Overlook

Built sometime back in the mists of time, after the dwarves threw off the shackles of slavery and chased the giants and orcs west across the mountains at the end of the Age of Chains. Overlook, along with Bordin’s Watch are the first line of defense should their ancient enemies forget their defeat and seek to enslave the dwarves once more. Though Overlook has never come under attack, this is a direct result of their support of Bordin’s watch, which stands guardian over the pass through the mountains.

Also, see current map loaded under the Maps tab.

Overview:

Population: 12,250; about another 5,000 people live in small settlements scattered on the lower slopes. The people of Overlook are mostly dwarves, humans, and halflings, though pockets of dragonborn, tiefling, eladrin, and elf communities are isolated in their own ethnic neighborhoods. Overlook’s importance as a trade center results in great numbers of travelers from faraway lands and of a wild assortment of races, cultures, and beliefs, lending the city its cosmopolitan atmosphere.

Government: The Council of Elders, a group of five male and female dwarves, governs Overlook. Each is elected to office and serves a 10-year term. The dwarves see ruling as a burden and none relish the job, preferring to hand power off to someone else. Heading up the Council is the Great Elder, Morgoff Stonefirst, an aging dwarf who’s ready to retire.

One representative from each of the eight districts of Overlook attends the Council, serving as advisors and also to air the grievances of their particular constituencies. Although these individuals have the power to influence, they have no real authority in the city, though many are wealthy and powerful by means other than the office they hold.

Defense: Overlook keeps a standing garrison of 150 warriors armed and ready for any threat. In times of trouble (such as now), Overlook can muster another 500 warriors from the local militia, and another 100 from the outlying settlements. At Bordrin’s Watch, another 500 hundred warriors protect the mountain pass from within its steep walls and skyscraping towers.

Districts

A. Blister – “The Blister is a rough-and-tumble section of the city, populated by mercenaries, adventurers, and the usual sort of traveling folk with few roots. Characterized by a great number of winesinks, taverns, pleasure dens, gambling halls, and bordellos, Blister is not a place to get lost.”

B. Boneyard – “Occupying the southeast corner of Overlook, Boneyard has every distasteful business and venture, including everything from the city’s slaughterhouses, renderers, tanners, dyers, and even the city’s graveyards.”

C. Elftown – “Elftown covers the northwestern corner of the inner city and takes its name from the one elf to live there some seventy years ago. The community consists of upscale and well-off entrepreneurs, merchants, bankers, lawyers, physicians, and other members of Overlook’s upper crust, and many folk elsewhere want to inhabit a small house on the edge of this fine quarter.”

D. Forgeworks – “The Forgeworks, or just the Forge, is a middle-class district given over to successful artisans, tradesfolk, and other men and women who work hard and are successful in their professions. More than half of the buildings here are workshops with apartments overhead. Warehouses, businesses, stables, and other places of industry round out the rest. The Forgeworks stands in the Middle City, south of Tradetown.”

E. High Hall – “High Hall, or the Old City, is where the city leaders convene to govern Overlook. Few folk still lice in High Hall since nearly every inch of available space is given over to the various ministries making up the city’s government. Thus, aside from a few extremely wealthy folds, most people funnel out of High Hall at the end of the day to head home to Elftown, Stonehammer, or elsewhere.”

F. Nine Bells – “Nine Bells district takes its name for the nine temples found in the heart fo the district. Since these temples cater to the sick and the poor, this district draws the hungry the diseased, and the destitute to its streets. Before the walls were raised here, Nine Bells was a place of great wealth – a community favored by those rich citizens who wanted to escape the clamor of the city. However, after it was annexed along with Blister and the Boneyard, the estates were abandoned and the folks fled to Stonehammer or Elftown to escape the flood of destitute people that washed into the place. Now, Nine Bells is the worst part of the city and is ever a source of embarrassment for the city’s elite.”

G. Shantytown – “Not a true district, Shantytown clings to the back of the city like a festering boil. Shantytown is a wretched maze of tents, shacks, and rotting wooden buildings and it is home to the poorest and most desperate of people that have nowhere else to go. Most of Shantytown’s people are refugees from other lands, victims of tragedy and circumstance, or exiles who keep a low profile so they can go about their wicked business without attracting attention. Thus, Shantytown’s people are beggars, destitute farmers, maimed adventurers, undead, necromancers, cultists, and worse, all thrown together in one of the most desperate spots in the region.”

