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(Created page with "==The City That Never Sleeps== The city is formally divided into rough districts, though many locals argue over the count—particularly whether the warehouses along the coast should be considered one or several. The city straddles both banks of the river Veyne, which is nearly a mile wide at this point, with a third central district, known as the Bridge District, suspended between them. The East Bank: Ironward (Industrial District): A sprawling, pseudo-pre-industrial...")
 
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==The City That Never Sleeps==
=The City that Never Sleeps=
The city is formally divided into rough districts, though many locals argue over the count—particularly whether the warehouses along the coast should be considered one or several. The city straddles both banks of the river Veyne, which is nearly a mile wide at this point, with a third central district, known as the Bridge District, suspended between them.
The city is formally divided into rough districts, though many locals argue over the count—particularly whether the warehouses along the coast should be considered one or several. The city straddles both banks of the river Veyne, which is nearly a mile wide at this point, with a third central district, known as the Bridge District, suspended between them.


The East Bank:
==The East Bank==


Ironward (Industrial District):
===Ironward (Industrial District)===
A sprawling, pseudo-pre-industrial sprawl powered by diverted water channels. Watermills drive foundries and forges, while bellows and blowers hum tirelessly from the water’s flow. The work here is rough, grimy, and vital—where raw materials are turned into tools, weapons, and ship fittings.
A sprawling, pseudo-pre-industrial sprawl powered by diverted water channels. Watermills drive foundries and forges, while bellows and blowers hum tirelessly from the water’s flow. The work here is rough, grimy, and vital—where raw materials are turned into tools, weapons, and ship fittings.


The Crescent:
===The Crescent===
A refined district north of Ironard. Here, glassblowers, ceramists, painters, tinkerers, and guild artisans ply their crafts. Luxury goods and fine art are forged here, though even art in Genth serves a function—beauty is often second to use.
A refined district north of Ironward. Here, glassblowers, ceramists, painters, tinkerers, jewelers, and other guild artisans ply their crafts. Luxury goods and fine art are forged here, though even art in Genth serves a function—beauty is often second to use.


Brick Steps (North-Eastern Residential):
===Brick Steps (North-Eastern Residential)===
Flowing outside the wall lies a dense group of modest residential blocks web of streets filled with some shops, bathhouses, and one modest sized market. A decent portion permanent residents makes this one of the most calm areas in Genth.
Flowing outside the wall lies a dense group of modest residential blocks web of streets filled with some shops, bathhouses, and one modest sized market. A decent portion permanent residents makes this one of the most calm areas in Genth.


The Outskirts (Eastern Slums):
===The Outskirts (Eastern Slums):===
Densely packed housing, and taverns populate the outer sprawl. While less defended than the interior, the outskirts are still very much a part of Genth, home to working families and small-time traders. This sprawl of structures is layered and dense. Tight streets and curling alleys make getting lost easy. This is one of the more dangerous parts of town and least patrolled. There are three small gates between Ironward and the outskirts each only 20ft across. But that is the farthest guards will go.
Densely packed housing, and taverns populate the outer sprawl. While less defended than the interior, the outskirts are still very much a part of Genth, home to working families and small-time traders. This sprawl of structures is layered and dense. Tight streets and curling alleys make getting lost easy. This is one of the more dangerous parts of town and least patrolled. There are three small gates between Ironward and the outskirts each only 20ft across. But that is the farthest guards will go.


The Bridge District
===The Bridge District===
A marvel of ancient engineering, the Bridge District is a city itself suspended over the river itself, supported by massive stone and iron pillars spaced every 20 to 70 feet across the water. Here, people live, work, trade, and survive all above the churning current of the river. The district houses residences, markets, even bureaucratic halls. Wide avenues serve both foot and cart traffic, flanked by vast mechanical drawbridge systems—massive counterweighted constructs capable of lifting entire spans to let warships and deep-hulled cargo vessels pass beneath. The bridges are a hive of layered walkways, rope lifts, and pulleys, and underneath them, a world of barges and cranes manages the constant movement of small cargo.
A marvel of ancient engineering, the Bridge District is a city itself suspended over the river itself, supported by massive stone and iron pillars spaced every 20 to 70 feet across the water. Here, people live, work, trade, and survive all above the churning current of the river. The district houses residences, markets, even bureaucratic halls. Wide avenues serve both foot and cart traffic, flanked by vast mechanical drawbridge systems—massive counterweighted constructs capable of lifting entire spans to let warships and deep-hulled cargo vessels pass beneath. The bridges are a hive of layered walkways, rope lifts, and pulleys, and underneath them, a world of barges and cranes manages the constant movement of small cargo.


