The Town of Duskmire
"it'sa strange town, that Duskmire. An ol' port that's expanded well past it's ol' walls. Why I even hear half of them duskies are livin under the water! Can't imagine there's too much t' look at under there though. Whole lotta muck, what it bein' on a flooded salt marsh n' all." - A Random Citizen.
Demographics
Percentage Breakdown of various races:
%20 Eldritch (Deep Ones, Shoggoths, Starspawns, etc.)
%20 Waterfolk (Tritons, Locathah, Merfolk, Simic Hybrids, etc)
%15 Werewolk (Werewolves, Werebears, Shifters, etc)
%15 Undead (Vampire, Dhampirs, Hexbloods, Reborns/Revenants, etc.)
%15 Humanoids (Humans, Elves, Dwarves, Orcs, Halflings, etc)
%10 Awoken Animals (Cats, wolves, animals that can speak and interact as if they were humanoid)
%5 Other
%20 Eldritch (Deep Ones, Shoggoths, Starspawns, etc.)
%20 Waterfolk (Tritons, Locathah, Merfolk, Simic Hybrids, etc)
%15 Werewolk (Werewolves, Werebears, Shifters, etc)
%15 Undead (Vampire, Dhampirs, Hexbloods, Reborns/Revenants, etc.)
%15 Humanoids (Humans, Elves, Dwarves, Orcs, Halflings, etc)
%10 Awoken Animals (Cats, wolves, animals that can speak and interact as if they were humanoid)
%5 Other
Government
Duskmire is lead by Mayor Blorth, a Cthulhi who's been around much longer than they'd readily admit. They founded this town back in 1920, built it from the ground up with nothing but they're several tentacles, their partner, Kralsh, and a whole lot of elbow-grease. They built it to be a safe place to raise a family, and soon it became a safe haven for far more than them.
Mayor Blorth runs this town diligently, and does their best to make sure the townsfolk are heard, and their needs met. While they're by no means a perfect mayor, they like to think they're doing ok by most folk. Laws change semi-frequently, but here's a running list of some of the important ones, in no particular order:
Mayor Blorth is beginning to feel a little desperate, and is putting out advertisements near daily in an effort to wrangle in a new team. But after what happened to the last ones... People are reluctant to step up to the plate.
Mayor Blorth runs this town diligently, and does their best to make sure the townsfolk are heard, and their needs met. While they're by no means a perfect mayor, they like to think they're doing ok by most folk. Laws change semi-frequently, but here's a running list of some of the important ones, in no particular order:
- No strict legal age for drinking alcohol. Schools and parents are encouraged to teach their children to be safe about it still.
- The recreational use of weed is legal for those 20 and older.
- Vampires, Werewolves, and other night walkers are permitted to hunt from dusk til dawn. Citizens are reminded to stay indoors, and to remove welcome mats, unless they want a visit.
- Creatures that prey on blood and energies are strongly encouraged to do so responsibly, by not over-draining their victims and leaving them alive.
- The waterfolk are to be treated with respect, their kind's played a big part in helping keep this city from sinking, literally and figuratively.
- The unconsented turning of an individual into a supernatural creature, such as; (but not limited to) werefolk, vampire, spirit, or eldritch abomination will not be tolerated and is a punishable offense. The individual responsible for the turning could face charges, and jail time. As well as having to cover the costs of reversals on the individual that has been turned.
- Teleporting, phasing, plane hopping, or any other means of getting into private property supernaturally falls under trespassing laws, and will be dealt with accordingly.
- Full Moon warnings will be issued a week prior, so werefolk and other citizens have time to make what arrangements they deem necessary.
Mayor Blorth is beginning to feel a little desperate, and is putting out advertisements near daily in an effort to wrangle in a new team. But after what happened to the last ones... People are reluctant to step up to the plate.
Defences
Clan Silverspire
Detective Agency
Industry & Trade
Duskmire's main export is wild-caught fish, the waters surrounding the town are flourishing with aquatic life. Fishing vessels practice sustainable fishing, and always come back with fruitful hauls.
Surprisingly, their second biggest export is honey! Seeing as bee farms take up little space, a lot of the locals have taken up the hobby and have turned it into a profit for the whole town.
