [TAVERN STRIP]
│ │ │
│ [CRANE YARD] │
│ │ │
└───────[NET MARKET]──┘
│
OPEN SEA
BUILDINGS & LOCATIONS
Building: The Salted Anchor – Tavern / deal hub
Short: Smugglers’ tavern disguised as a sailor dive
Long Description:
Built into a natural rock cavity reinforced with rusted iron ribs, the Salted Anchor is always dim, always loud, and always watching. Tables are bolted to the floor. The bar is chained. No one sits with their back exposed unless they want to.
Who is there:

- Karvos Redwake | Human | Male | 41 | Rogue 5 | owns half the secrets in the harbor | S:12 D:15 C:13 I:14 W:11 CH:16

- Mirael “Three-Coin” | Human | Female | 29 | Broker | negotiates high-risk contracts | S:9 D:13 C:10 I:15 W:12 CH:17

- Ymnaat | Human | Female | 22 | whore | expensive – discreet & observant | S:9 D:11 C:11 I:10 W:13 CH:15
Building: Chainhold Customs Gate – Military checkpoint
Short: The city’s throat
Long Description:
A double-layered iron gate reinforced with rotating chain locks. All cargo is inspected. Bribes don’t skip inspection — they only change the outcome.
Who is there:

- Drom Valka | Dwarf | Male | 86 | Fighter 6 | unyielding authority | S:16 D:10 C:15 I:12 W:14 CH:11

- Pell Arin | Human | Male | 33 | Clerk | tracks all entries obsessively | S:8 D:10 C:11 I:16 W:13 CH:12
Building: Rustwake Shipyard – Heavy repair yard
Short: Where ships are rebuilt or stripped
Long Description:
A brutalist industrial yard with elevated metal platforms over boiling runoff channels. Sparks fall like rain. Workers lose fingers weekly.
Shop Type: Ship repair, hull upgrades, weapon mounts
- Pricing: Expensive
- Rarity: High (military-grade components)
Vendor:

- Helga Ironspine | Dwarf | Female | 132 | Artificer 7 | perfectionist | S:14 D:10 C:16 I:15 W:13 CH:9
Building: Crane Yard – Cargo control
Short: Where everything is lifted, weighed, and tracked
Long Description:
Gigantic rotating cranes powered by furnace steam. Chains thicker than a man’s torso swing overhead. One mistake = death.
Group: Loadmasters Guild
They don’t own cargo — they control movement. That’s enough.
Building: The Drowned Ledger – Intelligence node
Short: Information broker shack
Long Description:
A rotting wood-and-metal structure above the waterline. Lantern always lit. People come alone. Leave faster.
Who is there:

- Velis Korr | Human | Male | 36 | Rogue 6 | sells verified truths only | S:10 D:14 C:11 I:16 W:13 CH:14
Building: Gutter Net Market – Illegal bazaar
Short: Black market between crates
Long Description:
Temporary stalls built from ship debris. Goods change hourly. No names used. No disputes settled twice.
Group: Peddlers of the Net
Sell:
- forged permits
- smuggled relic metals
- stolen ship parts
Pricing: Bargain → lethal consequences
Building: Ironhook Chapel – Dockside shrine
Short: Religion for the desperate
Long Description:
A crude forge altar where sailors pray before voyages. Offerings are metal, not coin.
Who is there:

- Brother Halvek | Dwarf | Male | 101 | Cleric 4 | believes the sea tests faith | S:12 D:9 C:14 I:11 W:16 CH:10
Building: The Chain Pens – Holding cells
Short: Temporary detainment for cargo… and people
Long Description:
Iron cages stacked vertically. Used for:
- illegal cargo
- prisoners
- “pending decisions”
Group: Port Enforcers
Brutal, efficient, not corrupt — just selective.
Building: Bilgewater Tunnels – Subterranean entry
Short: Hidden water access
Long Description:
Flooded tunnels under the docks. Some lead to the city. Some lead elsewhere.
Group: Tunnel Runners
Small, fast, silent smugglers.
FACTIONS (ZONE 1 SPECIFIC)
faction: Dockside Smugglers – Invisible logistics network
They don’t fight. They reroute reality.
Notable:

- Karvos Redwake | Human | Male | 41 | Rogue 5 | network anchor | S:12 D:15 C:13 I:14 W:11 CH:16
faction: Loadmasters Guild – Cargo control authority
They track movement, not ownership.
Notable:

- Brunn Kelt | Dwarf | Male | 97 | Expert | controls crane schedules | S:15 D:9 C:14 I:13 W:12 CH:8
faction: Port Authority – Military enforcement
Official power.
Notable:

- Drom Valka | Dwarf | Male | 86 | Fighter 6 | law incarnate | S:16 D:10 C:15 I:12 W:14 CH:11
ENCOUNTER MATRIX
| Trigger | Event |
|---|---|
| Arrive at docks | Inspection + questioning |
| Ask wrong question | Followed by smugglers |
| Stay too long | Approached with a job |
| Flash wealth | Targeted by thieves |
| Investigate tunnels | Disappearances |
HIDDEN CONNECTIONS
- Karvos ↔ Velis → info pipeline
- Mirael ↔ Sky Dock captains → contracts flow upward
- Loadmasters ↔ Military → silent cooperation
- Tunnel Runners ↔ Furnace V (UNKNOWN LINK)
