Seawall Summit
Seawall Summit rises from the spray of Glasswater Bay like a jagged tooth. The lower district is a chaotic sprawl of salt rotted wood and barnacle crusted piers where trade never sleeps. Steep, winding paths climb the limestone hills to the upper town where stone manors and slate roofs offer a quiet sanctuary from the brine. This vertical divide defines every interaction, separating the wealthy elite above from the weary laborers who toil below.
Seawall Summit
- Population
- 1,200
- Rule
- High Proctor Vane
- Wealth
- Moderate wealth with…
- Defence
- High
Overview
Seawall Summit rises from the spray of Glasswater Bay like a jagged tooth. The lower district is a chaotic sprawl of salt rotted wood and barnacle crusted piers where trade never sleeps. Steep, winding paths climb the limestone hills to the upper town where stone manors and slate roofs offer a quiet sanctuary from the brine. This vertical divide defines every interaction, separating the wealthy elite above from the weary laborers who toil below.
Atmosphere
A heavy mist often clings to the lower wharf while the upper cliffs enjoy a sharp, cold clarity. There is a palpable tension between the damp, claustrophobic alleys of the docks and the breezy, stone paved squares of the high ridge. Conversations stop when strangers walk by, and the sound of the lighthouse bell at midnight signals a town-wide retreat behind locked doors.
Culture
- The Provider (Goddess of Trade)
- The Deep Warden (Forbidden Sea Cult)
Humans, Dwarves, Gnomes
Economy
Alchemical Processing, Wharf Logistics, Ship Repair
Glow Kelp extract, Refined salt, Hardened timber
Luxury silks, Inland grain, Raw iron
Geography
Ways in and out
Places to see
- The Silent PillarAn ancient, brine stained obelisk at the center of the wharf that is said to vibrate before a major storm.
- The Winding StairA grueling three hundred step stone staircase that is the only physical link between the social classes.
Power
2 factionsGovernment
Laws
Trouble
- The Tithing of the DocksLaborers are disappearing from the wharf at an alarming rate. Vane knows these people are being taken as part of an ancient blood debt to keep the seas calm, but he cannot stop the process without destroying the town’s harbor and economy. He is currently being blackmailed by Silas Vance to keep the sacrifices moving quietly.Involves
High Proctor Vane, Silas Vance, Dockmaster Hobbs
Factions
- The Silver GullsMerchant GuildA ruthless consortium of traders who believe profit is the only law worth following. They are currently pushing the Council to expand the Lighthouse Inn warehouse.GoalsTo privatize the wharf and replace the Night Watch with their own mercenaries to control all smuggling.Allies
Silas Vance
RivalsThe Night Watch
- The Night WatchTown MilitiaA group of weary, underpaid locals led by Dockmaster Hobbs. They are caught between the angry populace and the secretive Council.GoalsTo maintain peace and keep the lower town from rioting while investigating the disappearances.Allies
Clara Hobbs
RivalsThe Silver Gulls
Defences
- The Limestone Wall surrounding the upper town
- Two coastal ballistae positioned on the ridge
Law and order
People and places
7 entriesCouncil LeaderHigh Proctor Vane Human Male
A man in late middle age wearing heavy brocade robes that seem too warm for the seaside humidity.
Wharf ManagerDockmaster Hobbs Human Male
Broad shouldered with a face like weathered leather and a heavy iron key ring always at his hip.
Alchemist ShopThe Silver Scale Alchemical Kept by Elara Mizzens
A cramped, three story building built into a natural cave in the hillside. The air inside is thick with the scent of ozone and drying seaweed. Beakers of neon green liquid bubble softly on iron grates, and the floor is covered in strange, salt stained blueprints.
ShipwrightBarnaby's Hull and Mast Kept by Old Man Barnaby
A massive open air workshop on the northern edge of the wharf. The sound of rhythmic hammering echoing against the cliffs is constant. Half finished skeletons of trading cogs loom like beached whales under the grey sky.
TavernThe Lighthouse Inn Kept by Silas Vance
An opulent, stone building perched on a mid-level ridge. Its large windows offer a panoramic view of the bay. The interior features velvet curtains, mahogany tables, and a roaring central hearth that stays lit even in summer to combat the dampness.
TavernThe Brass Monkey Tavern Kept by Kaelen Thorne
A low ceilinged, barnacle encrusted den located directly under the main wharf. When the tide is high, seawater sloshes against the floorboards. It is dim, loud, and smells perpetually of stale ale and wet wool.
General GoodsThe Cliffside Emporium Run by Clara Hobbs
The largest shop in the upper town, selling everything from silk rugs to navigational tools. Its wide balconies overhang the ridge, allowing for easy crane delivery of heavy goods from the path below.
Events
Lately
- A strange green phosphorescence has appeared in the harbor waters.Ships are refusing to leave after dark, stalling trade and increasing tensions in the Brass Monkey.
Calendar
- 1st of AutumnThe Festival of the First WaveA day of masks and dancing on the piers to celebrate the Great Stilling and pray for continued calm.The twist · GM only
History
The town began as a smugglers' cove until the Seawall family erected the High Keep to tax the trade lanes. History books celebrate the Great Stilling of 1402 when a massive tidal wave miraculously retreated without damage, credited to the Proctor’s piety. However, the private logs of the first Dockmaster hint that a living price was paid to the deep to keep the waves at bay. That debt is now coming due.
- Early SettlementThe Raising of the High KeepStone was hauled from inland quarries to create a fortress on the cliffs, establishing the class divide that exists today.
- The Stilling EraThe Great StillingA rogue wave that should have wiped out the wharf stopped ten feet from the pier, marking the start of the town's unnatural prosperity.
- The Current YearThe Vanishing of the Night WatchA whole patrol vanished from the docks in a single night, leaving only their wet boots behind on the wood.
Secrets
1 secret · 3 rumours- Secret 1 · GM only
Rumours
Plot hooks
2- 1The Silent ShiftDockmaster Hobbs offers the PCs a large sum to cover the night watch for three nights. He claims his men are just sick.
Guard Duty · Starts with Dockmaster Hobbs · Reward: 500 Gold Pieces and a pair of Boots of Elvenkind.
- 2A Bitter BrewElara asks the party to steal a shipment of 'Sea Lilies' from the Lighthouse Inn warehouse that she says she needs for medicine.
Extraction · Starts with Elara Mizzens · Reward: A set of customized alchemical bombs and a permanent discount.
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