Shining Cascades: Capital of Sunflow Republic

Population: 24,000 (75% human, 25% non-human)
Inns: Shining Cascades is blessed with a dozen or so inns. Famous inns include the Emerald Dragon, the Dryad's Kiss, and the Sky Maiden.
Taverns: The city has many taverns, far more than can be listed here. The most popular taverns for adventurers are the Sailor's Walk, Two Tankards, Martyr's Blood, and the Empress' Blush.
Supplies: The shops of the city are very good. Almost any sort of equipment is available, with the exception of heavy armor. No one in the Republic can make metal armor.
Watch: The city is patrolled by Imperial Regulars loyal to the Empress. They number 550, and are armed with longswords, pikes, and short swords.
Temples: There are over a dozen shrines and temples. The largest temple is to Solran, the Sun God, but smaller temples are dedicated to Isha, Bast, and Ptah.

Shining Cascades is the capital city of the Republic. As such, it is the Empress' seat of power, from which her delicate hand directs and governs the Republic. The Senate Conciliate is located here as well, as the nobles who are a part of that government body rule side by side with the Empress. Finally, the city is home to the University, where magic is taught to prospective young mages. This institution is over nine hundred years old, and as such, has many ancient traditions and customs.

The city itself is a fantastic place, built at the head of an incredibly beautiful cascade as it pours over a shallow ridge. The cascade for which the city is named is over one thousand feet from head to discharge, and drops roughly one hundred feet. The slope is not steep and is broken in many places by flat stretches of water. The river that feeds the cascades is about 200' across at its widest point and finds its origins at a mountain lake fifteen miles inland. The roar of the cascades can be heard from any point within the city, but at no point is it so loud that one cannot easily speak over it.

The city is located at the head of the cascades, along the banks of the Shining River. Unlike most cities throughout Known Space, Shining Cascades does not have walls and is fairly heavily forested. Trees are encouraged to grow along the sides of the broad streets, providing shade for people during the day. The buildings are usually constructed of a variant of white stone found in quarries ten miles upstream. Architecture follows rounded patterns; most buildings are squat, round, and usually domed. The domed roofs are most often blue or dark green, as the people find that color aesthetic. Large windows are the norm, most of which are not covered by glass. The large windows and narrow hallways encourage breezes to flow through the buildings, keeping them from becoming stifling hot. While insects may be a problem during the day, the area around Shining Cascades is most noted for its lack of mosquitoes or other bloodsucking insects. Thus, disease caused by insect bites is rare.

The people of the city are generally well off and tend to dress the part. Clothing is usually very fine in the city, but excessive outfits are almost unknown. The heat of the day prohibits use of such formal wear, as it tends to cause heat strokes. The nightlife, however, is much livelier. When the sun falls below the horizon, the city comes alive with a festive-like atmosphere. Musical instruments are brought out and played, and dancing in the streets is common. Such festivities usually last until midnight, when everyone finds a comfortable bed to sleep for the rest of the night.

Important Features

Residential District

By far the most populated district, well over four fifths of the citizens live in this district. Homes vary from mere shacks near the docks district to the rich town houses of the wealthy. All buildings of this district are, as required by law, built of stone. This law was instituted after a fire destroyed much of the city a century ago. All roofs are domed and usually made of blue shale over a solid wooden frame. Many roofs are pierced by glass skylights, a common addition to any family with some money. Windows are usually very large but left uncovered. These windows let the light from the sun fill the house and breezes from the river cool it down. A house will most often have 3-8 rooms, depending on the wealth of the occupants, and be 2 or even 3 stories tall. All houses have a bedroom (usually a couple of bedrooms), a kitchen/dining/living area, and a bathroom. The vast majority of houses have plumbing, provided by pipes magically hewed from solid rock. In addition, the homes of the rich have special pipes that provide heated water. Only the poorest flophouses lack running water.

Sanitation in the city is surprisingly clean. All waste material is thrown down a special drain pipe that connects directly to the sewers. Magically controlled gelatinous cubes constantly clean the sewers of waste material, and all water is dumped in the river after it has been cleaned and filtered by the gelatinous cubes. The water dumped in the river is almost crystal clear, and does not harm the ecology of the river. All citizens bath at least once a day (sometimes twice a day). Thus, the city is remarkably clean and healthy.