They also export a unique substance known as Shellrock, the export of this is heavily controlled by the mine owners, as it's uses can be very powerful. They already have problems with this material getting into the wrong local hands, so a lot of those involved in the procuring of shellrock attempt to be diligent in what is exported past Duskmire's waters.
They import nearly everything else, being an off-shore town, they've little space for large farms and greenhouses, no forests for timber, nor mines for stone.
Infrastructure
to be added
Districts
Town Square
Silverspire
Heartmoon Hall
College Campus
Merriweather Corner
- The Cistern
Assets
Simple Shipwrights
Run by two deep one sisters that inherited their business from their father. If you need a ship built, or need repairs, they're the best in town to call. Frankie's Fishery
Frankie is the locathah that runs the place with his large family. They are a solid team of fishermen and divers, making them one of the top providers of seafood in Duskmire. Art of Gold
This quirky shop is run by several artisans, with indoor booths to sell their handmade collections, be it jewelry, clothing, accessories, soaps, perfumes, and more! A one stop shop for unique gifts for any occasion. The Gilded Scroll
A shop full of enchanted items, magic scrolls, and other such artifacts curated by a local triton by the name of Lorenzini. Recently, he's partnered with Edenberry the Small. Carpentry by Carlos
Carlos learned woodworking from his grandfather, and has been carrying on the tradition ever since. If you need something built, this is the person to call! He runs the shop mainly by himself. But occasionally has Locke 'Golden Eyes' Arlin 's daughter work with him when his dad is off shore. Sword in the Stone
The local blacksmith. Mostly sells tools, fixings, and other metal works. But they can meet the needs of the occasional armor and weaponry forging requests as well. Sweet Baby Sithis
The local candy store!! Run by a single mother tiefling who started the shop to give her special needs kids a job they could do. Most of the candy is made in-house, and the rest is usually imported from beyond Duskmire's waters. Lilypad Plaza
The local grocery market! From locally grown produce and premade meals, to imported goods. There's bound to be something here for anyone's tastes! Fernando's Fish N' Chips
A small eatery that specializes in classic battered fish and fried potatoes, as well as other deep-fried seafood favourites. Coconut shrimp anyone?
Locke 'Golden Eyes' Arlin and Elner are banned from this establishment. It is currently closed until further notice until Fernando can get repairs done after a recent brawl that happened during Sigen's full moon. Duskmire Imports
Duskmire imports a lot of its goods, and this is the main spot they pass through. A lot of it gets moved around town from here, but they also sell a few of the imported supplies directly from this outlet. Sendoffs and Salutations
Death comes for us all eventually - even the more long lived species in Duskmire. Sendoffs and Salutations is your the local solution for end-of-life orders. While there's not a whole lot of space for burials, this funeral home can offer cremation, or Viking-style sendoffs for the deceased. Franny's Family Diner
A family-style diner where anyone of any age is welcome at the table. Catering services and party rooms are available.
Run by two deep one sisters that inherited their business from their father. If you need a ship built, or need repairs, they're the best in town to call. Frankie's Fishery
Frankie is the locathah that runs the place with his large family. They are a solid team of fishermen and divers, making them one of the top providers of seafood in Duskmire. Art of Gold
This quirky shop is run by several artisans, with indoor booths to sell their handmade collections, be it jewelry, clothing, accessories, soaps, perfumes, and more! A one stop shop for unique gifts for any occasion. The Gilded Scroll
A shop full of enchanted items, magic scrolls, and other such artifacts curated by a local triton by the name of Lorenzini. Recently, he's partnered with Edenberry the Small. Carpentry by Carlos
Carlos learned woodworking from his grandfather, and has been carrying on the tradition ever since. If you need something built, this is the person to call! He runs the shop mainly by himself. But occasionally has Locke 'Golden Eyes' Arlin 's daughter work with him when his dad is off shore. Sword in the Stone
The local blacksmith. Mostly sells tools, fixings, and other metal works. But they can meet the needs of the occasional armor and weaponry forging requests as well. Sweet Baby Sithis
The local candy store!! Run by a single mother tiefling who started the shop to give her special needs kids a job they could do. Most of the candy is made in-house, and the rest is usually imported from beyond Duskmire's waters. Lilypad Plaza
The local grocery market! From locally grown produce and premade meals, to imported goods. There's bound to be something here for anyone's tastes! Fernando's Fish N' Chips
A small eatery that specializes in classic battered fish and fried potatoes, as well as other deep-fried seafood favourites. Coconut shrimp anyone?