The West Bank
==The West Bank==


Highcrest (Noble District):
===Highcrest (Noble District)===
The northwestern exterior of the city are home to Genth’s noble and wealthy merchant families. While few true aristocrats remain, old blood and new money intermingle in great manors and towering townhomes. These properties span acres each and are not included in the dimensions of Genth. The elite members of society returning to Genth for council matters, trade, or winter. Staying in exquisite apartments in Old Town.
The northwestern exterior of the city are home to Genth’s noble and wealthy merchant families. While few true aristocrats remain, old blood and new money intermingle in great manors and towering townhomes. These properties span acres each and are not included in the dimensions of Genth. The elite members of society returning to Genth for council matters, trade, or winter. Staying in exquisite apartments in Old Town.


Piper’s Quarters(North-West):
===Piper’s Quarters(North-West)===
This sprawling section of city is home to many of the labors in the lumber mills to the south in west Hollow and the artisans across the river in the Crescent. It’s modest to high income housing has nicer shops and inns with several of the city’s most prevailing coffee shops with high class clientele and imported specialty coffees from all over the world.
This sprawling section of city is home to many of the labors in the lumber mills to the south in west Hollow and the artisans across the river in the Crescent. It’s modest to high income housing has nicer shops and inns with several of the city’s most prevailing coffee shops with high class clientele and imported specialty coffees from all over the world.


West Hollow (Lumber & Labor District):
===West Hollow (Lumber & Labor District)===
South of The Piper’s Quarters, a lower hill cradles a mixed-use area of lumberyards, small industry, and some housing. Lumber from the western forests enters the city here via ox-cart convoys through the Copper Gate.
South of The Piper’s Quarters, a lower hill cradles a mixed-use area of lumberyards, small industry, and some housing. Lumber from the western forests enters the city here via ox-cart convoys through the Copper Gate.


Sailor's Quarter (Entertainment & Vice District):
===Sailor's Quarter (Entertainment & Vice District)===
Also known as The Captivation of Genth, this is the city's most infamous district—a glittering, roaring maze of taverns, gambling halls, brothels, fighting pits, exhibitions, street performers and other indulgences. It is said that any vice or thrill can be found in this quarter… and anyone who tells you they know the entire district is a liar. It’s subdivided in to three colored districts: yellow, blue, and red. Yellow is modest well kempt and can still get wild once the sun goes down. Blue is rowdy 24/7 and red is more upper class nearer the north and by Old Town. A series of bridged pass over the main road to connect to old town. So the heavy industry materials can pass without disrupting the flow of foot traffic in between old town and the sailors quarter.
Also known as The Captivation of Genth, this is the city's most infamous district—a glittering, roaring maze of taverns, gambling halls, brothels, fighting pits, exhibitions, street performers and other indulgences. It is said that any vice or thrill can be found in this quarter… and anyone who tells you they know the entire district is a liar. It’s subdivided in to three colored districts: yellow, blue, and red. Yellow is modest well kempt and can still get wild once the sun goes down. Blue is rowdy 24/7 and red is more upper class nearer the north and by Old Town. A series of bridged pass over the main road to connect to Old Town. So the heavy industry materials can pass without disrupting the flow of foot traffic in between Old Town and The Sailor's Quarter.