While there are no outstanding landmarks in the residential district, the area is dotted with many small parks and quiet restaurants. The wild and rowdy nature of the docks is absent here. Instead, this area is relatively quiet, peaceful, and safe. The fairly wide streets are routinely patrolled by the city guard, who keep thieves and muggers in check. Several schools are also located within this district, providing children of all citizens with a chance for education. As a result, the illiteracy rate of Shining Cascades is one of the lowest in the Known Spheres.

Central District

By far the most beautiful of the districts, the central district is graced by buildings of delicate glass and crystal. The towers of powerful wizards stand side-by-side with the wealthy estates of the nobles. Most of the ground here is unpaved and covered with a thick carpet of grass. The whole district is one big park with buildings scattered about in a seemingly random fashion. All buildings in this district are built of stone in their lower sections, but their upper sections are made of glass and crystal. When sunlight catch these buildings at the right times, sunlight dances throughout the city. Many artists have tried for centuries to capture this effect, with little success. Most have even resorted to using illusions to capture the beauty of the city, but most have failed. Those art pieces that accurately capture the "Dance of Sunlight" (as the effect is commonly called) command a price in the millions of gold pieces.

The largest building in the district stands at its very heart, the Assembly Building. This building houses both the Senate and the House, and it is from the Assembly Building that most of the Republic's government takes place. Almost all new laws, regulations, and revisions to the legal code are made here. It is a stunning building of glass, stone, and steel.

Next to the Assembly Building is the Citadel. This mammoth building is shorter than the Assembly Building, but is larger and has a massive basement system. The Citadel serves as the national mint, treasury hall, and barracks for one hundred elite soldiers. At least two mages are on duty at all times, and the walls have been magically sealed. Magical means of travel, such as teleport, plane shifting, and even astral travel all fail to penetrate the Citadel. No thief has successfully entered the Citadel and made it out alive again. What sort of other defenses the Citadel has is a matter of much conjecture and speculation.

Most certainly the most complex collection of buildings is the University. It is a collection of roughly twenty buildings, including classrooms, libraries, spell ranges, an athletic field, and almost anything else a University could desire. While the focus of the University is to train mages in the fields of elemental magic, the students are allowed to divulge into extracurricular activities. Most mages work on their bodies as well as their minds, and popular activities include swimming, running, sports, and the like. The mages of the Republic are taught to be sociable, both to ensure their loyalty to the Republic and to eliminate the tensions between mages and those without magic in the Republic. So far, that program has met with some success.

All mages in the Republic are required to attend the University to receive proper training and discipline. Generally, a student joins the University between the ages of 15 and 30 and spends 5 to 10 years studying there. Students are not rushed through classes; instead, they are encouraged to learn at their own pace. When a student comes out of the University, he or she has the abilities of a 4th level mage. Mages of lesser skill are not allowed to graduate until they achieve that level of ability and skill.

The Promenade

This is the main market street of the city. Most of the "everyday" business takes place here. Merchants can rent or even buy booths along here to sell their wares. Hundreds of booths line the street, and the marketplace is busy at all hours of the day. The street is most crowded during holidays and at the peak of the trading season. Thousands of people pour into the Promenade to purchase goods and to enjoy the fairs that are set up during holidays. Virtually anything can be bought here, for the right price.

What astounds most visitors is the virtual absence of pickpockets and thieves operating near the Promenade. This lack is caused by the constant vigilance of the guard. Any thief they catch operating on the Promenade is arrested and severally punished. Most thieves consider the risk far greater than the gains, and thus leave the area alone.

Part of the street is dominated by the guild houses. The guilds dominate much of the business of the city, and most merchants have to pay guild fees if they want to do business on the Promenade. The guilds maintain strict cost and quality controls, ensuring a fair price on most goods with a fair expectation that the goods will be of the highest quality. The people have come to expect high quality from the guilds, and the guilds are under constant pressure to oblige them. If a guild has too many complaints registered against it, it is forced to come before the Commoner's House for review. An unfavorable ruling against the guild could result in heavier taxes, regulations, and strict scrutiny over the offending guild. Thus, most guilds will do their best of the abilities to please the public.