Locke 'Golden Eyes' Arlin and Elner are banned from this establishment. It is currently closed until further notice until Fernando can get repairs done after a recent brawl that happened during Sigen's full moon. Duskmire Imports
Duskmire imports a lot of its goods, and this is the main spot they pass through. A lot of it gets moved around town from here, but they also sell a few of the imported supplies directly from this outlet. Sendoffs and Salutations
Death comes for us all eventually - even the more long lived species in Duskmire. Sendoffs and Salutations is your the local solution for end-of-life orders. While there's not a whole lot of space for burials, this funeral home can offer cremation, or Viking-style sendoffs for the deceased. Franny's Family Diner
A family-style diner where anyone of any age is welcome at the table. Catering services and party rooms are available.
Guilds and Factions
Clan Heartmoon
- Care-free, adaptive, disorganized. (Like a burning man festival with slightly less drugs) Run by Moonray Heartmoon. Hippies would be an accurate summation of this clan. Formed when a few of the youth of Clan Silverspire got fed up with the strictness and said fuck it we'll make our own clan! with blackjack and hookers! This clan is open to anyone, be they a werewolf or any unturned kin they might have. Everything is very loose, with minimal structure. The only mandates of the clan is not to hunt anyone within their district, or Silverspire's district as they want to prevent rifts between clans and members from deepening. As well as respect the lifestyles of other clanmates. Here you can embrace your lycanthropy whichever way you're most comfortable. Be you human, beast, or somewhere in between.
- Sophisticated, traditional, and dutiful (also gate-keeping but they won't admit it) Run by Alphaeus Silverspire. They see themselves as more man than beast, and use their lycanothropy as if it were a tool in their arsenals. They are formidable foes. While loyal, and protective of their own. The wolf is a gift, and only those who have earned favour with the clan leaders may be granted it. Only the strongest may pass on their blood, in order to keep the pack in top-notch condition. Those of the clan are seen as human first and only. They train for complete control of their form, like a hunter commanding their hounds. To be in your werewolf form outside of training, hunts, or your forced full moon transformation is seen as taboo and frowned upon.
- A multi-generational coven of Vampires, who moved into town while it was still being built, staking a claim on part of the land for themselves. The head of the coven is Vincent Merriweather and the members are all his family, both biologically so and also symbolically, for those he's turned. The more seasoned vampires don't leave their abodes all too much save for get-togethers at the local club, Lestat Rosé, to initiate new members and share some batty gossip. The younger and more spritely of the coven are nearly always at the same club, using it as a dance lounge and easy feeding spot.
- They've taken residence in one of the church-like buildings and have turned the space into a vast library of hand-documented knowledge that the order has obtained, both from the people of Duskmire, but firstly and foremost through the care and attention they've devoted to a particular species of moth known as The Eldermoths insectoid like immortal creatures with knowledge of the younger days of the cosmos and more.
Most members of the order are older folks, wanting to write and procure their own stories to store within the halls of this unique library, hoping to achieve a sort of sense of mortality themselves with their words living on long after they do. It's become colloquially known as 'the order of the old folks home' by some of the youth around Duskmire.
- Within the world that Duskmire resides in, people hold three major spirits in reverence, the sun serpent, water dragon, and the moon child, referred to commonly as The Trinity. The brotherhood are a collective of clerics, sorcerers, wizards, and paladins that all tap in to the power of these spirits to hone their magic. Using the temples as amplifiers to commune with them and recharge.
There's a wide age range of members, but the majority of the people who reside at the temple long-term are mostly young adults. Using the unique space as a group home where they make all the rules. Like a holy frat house, essentially.