Old Town (Historical Core):
===Old Town (Historical Core)===
Once the entire city, Old Town now lies encased by newer districts and modern sprawl. The Great Clocktower, a 200-foot tall structure of stone, brass, and bell-work, looms over this district. The clock strikes the hour not in repetition but in tone, each hour a different pitch. Restored only 80 years ago, the clock remains one of the marvels of the world. The area also contains civic halls, former tenements turned into private diplomatic suites, and long disused alleyways few know the original purpose of. Some residential apartments remain but only because they have old tenants who refused to be bought out. The two councils have separate meeting halls here. And many guild halls are here as well. The main jail and primary guard barracks are here with close to 2000 guards for the whole city this only houses a third of them. The rest are scattered through the city at semi regular intervals with 20-100 guards stationed with each.
Once the entire city, Old Town now lies encased by newer districts and modern sprawl. The Great Clocktower, a 200-foot tall structure of stone, brass, and bell-work, looms over this district. The clock strikes the hour not in repetition but in tone, each hour a different pitch. Restored only 80 years ago, the clock remains one of the marvels of the world. The area also contains civic halls, former tenements turned into private diplomatic suites, and long disused alleyways few know the original purpose of. Some residential apartments remain but only because they have old tenants who refused to be bought out. The two councils have separate meeting halls here. And many guild halls are here as well. The main jail and primary guard barracks are here with close to 2000 guards for the whole city this only houses a third of them. The rest are scattered through the city at semi regular intervals with 20-100 guards stationed with each.


The Warehouse Districts:
===The Rows(Warehouse District)===
Miles upon miles of dockside storage, logistics centers, and cargo registries. Some buildings sit directly on the water; others extend inland like the fingers of a buried giant. Trade here never sleeps. Smugglers, contractors, trade confederacies, and foreign envoys all move through the labyrinthine loading halls.
Miles upon miles of dockside storage, logistics centers, and cargo registries. Some buildings sit directly on the water; others extend inland like the fingers of a buried giant. Trade here never sleeps. Smugglers, contractors, trade confederacies, and foreign envoys all move through the labyrinthine loading halls.


The Docking Umbilical
===The Docking Umbilical & Harbor===
Floating out from The Sailor's Quarter and the Warehouse District is the Docking Umbilical—a milelong, 100 to 300-foot-wide floating dock, segmented for civilian, military, cargo, and diplomatic use. Ships from across the world dock here—flat-bottomed barges, coastal runners, and ocean-bound haulers. Each is attended to by cranes, crews, and specialized port authorities. Despite its critical importance, it is rarely targeted for sabotage. It is understood, both diplomatically and economically, that to attack the Docking Umbilical is to declare war on the world itself.
Beyond The Sailor's Quarter lies the harbor floating out from there is the Docking Umbilical—a milelong, 100 to 300-foot-wide floating dock, segmented for civilian, military, cargo, and diplomatic use. Ships from across the world dock here—flat-bottomed barges, coastal runners, and ocean-bound haulers. Each is attended to by cranes, crews, and specialized port authorities. Despite its critical importance, it is rarely targeted for sabotage. It is understood, both diplomatically and economically, that to attack the Docking Umbilical is to declare war on the world itself.

Latest revision as of 08:17, 23 August 2025

The City that Never Sleeps

The city is formally divided into rough districts, though many locals argue over the count—particularly whether the warehouses along the coast should be considered one or several. The city straddles both banks of the river Veyne, which is nearly a mile wide at this point, with a third central district, known as the Bridge District, suspended between them.

The East Bank

Ironward (Industrial District)

A sprawling, pseudo-pre-industrial sprawl powered by diverted water channels. Watermills drive foundries and forges, while bellows and blowers hum tirelessly from the water’s flow. The work here is rough, grimy, and vital—where raw materials are turned into tools, weapons, and ship fittings.

The Crescent

A refined district north of Ironward. Here, glassblowers, ceramists, painters, tinkerers, jewelers, and other guild artisans ply their crafts. Luxury goods and fine art are forged here, though even art in Genth serves a function—beauty is often second to use.

Brick Steps (North-Eastern Residential)

Flowing outside the wall lies a dense group of modest residential blocks web of streets filled with some shops, bathhouses, and one modest sized market. A decent portion permanent residents makes this one of the most calm areas in Genth.