Royal Palace

A marvel of magical engineering, the Royal Palace is a collection of towers and buildings that straddle the cascades themselves. It has a central spire of opaque crystal over 200' tall and 60' wide; this is the Empress' personal quarters. It is located directly above the center of the cascades, with balconies overlooking the spectacular falls. It is heavily patrolled by her elite guard, as is the surrounding compound on the banks of the river. Immediately surrounding the central spire is a circle of four smaller towers, each with their bases in the river. Delicate arches connect them to the central spire. These are the magical towers of the elemental court mages, who provide magical aide and support for the Empress. Surrounding these four towers is a random collection of buildings, barracks, storage facilities, and the like. These buildings are all on dry land, and connected to the central towers of the palace by massive bridges and arches. At the out boundary of the palace, along the banks of the river, is the curtain wall, which protects the whole compound from attack.

Though she could easily keep as many as three thousand palace guards on hand, she feels comfortable with a force of 600 elite guards and 100 troglodyte guards. The rest of her palace guards, roughly 600 humans, elves, and troglodytes, are stationed in the other cities of the Republic, protecting her interests in those cities.

While the palace is heavily protected and guarded, people come and go all the time. The gates are usually left open with only a few guards to protect them, mainly to check people in and out. The closer one gets to the Empress, however, the tighter the security is. No one sees the Empress without her permission.

In addition to the guards, the palace is protected by magical means. The walls have been magically treated to bar intrusion by teleportation, ethereal or astral invaders. Runes are scattered throughout the palace, magically tuned to those with the proper tokens. If one does not have a proper token, the runes are triggered, unleashing any one of a number of magical effects. Barrages of magic missiles, flame arrows, and like magical spells are most common. Generally, spells most commonly contained within the runes are those that cause contained damage, mainly to keep the rest of the palace from being damaged. Worst, at least two court mages and 5-8 (d4 + 4) apprentices are always found within the palace. Invaders and robbers are warned.

Arystal

Population: 12,600 (85% human, 15% non-human)
Inns: As a city completely dependant on trade, Arystal sports an unusually high number of inns. It has ten inns in all, of which the Slain Krajen, the Sheaved Sword, the Pride of the Republic, and the Eye of the Maelstrom are the most popular with spelljammer crews.
Taverns: Again, as a trade city, Arystal has a high number of taverns. Despite the best efforts of the city guards, brawls do break out fairly regularly in a few taverns. The more popular taverns are the Masked, the Celestral Dragon, the Empress' Crown, and the Black Tankard.
Supplies: Despite being a major hub of trade, many goods are scarce while other goods are common. As a rule of thumb, necessities such as food and water are considered rare and have a 20% markup, while weapons, wood, and stone are 5% cheaper.
Watch: The city is patrolled by Imperial Regulars, who number 660 men. They are armed with longswords, spears, and daggers.
Temples: The city has five temples. Two are dedicated to Ptah, one to Solran and Isha, one to Bast, and the last to Celestian, an imported faith from anther sphere.

Chief spelljamming port of the Republic, Arystal was built over five hundred years ago during the height of the Golden Age by the greatest artisans of the Republic. They combined their skill with that of several powerful mages, including, it is rumored, the Empress herself. At the end of the two year-long construction, the mages came together and cast powerful magics that bound the ten islands to each other in a common atmosphere. Many of those mages chose to remain in Arystal, guarding the magnificent glass spires of the city.

Arystal is located at the very heart of a region claimed by the Republic. Unlike virtually every other settlement of the Republic, Arystal is not built upon an island. Instead, the city is a free-floating collection of ten small asteroids averaging a half mile across each. The city is completely surrounded by a common atmosphere, which has been magically enchanted. The boundary of the atmosphere deflects debris away from the city, preventing it from being bombarded by trash rocks or by invaders from afar.

The ten rocks that Arystal is comprised of all have the general shape of coins. They float in the middle of the protective atmospheric shell. Each asteroid island is a slab of rock about a half mile in diameter and averages five hundred feet thick at their center. Each island follows certain guidelines; most are almost identical in these guidelines. The edge tapers off drastically, to a thickness of only twenty feet, and is pierced with over a dozen piers and docks. These docks are constantly busy with ships from across the entire Republic, including traders, nobles' private yachts, and warships. At any given time, about two score ships are docked at Arystal; during the height of the trading season, this number triples (and lines begin to form as ships wait to get permission to dock).

The city is a breathtaking construct of crystal, glass, and steel. The towers and buildings at the heart of each individual town were crafted of stone and roofed with shingles studded with quartz crystals that sparkle when the sunlight hits them. Many soar in upwards of two hundred feet into the sky. Most of the islands are connected by magical arching bridges, which handle most of the traffic. Some people hire out magical boats to transport them about, which often take on fantastic shapes. Some, like those owned by elves, are swan shaped, while others can be shaped like dolphins, falcons, dragons, or any creature one can imagine. Few if any still resemble boats; it became a fad in the city to come up with the most fantastic and unusual shape for their boats.