History
Points of interest
Commerce:
Town Hall:The political heart of Duskmire. This large building is a one-stop-shop for any sort of official business in town. Do your taxes, get your licenses in order, get permits, and have meetings with the mayor all in one spot! There's a farmer's market that sets up out front every Jutistar, Tulistar, and Valistar. (Sunday, Tuesday, and Saturday) Bank of Duskmire:
Your best (and only) option for your banking needs! The vaults are heavily guarded - and what they're guarded by is a heavily guarded company secret. Rest assured, your investments are in good hands.
Education:
Tide Pools Daycare:A life of learning starts with the very young. Tide Pools Daycare is joint funded by both Clan Silverspire and the Merriweather Coven. It's well equipped to handle and care for whatever child comes in those doors. Duskmire Elementary School:
For teaching budding young minds and giving them the opportunity to build skills that'll help them throughout life. The school features a gated entryway and a closed courtyard, for the privacy and protection of the younglings. Duskmire Public Highschool:
Further guidance and learning as young students blossom into adolescence, preparing them for life in the working world, or for further education. This highschool features a closed courtyard, full gymnasium, and is built up along several floors. Working the best it can with the limited space of the island. Duskmire Community College:
Offers a plethora of post-secondary education options. The campus is rather maze-like and can be hard to navigate. There's on-campus housing on the upper levels, above the mess of corridors and classrooms. This area is also home to the historic lighthouse.
Health and Security:
Mama Grey's:If something ails you, you'll find your remedy at Mama Grey's. The ground floor features a doctor's-like office, and Mama Grey herself resides in the upstairs apartment. A talented and well-studied healer. This arch-cleric can treat just about anything, and if she can't, she'll find a way. She and her several apprentices are the main source of medical care in the town. They try their best to be quick, but lengthy wait times are still expected. Heartmoon Medical Tent:
Mama Grey's isn't the only place to seek medical treatment. The Medical Tent in Heartmoon Hall isn't as well established and not as outfitted for major medical issues, but they do what they can. The tent is open to anyone, not just members of Clan Heartmoon. Another way that the clan tries to keep up good ties with the town. The treatments here lean more towards the traditional and holistic. Relying more on herbalism and other naturally derived remedies. Duskmire Detective Agency:
Abbreviated to the DDA, this agency used to be the main law enforcement in town, but ever since the events of the Silverspire Tragedy it became defunct and the building boarded off. Recently however, the agency has been reinstated, with Miguel David Arrubal now presiding over it.
Tourism
Places to Stay:
The Wayward Hotel:A hotel run by a talking cat by the name of Lavinia. She inherited the hotel after her master, and the previous owner mysteriously passed away. It's a cozy destination, and she runs a tight ship, and doesn't appreciate any rowdiness in her establishment. Noisy guests have been known to be silenced quickly, and sometimes never heard from again.
Locke 'Golden Eyes' Arlin is banned from this establishment. The Weary Traveler
An inn and bar, the nightly accommodations are free, and the food is nothing to be desired, but if you're down on your luck and wanting in from the cold, this is the place to be. The owners intentionally hire the homeless around Duskmire, in exchange for a room and a modest pay, with the intentions of helping them get back on their feet. Elner was once a resident here. Duskmire Community College Residence:
During the month of Reverie, the school year is over, and during this time the college offers empty residence rooms as hotel rooms in order to generate a bit of income during the off season. Students that stay on campus during this are often hired to be maintenance staff. Death Dancer's Row:
A tight corridor of small motel rooms in Merriweather Corner, owned and operated by the folks behind Lestat Rosé, for the party goers and those looking for a private place, this is your ideal spot. Many of the reviews say the walls are quite thick and soundproof, so if your next door neighbour is having a rager, don't worry, you'll still be able to sleep like the dead.