The Outskirts (Eastern Slums):

Densely packed housing, and taverns populate the outer sprawl. While less defended than the interior, the outskirts are still very much a part of Genth, home to working families and small-time traders. This sprawl of structures is layered and dense. Tight streets and curling alleys make getting lost easy. This is one of the more dangerous parts of town and least patrolled. There are three small gates between Ironward and the outskirts each only 20ft across. But that is the farthest guards will go.

The Bridge District

A marvel of ancient engineering, the Bridge District is a city itself suspended over the river itself, supported by massive stone and iron pillars spaced every 20 to 70 feet across the water. Here, people live, work, trade, and survive all above the churning current of the river. The district houses residences, markets, even bureaucratic halls. Wide avenues serve both foot and cart traffic, flanked by vast mechanical drawbridge systems—massive counterweighted constructs capable of lifting entire spans to let warships and deep-hulled cargo vessels pass beneath. The bridges are a hive of layered walkways, rope lifts, and pulleys, and underneath them, a world of barges and cranes manages the constant movement of small cargo.

The West Bank

Highcrest (Noble District)

The northwestern exterior of the city are home to Genth’s noble and wealthy merchant families. While few true aristocrats remain, old blood and new money intermingle in great manors and towering townhomes. These properties span acres each and are not included in the dimensions of Genth. The elite members of society returning to Genth for council matters, trade, or winter. Staying in exquisite apartments in Old Town.

Piper’s Quarters(North-West)

This sprawling section of city is home to many of the labors in the lumber mills to the south in west Hollow and the artisans across the river in the Crescent. It’s modest to high income housing has nicer shops and inns with several of the city’s most prevailing coffee shops with high class clientele and imported specialty coffees from all over the world.

West Hollow (Lumber & Labor District)

South of The Piper’s Quarters, a lower hill cradles a mixed-use area of lumberyards, small industry, and some housing. Lumber from the western forests enters the city here via ox-cart convoys through the Copper Gate.

Sailor's Quarter (Entertainment & Vice District)

Also known as The Captivation of Genth, this is the city's most infamous district—a glittering, roaring maze of taverns, gambling halls, brothels, fighting pits, exhibitions, street performers and other indulgences. It is said that any vice or thrill can be found in this quarter… and anyone who tells you they know the entire district is a liar. It’s subdivided in to three colored districts: yellow, blue, and red. Yellow is modest well kempt and can still get wild once the sun goes down. Blue is rowdy 24/7 and red is more upper class nearer the north and by Old Town. A series of bridged pass over the main road to connect to Old Town. So the heavy industry materials can pass without disrupting the flow of foot traffic in between Old Town and The Sailor's Quarter.

Old Town (Historical Core)

Once the entire city, Old Town now lies encased by newer districts and modern sprawl. The Great Clocktower, a 200-foot tall structure of stone, brass, and bell-work, looms over this district. The clock strikes the hour not in repetition but in tone, each hour a different pitch. Restored only 80 years ago, the clock remains one of the marvels of the world. The area also contains civic halls, former tenements turned into private diplomatic suites, and long disused alleyways few know the original purpose of. Some residential apartments remain but only because they have old tenants who refused to be bought out. The two councils have separate meeting halls here. And many guild halls are here as well. The main jail and primary guard barracks are here with close to 2000 guards for the whole city this only houses a third of them. The rest are scattered through the city at semi regular intervals with 20-100 guards stationed with each.

The Rows(Warehouse District)

Miles upon miles of dockside storage, logistics centers, and cargo registries. Some buildings sit directly on the water; others extend inland like the fingers of a buried giant. Trade here never sleeps. Smugglers, contractors, trade confederacies, and foreign envoys all move through the labyrinthine loading halls.

The Docking Umbilical & Harbor

Beyond The Sailor's Quarter lies the harbor floating out from there is the Docking Umbilical—a milelong, 100 to 300-foot-wide floating dock, segmented for civilian, military, cargo, and diplomatic use. Ships from across the world dock here—flat-bottomed barges, coastal runners, and ocean-bound haulers. Each is attended to by cranes, crews, and specialized port authorities. Despite its critical importance, it is rarely targeted for sabotage. It is understood, both diplomatically and economically, that to attack the Docking Umbilical is to declare war on the world itself.