Important Features

Town Solphin

The noble house of Solphin is a major spelljamming trader. As such, it's island town is completely devoted to trade. It sports the city's market, the headquarters of its guilds, and the residences of the majority of the merchants. It also has the tallest building in the city. This building is the Trade Tower, at the very center of their island. The Trade Tower is over three hundred feet tall and is over one hundred feet across at its base. This building handles almost all of the bureaucratic matters of spelljamming trade that the Republic handles. It has extensive underground vaults which store the most precious papers and logs, to protect them from fire and bookworm attacks. All traders that wish to do business at Arystal must first be filed at the Trade Tower.

Surrounding this building are the towers of various guilds, members of the Solphin family dwelling in the city, and the towers of some of the more powerful merchants in the Republic. All of these towers are delicate-looking spires of gleaming glass and steel. These shining buildings take up much of the central area of the city.

Town Cuttleflare

As a house of warriors, it is not surprising that the island owned by House Cuttleflare is the site of the headquarters for the local mercenary groups. At least four mercenary groups are based here, selling their services to spelljammers. Only two of these organizations have spelljammers; most are simply meeting places for mercenaries who are between jobs. Also not surprising, the town sports the taverns most infamous for brawling and destruction. An almost constant supply of new furniture goes into this town.

Town Dovestar

This town is the religious center of the city. All five temples are located here, most run by lesser members of the Dovestar family. Other than local feuds between temple priests, this town is quiet and fairly peaceful.

Town Cometfall

House Cometfall treat their town as a noble fief, and have built a small castle upon it. The people of the town are mostly employed as armorers, blacksmiths, and animal handlers. Better than half work outside of the town. At least a dozen knights riding comet steeds are based here to protect the city from pirate attacks and to keep the populous in line.

Additionally, the Company of the Chalice has a local headquarters here. They like House Cometfall's ideals and are particularly interested in their comet steed ranches. They hope to one day gain the secrets of raising these animals from the house.

Town Krajen

The most important magi dwell in this town, but mages of all classes and skill are welcomed. The town encourages mages to settle here because of the outstanding "public" library and the small, local collage of magic. The library is open to members of the Collage of Arystal, but entry is a 2 gp fee per trip. The Collage is not as extensive as that at Shining Falls, but serves the needs of the city fairly adequately. The town is fairly spread out and the majority of the buildings are of a tower-like construction, which attracts mages to settle. The Quiet Quill Inn is a popular retreat for visiting mages, as it is both quiet and private. The taverns are even subdued; one can easily get a meal without having to fight past drunken fighters. Captains in search of helmsman head here first.

Town Kindori

This town serves as mostly residential. It has a few industries, but generally almost everyone who lives here works elsewhere.

Town Lionspride

Almost all "demi-humans" that visit Arystal make their stay here. The town is half forested to accommodate elves, while the other half is a stout cluster of stone buildings for dwarvish visitors and residents. Both the dwarves and elves run their own industries, but the town is generally open to the public. The residents have not sunk into seclusion, and are regular sights in other towns. They simply find this town more comfortable for them to dwell in.

Town Scavvar

One of the largest towns, size-wise, this town is really the docks area for the whole city. Many warehouses, taverns, and workhouses are crammed here. The streets are narrow and poorly lit, making them the perfect stomping grounds for thieves, muggers, and burglars. The many piers surrounding the town can easily handle up to two dozen ships at any one time, though there is rarely that many ships docked here. Work crews are active at all hours, loading and unloading cargo on ships.

Scattered throughout this district are the offices of the tax authorities. Any ship that docks in Arystal is approached by these authorities and taxed based upon the type of ship and its cargo. Personal craft (such as dragonflies, flitters, and mosquitoes) are taxed 2 gp and 2% of the total value of any cargo taken off the ship. Merchanmen (tradesmen, wasps, and other light merchant craft) must pay a 5 gp tax and 1.5% of the total value of any cargo taken off the ship. Large merchant ships (squid ships & hammerships) pay 10 gp and 1% of the total value of their cargo. Warships (such as battle-ready hammerships, Men-O-War, and other large, heavily armed ships) pay a flat 100 gp tax and any cargo taken off the ship has a 5% tax (the port authorities don't care for freelance warships showing up at their docks). Ships owned by nobles have a special arrangement with the port authorities, and usually paid for years in advance.