Places to Eat:
Stormwatch Bistro:A popular family owned restaurant in Duskmire. The dining area is all covered patio, allowing guests to sit and enjoy the frequent rainfall in comfort. Because of this though, the place is only open for dining during the warmer months of the year. During late fall and through winter, they're strictly a takeout and delivery joint. Nightwalker Cafe:
A cafe run by two reborns, open 24/7 and sports a curious culinary experience with many minor magical desserts and other goodies. Pop on down and try a bite! It's sure to surprise. Huck's Waffle House:
Open 24/7, rain or shine, come hell or high water. The food's ok, but the most impressive thing is the commitment to being open even if there's gale force winds and 40ft waves crashing along the city boarders. Franny's Family Diner
A family-style diner where anyone of any age is welcome at the table. Catering services and party rooms are available. Sweet Baby Sithis
The local candy store!! Run by a single mother tiefling who started the shop to give her special needs kids a job they could do. Most of the candy is made in-house, and the rest is usually imported from beyond Duskmire's waters. Lilypad Plaza
The local grocery market! From locally grown produce and premade meals, to imported goods. There's bound to be something here for anyone's tastes!
Places to See:
Lestat Rosé:A club run by, and for vampires and other nightwalkers and bloodsuckers. Some of the more aged and old fashioned vampires use the space to host weekly coven gatherings. The more youthful of the local vampire population use it as a dance club. The pumping music, bewitching atmosphere and hints of danger lure in chic young patrons for easy meals. Historic Lighthouse:
This lighthouse has been decommissioned, but there's now a touristy gift shop and museum inside it. It's mostly run by students of the college, looking for part-time work as a means to subsidize their tuition. Temple of the Trinity:
The Trinity - The three elemental spirits that hold dominion over the important celestial bodies that orbit the world, and the life-giving waves that lap at its many shores. This is a place of worship, to show respect and potentially make connections with the trinity. The center tower contains several large mechanisms to act as a spiritual magnifier, in order to achieve stronger connections during prayer and ceremonies. Mothwing Sanctum:
A large church-like building on the outside, but looks more like a library on the inside. This is where the Order of the Elder Moth resides - here they care for, and seek out what knowledge they can from the collection of the rare, immortal moths of which they've named themselves after. Town Hall Clock Tower
Duskmire's new clocktower! The clock's face is made up of Shellrock , and its numbers and hands made of cast iron. Displaying a deep one on the hour hand, and a human on the minute hand, in representation that despite the fast difference in lifetimes here in Duskmire, everyone helps push the town forward into a beautiful future.
As recently as it was open to the public - access to it has now been closed due to an ongoing investigation. Heartmoon Communal Area
A lavish and well kept garden with a clover lawn in the center surrounding a large bonfire pit. Here's where the social butterflies of the clan like to hang out during the day, and where the occasional celebration or ceremony is held. This space is public access unless otherwise specified (usually if there's a private event going on - but these are rare!) Rave-like parties are held during full moon nights, the clan leader Moonray Heartmoon believes music soothes the savage beast, and so far, these parties during forced transformations seems to work to keep the unruly creatures within clan walls and not on the streets potentially harming other citizens.
Architecture
A majority of the buildings in Duskmire are very dim and dark in colouration. The brick and cobblestone used to build the streets and structures are made from black rock pulled up from the sea or mined from the coastal swampland. Rooves consist mostly of cypress wood and clay tiles within the main districts, but out along the edges of town that border the water, tin rooves are more likely to be seen.
Geography
The town proper sits on a man-made maze of streets and canals, sitting at the edge of an island that's made up mostly of coastal swampland.
There's a bit of farmland just outside of the town's main hub, and there are a few layers of the city sunken beneath the waves, making homes for the aquatic citizens.
Climate
Duskmire seems to live in a near-constant state of gloom. It's rare to find a sunny day here, most are met with overcast skies and frequent drizzles and downpours.
Natural Resources
The waters of Duskmire are stocked plentifully with fish and other aquatic resources.
There's also a large population of bees around the land that Duskmire sits on, and a lot of locals have come to take up bee-keeping as careers and hobbies.
Another natural resource, native to Duskmire (though some rumours say its not) is Shellrock, a highly versatile material that has many magical and alchemical uses. It's a shimmering rock-like substance that while rare in the rest of the world, is highly abundant within Duskmire's borders. Making it a greatly sought-after substance and one of Duskmire's most prized exports.
Founding Date
1920
Founders
Type
Large town
Population
3,000
Inhabitant Demonym
Duskies
Owner/Ruler
Additional Rulers/Owners
Characters in Location
Related Materials
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