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Namel

Port Namel is the salt-swept jewel of Aethel’s western coast, a vibrant, bustling port city perched on the edge of the Sea of Mists. It is the principal gateway for trade goods entering the western heartland, supplying the inland cities south of Lake Genhout. With its tightly packed districts, lively marketplaces, and scent of brine and spices, Namel offers equal measures of opportunity and danger.
Namel is a city of festivals and feasts, its culture shaped by sailors, immigrants, and coastal pragmatism. The Festival of Returning Light, held each spring, is marked by lantern flotillas and sea blessings.

Government

Pralat Torra Helwind oversees the region from the city. Since her appointment several years ago, trade goods moving in and out of the port have increased by several times, growing the city itself and bringing prosperity - and a certain amount of mischief - to the region.

Defences

The coastal defense force protects the port and patrols the ocean outside the port for several miles. Inside the city, a contingent of the army acts as town guard.

Industry & Trade

Shipbuilding & Repair – Namel’s drydocks are second only to Enselt’s navy yards, focused more on merchant and coastal vessels. Its ships are known for endurance over beauty.   Salted & Dried Fish – Vast fishing fleets bring in hauls to be preserved and shipped inland to feed the cities around the central lake and capital.   Grain & Timber Trade – Barges and wagons bring grain and lumber from Karlstadt and Genhout, stored and sold at Namel’s sprawling waterfront warehouses.   Clay & Brickworks – Clay-rich deltas near the city support a robust kiln industry for both local construction and export.

Districts

The city is split into several distinct neighborhoods:  
  • Market District: A riot of color, noise, and scent. Open-air stalls and permanent shops sell everything from fresh-caught fish to imported silks. Traveling swashbucklers and permanent merchants haggle side by side.
  • Port District: The beating heart of Namel’s economy. Countless ships dock here daily, their goods processed by the Merchant’s Guild and loaded into convoys for inland delivery. It is also home to the Sailor's Guild.
  • Old Town: The historic center of Namel, home to the Merchant's Guild and The Roaring Meadhouse, the large inn. Here, ancient stonework and winding alleys speak to the city's older, more pious roots. It is also home to the Wescovian Embassy.
  • South District: A growing residential area, home to dockhands, craftspeople, and laborers. It holds the Dawnwatch garrison.
  • Northton: A grittier neighborhood, known for smugglers, mercenaries, and the less reputable taverns. The militia patrol heavily here, but rarely stay after nightfall.
  • The Lightmound: A verdant hill crowned by shrines and mansions. Wealthy nobles and priesthood elites reside here. The Light's Rest also finds its home here, an old graveyard that acts as the resting place of naval heroes. The Pralat lives and works in the Sealord's Mansion.
  • The Magisterium: Aethel's only place of arcane research, often at odds with the Church of Lathander, is built on the outskirts of the main city, though inside the gate. Guarded and walled, its halls glow with strange lights at night.
  • Points of interest

  • College of Light: A research center for arcane magic. Secretive and well-guarded.
  • Light’s Rest: A serene and beautifully tended mausoleum where high-ranking clerics and revered naval heroes are buried.
  • Sealord’s Mansion: Residence of the Pralat of the city. Once the home of the Sealord, the old leader of a since collapsed city-state, it has kept its original name.
  • Merchant’s Guild Hall: Powerful and somewhat-independently run, this guild maintains control over port tariffs, ship permits, and most city coin flow.
  • Wescovian Consulate: Diplomatic outpost for Wescovia. Rumors persist of espionage agents using its walls as cover.
  • The Roaring Meadhouse: A lively tavern favored by adventurers and mercenaries. Known for its gambling tables and Blackwater Mead.
  • Dawnwatch Barracks: Local law enforcement, competent but stretched thin.
  • Sailor’s Guild: Less formal than the Merchant’s Guild, but still influential. Tracks ship crews, enforces fair contracts, and settles disputes.
  • Docks: Constantly in motion, with long piers extending into the bay. Warships and merchant cogs share space uneasily.
  • General Goods & Arcane Shops – Scattered mostly between Market and Old Town, these provide everything from potions to heirloom trinkets.
  • Lighthouse: A magically-lit tower guarding the harbor mouth. Recently restored with arcane assistance from Wescovia, uneasily allowed by the Sovereign.
  • Population
    18,000
    Owner/Ruler
    Additional Rulers/Owners
    Ruling/Owning Rank
    Owning Organization
    Characters in Location

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