Anyone refusing to pay will be politely asked to leave. If the party refuses to leave, the authorities call in the navy, which destroys the offending ship. Survivors are taken into custody, and are usually never seen again. As each tax collector is protected by two armed guards at all times, and watched carefully by two other guards disguised as dock workers, the chances of someone killing a collector and getting by with it are slim. The Republic has a very dim view of those who kill tax collectors, and will hunt offenders down mercilessly.

A number of items are banned from being brought into the city. Poison, smoke powder, and dangerous wildlife are all prohibited. People caught with such contraband are arrested and thrown in jail.

One final note: the trade of magical items in Arystal is strictly limited. Anyone who wants to sell magic items in the city must first purchase a permit allowing them to do so. These permits are available at the tax offices for 1000 gp. This allows the merchant to buy and sell magic items in the city. Any magic items brought into the city must be declared and the sale is moderated by the proper authorities. There is a 10% tax on the sale, to be collected at the conclusion of the deal. Failure to pay this sales tax results in the immediate revoking of the offender's permit. Those caught smuggling magic items into the city without a permit are arrested. These offenders are rarely seen again.

The dock district is most famous for its taverns. Around a dozen taverns are scattered throughout this district, serving the needs of sailors while they wait for their ships to depart. Many are brawling places, were ale flows freely and the women are fast and loose. Prostitution is a thriving business in this district, and is not illegal. Several prostitution "guilds" and "unions" have sprung up in recent years, many breaking away from their traditional partners, thieves' guilds. A war between these two groups is simmering, and small skirmishes between the two have become increasingly common. The thieves guilds are older and have many bloodthirsty members, but the prostitution guilds have the backing of the city guard.

Likewise, a number of gambling halls also dot the area, though there are only four of these establishments. All were once owned by the once-powerful thieves guilds, but have since been seized by the authorities and are now considered property of the Empress. All revenue generated by the gambling halls goes directly into her coffers. A similar situation may result from the prostitute/thief conflict.

Town Hawkwing

This town is most noted for being the only (known) dry dock in the Republic capable of building new sunhawk warships. As such, the dock is heavily defended and security is tight. Because no new sunhawk has been built in a generation, the town has few workers other than a few maintenance men and numerous guards. If the Empress approves the current Hawkwing proposal to sell sunhawks to private individuals, the town will soon be buzzing with activity. When the dock is active, it can produce two sunhawks at once, with a construction time of 6 months per ship.

Another plan in the works for the Hawkwings is to buy old spelljammer designs and start construction on other types of spelljammers, such as tradesmen, squidships, and dragonflies. The plan is already fairly well along, as the house has bought a few building plans and are currently drawing up designs on how to modify their current dry dock to make it ready to build new designs of spelljammers. If they continue at their current pace, they will be building new spelljammers inside of two years.

It is important to note that while Town Hawkwing is the largest dry dock for the construction of spelljammers in the Republic, it is not the only one. The Republic has a few hidden docks as well, for use when war breaks out. These location of these docks is top secret, known only to the Empress and her most trusted advisors.

Royal Citadel

At the center of the city, the Royal Citadel is built upon the smallest of the islands. It is only a quarter of a mile across, but sports the most heavily fortified position in the city. The castle walls are thick and heavy, while the towers are protected by artillery weapons. A garrison of 600 Imperial Regulars are stationed here, but more fearsome are the many monsters kept caged within the depths of the castle. Additionally, the Citadel has an underground dock for the city's flotilla of two sunhawks and eight shrikeships. The castle and the city is ruled by Horus Banefeather, the eagle-winged son of the Empress. He has the abilities of a 10th level fighter as well as the innate abilities of detect invisibility (always active), invisibility once a day, and produce flame thrice a day. He is always protected by a wing of five harpies of great beauty (a result of selective breeding and magical tampering). His staff includes 100 scribes, messengers, and aides.