H. Stonehammer – “Stonehammer occupies the southern half of the inner city, and it wraps around High Hall up to the Dwarfroad. Like Elftown, Stonehammer is home to the wealthy citizens of Overlook, specifically the dwarves. Since this district is cleaner, safer, and more exclusive than other parts of the city, great deal of resentment exists toward the folks of Stonehammer from those of lower means and status.”

I. Tradetown – “Tradetown is a melting pot of all races, cultures, and occupations. In many ways, Tradetown is a lot like the Blister, but it has been established for longer and it has a mic of fabulous wealth and appalling poverty. Tradetown, as one might expect, is a commercial and retail district, where merchants, tradesfolk, and prospectors come to do business. Most middle-tier business-inclined people have homes here and gather in coffee houses, upscale bars, and bathhouses to do business. In stark contrast to the bustling commerce, Tradetown is also home to a powerful thieving guild named the Lost Ones. A clandestine organization, they have agreements with nearly all the mahor enterprises here, offering protection (or rather exemption) from thievery and the promise to leave their customers alone.”

Points of Interest

1. Dwarfroad

2. The Gray Redoubt of Rufus Crumley – Leaning tower of gray and black stone.

3. Clean Sheets – (Inn & Tavern) Doesn’t look so clean…

4. Mountain’s Hearth – (Inn & Tavern) Popular place with a good reputation.

5. Pig and Bucket – (Tavern) Shady, but a good place for an adventurer to pick up a side job.

6. Dungeoneer’s Survival Emporium – General store with adventuring supplies, though no weapons or armor.

7. Tombs – Overlook’s graveyard.

8. Dergan’s XXX Brewery – (Tavern) A family tradition.

9. Stonehome Treasures – Mundane equipment, weapons, armor, and a fair share of magic items.

10. Belden’s Rest – (Inn & Tavern) Comfortable rooms and excellent food run by an adorable elderly couple.

11. The Salty Mug – (Tavern) A rough place but many rumors can be heard here.

12. Merty’s * – Painted in gaudy pastel colors, Merty’s sells a variety of gear and equipment. If you can’t find it elsewhere, you can probably find it here, though it will cost you.

13. Shrine of Erathis* – A small shrine attended by an old woman.

14. Coxcomb Spirits – (Tavern) More of a restaurant than a tavern, Spirits caters to Overlook’s elite.

15. Stone Anvil – Grand cathedral dedicated to Moradin.

16. House of Sleep – (Inn) A great tower, seven stories tall, considered the best service in town.

17. The Turned Spoon – (Restaurant) Large menu with a dizzying array of spirits, deemed a romantic spot by the elite.

18. Elsir Consortium – Discount warehouse store for mundane equipment.

19. Polliver’s – (Inn) A small inn and club with a number of private rooms.

20. Michael’s Blond – (Tavern) A down-to-earth tavern serving the working class.

21. Caer Overlook – (Government) Rising above all the other districts and buildings in the city is Caer Overlook, a sprawling fortress of stone. The castle consists of eight round towers arranged in a star pattern surrounding a central keep capped with a domed roof. It is embellished with carvings, engravings, and bas-reliefs capturing moments of dwarven history and inscribing those grudges to which all dwarves still cling. Scrollwork bears threats and promises, vows of vengeance against orcs, giants, and anyone or anything else that had wronged these people.

22. Ministry of War – Six buildings arranged inside a walled-in courtyard. Barracks for the garrison, armory and smithy for the recruits, officer’s quarters, and offices.

23. Cadrick’s Boarding House – (Inn) Dirt cheap, down-and-out.

24. Divine Knot – Nine temples filling the northwest corner of the Nine Bells district. Each temple is a grand house of worship, but is marred by the squalor and filth contaminating this district. Ioun, Moradin, and Pelor have closed their doors, while Avandra, Bahamut, Erathis, Kord, the Raven Queen, and Zehir remain open with small congregations.

25. Pickled Imp – (Tavern) located just inside the Nine Bells, it is a favored watering hole of beggars and vagabonds.

Return to Chapter 2: Bordrin’s Watch

Return to the List of Chapters

Return to the Main Page

Overlook

Scales of War Adventure Jade