The City of Slew
Slew is an independent city despite its proximity to Grayhaven and technically being in the Greenwold. It was built in the harbor that can be found between our farmland and the Starless Mire. It was set up years ago by a cadre of merchants who wanted to be independent of the taxes of the kingdom. At first it was just a few merchants in what could only charitably be called a town, but they were successful enough to amass enough wealth, business, and influence to maintain independence when they became large enough to be of interest. Gold is the rule of the city. If you have enough of it, you can do as you please. The city has grown out into the water on a series of magical floating foundations. There are walkways and bridges that connect these floating buildings, but no roadways, instead there are canals. And small boats are used in lieu of wagons. It is quite novel, but not always the most convenient.
Due to the merchant princes needing to prove their worth, the city is quite ornate and grand. Ornamentation is everywhere. It is also quite the melting pot as anyone is welcome so long as there is gold. Even drow can be found here. In fact, if you own any silk it was most likely sold by the drow to a merchant in Slew.
The Myconids, or mushroom people, are not denizens of Slew exactly, but they do live in the mire near Slew. They are quite intelligent and view themselves as the keepers of the swamp. I suspect they might be a large reason the city expanded into the harbor rather than the swamp. They tend to leave the city be and the city leaves them to their devices.
This great city on the edge of the swamp brings together merchants and peoples of all stripes, for better or worse. No city in the realm matches Slew for culture, food and music - and none matches it for greed or corruption.
Ostentatious wealth and abject poverty, outpouring hospitality and stultifying corruption, bog stench and perfume - Slew is a city of opposite extremes, and one of the liveliest locations in the Greenwold.
Built in the largest harbor in the Greenwold, Slew is a literal floating city - its numerous neighborhoods and wards divided by canals, kept above water level by omnipresent magic runestone.
The sprawling port city sits at the conflux where the mighty Windy River turns brackish, as it mingles with the Starless Mire at the edge of the Great Sea. A hub for refugees, exotic travelers, traders, and adventurers, Slew is the busiest trade destination in the Greenwold.
Known as “The Fragrant City” by some, even the crisp, salty air of the ocean cannot overcome the wafting winds from the Starless Mire that blow north year-round. Port fees and commerce taxes keep the wealthy oligarchs in power, an unofficial group referred to as the “Merchant Princes,” while poorer communities struggle to survive. Mystics from the lush swamps surrounding the low riverlands congregate in town, fueling the talismonger trade. The variety of cultures here create a varied blend of art and music - troubadours from all corners of the globe can be found in many of the drinking halls and dining tents of the city, and revelry is always the order of the day.
Government
A busy trade hub since it's inception, gold has kept the city afloat. As it expanded from the shacks of the first pioneering traders - magical wards were erected that kept the city high and dry as it grew to larger and larger in step with its rising fortunes. A city of waterways and canals, elegant bridges and fantastic merchant houses, there's no city in the Greenwold that matches Slew for grandeur and glamor. With the flow of gold serving as the engine for the city's growth, and no real land for the nobility to claim, power remains concentrated with its elite circle of merchant princes.
Infrastructure
The Arcane Wards of Slew
Slew's existence depends on the dozens of ancient arcane wards placed around the city. These glyph stones are 5 ft. square blocks of granite carved with deep runes. Created long ago by wizards of the Greenwold, in an alliance with the witches and mushroomfolk of the Starless Mire, each stone produces a mild abjuration effect that creates buoyancy in a localized area. As long as the runes on the wards remain untarnished and undamaged, they are able to keep the city's neighborhoods from sinking into the muck. The city employs a staff of low-level wizards who specialize in regular custodial care of the wards.
Botanical Society
Botanical Society's exotic plant's Greenhouse in the Underdark Quarter. Established by a horticulturally obsessed merchant prince, this warehouse sized glass-and- wrought-iron hot house is packed with unusual species of magical flora from far off lands. The plants have taken to cultivation with gusto.
Music Preservation Hall
This vaunted music venue is the birthplace of many of the Greenwold's most famed traveling bards. It features a big, open courtyard, a full tavern bar, and is positively packed as the adventurers arrive for the tail end of a performance. It is a favorite place of Slew’s working class, and a key point for the influx of outside cultures and influence and always a reliable places to pick up rumors and meet those in the know.
The Bordello Macabre
A classic two storied mansion, right on a canal lined with riotous magical lights. The interior makes one feel as though any and every surface is comfortable enough to lay down on. Pillows, draperies and plush walls all around.
Guilds and Factions
The Merchant Princes
Tourism
In the relatively insular realm of the Greenwold, Slew is a riot of multiculturalism. All are welcome in the merchant city as long as their gold is good. As a result, races found "odd" or "unsavory" in other cities (even drow) can be found running storefronts alongside their human and halfling neighbors. As they say, if you can think of it, you can buy it in Slew.
Geography
Witches
The bayou around Slew is home to witches and swamp druids of many stripes. Some offer their services to the needy of Slew when they have nowhere else to turn, others extract debts from the desperate to further their own nefarious ends, and some merely lurk in the muck waiting to seize wayward children to feed to their pet alligators.
Recent Developments
Recently, a string of organized crime has gripped the city, with hijackings of merchant ships and several murders of prominent wealthy leaders. Rumors of an assassins guild circulate amongst the town. While the swamp-dwelling druids point a blaming finger at the corruption of the merchant lords, the governing council blame the magical underhandedness of the witches.
Bounty hunters have flocked here in recent months, following the rumor of a deposed noble from the distant Elven lands hiding in the city under a new identity. The prince’s younger sister is now queen and offers a fortune for her sibling’s forced return.
Smell overwhelms all other senses as you step from the rocking gondola onto the city streets.
The rot of the swamp and stink of bog water mingles with the most fashionable perfumes, a dozen exotic spices, and the smell of frying food.
The sound of community bands on street corners, the slap of boat paddles, and the incessant chorus of swamp life drifts across the open waterways.
A barge rocks underfoot as you step off. A masked reveler invites you to join a riotous street festival. Sweltering humidity and watchful eyes makes the sweat drip down the back of your neck.
Alternative Name(s)
The Fragrant City
Type
Large city
Location under
Ruling/Owning Rank
Owning Organization
Characters in Location
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