Pearlport

Population: 7,000 (80% human, 20% non-human)
Inns: Pearlport has a large number of inns, mainly due to its constant sea traffic. As such, the city has no less than nine inns. The most famous inns are the Ocean's Embrace, the Wave of Gold, and the Pleasant Shore.
Taverns: The city has numerous taverns, far more than can be listed here. The most popular taverns for adventurers are the Watering Hole, the Far Horizon, and the Spirits of the Sea.
Supplies: Because of its constant ocean traffic, almost anything can be found in Pearlport for a reasonable price.
Watch: The city is patrolled by Imperial Regulars, who number roughly 300 men. They are armed with longswords, spears, and daggers.
Temples: The city has roughly eight temples and shrines. The most powerful temple is dedicated to Crecus, the Ocean Lord, but other prominent temples are dedicated to Solran and Isha.

The city of Pearlport is located twelve miles down river from Shining Cascades, and handles all its ocean traffic. Almost all cargo that is destined for the capital must pass through Pearlport first, which explains its economic prosperity. The city is well equipped for trade, with over twenty piers and ten massive warehouses. It can handle a large number of ships, and actually has a larger population than listed (the figure listed above is its permanent population only).

The architecture of the city is almost identical to that of Shining Cascades. Large, round stone houses with domed roofs are the norm. Only a few buildings are built outside of that standard. Additionally, the city sports wide, tree-lined streets like the capital. The difference between the two cities is that Pearlport buildings are covered with elaborate frescos depicting sea life, ships, and storms.

Important Features

Town Hall

The city is ruled from this large building. It is a large building consisting of two large, round towers with a huge, fortified structure set between them. A second building is attached in the back, giving the building a T shape when see from above. The whole city is ruled from this building, and all government functions take place here. The mayor lives in an apartment close to this building, and his offices are located on the top floor. It is a fairly opulent place, but very functional.

In addition to the government functions, Town Hall also has a barracks, a prison, and an armory. The Market

A large open air affair, the market sees a great deal of activity throughout the day. The buildings lining the market are the shops of wealthy merchants, while tent stands found throughout the market are operated by the less successful. All manner of goods can be found here; almost anything that the Republic produces finds its way here for sale. All prices are fair; as merchants must pay a tax of three copper pieces per gold piece value of product sold, they pass this tax on to the buyer.

Royal Docks

As a matter of security, the royal docks were built around a small inlet near a handful of caves. It is surrounded on almost all sides by a thick curtain wall and a series of towers. The docks themselves are a trio of piers for water craft, and a large field for land-landing craft. Protecting these docks is a fortress set upon a stone crag over 400' across that overlooks the sea entrance to the bay. Trained workers make repairs and regular maintenance on any ship currently in dock; generally, their jobs are fairly easy. Dry docks for ship repair are located within the caves, which are tall enough to allow passage of a cutter at low tide. The caves also have another dry dock for the express purpose of repairing sunhawks.

Because of the peacetime situation, there are only sixty dock workers stationed here, protected by one hundred Imperial Regulars. At any given time, there will be two naval cutters and a sunhawk docked here. The towers hide large artillery weapons for use against attacking ships, usually either hidden by domed roofs or cloaked by magic. At least four mages of 7th level or higher are stationed here at all times.

More Locations

Coralbeach

Population: 6,700 (95% human, 5% non-human)
Inns: As a port city, Coralbeach has several inns. Eight inns can be found, including the Restful Hammock, the Breaker, the Swaying Broth, and the Falling Star.
Taverns: The city has a multitude of taverns, many more than can be listed easily. Popular taverns include Blue Dragon, the Lizard's Gut, and the Rapier.
Supplies: Because of constant ocean trade, almost anything can be found for a reasonable price.
Watch: The city is patrolled by Imperial Regulars, who number roughly 320 men. They are armed with longswords, spears, and daggers.
Temples: Seven temples are located in Coralbeach. The largest temple is that of Crecus, but Solran, Isha, and Ptah are well represented.

The only settlement of any size on the island of Gradidus, Coralbeach sees a great deal of traffic. It has a permanent population of little under 7,000, but its transient population brings to total to well over 14,000. The city has over twenty-five piers and can dock almost fifty ships at any given time. Eight of these ships are cutter warships, which protect the port from pirates. The rest, almost a score of vessels during most days, are merchants ships. Because of the large number of sailors, Coralbeach is noted for its rowdiness and infamous for barroom brawls.

Other than as a major hub of trade, Coralbeach is noted as a major strongpoint of House Solphin. The noble house owns many vital industries, including the docks, most warehouses, half the taverns, and almost two-thirds of the inns.

Farbay

Population: 5,900 (85% human, 15% non-human)
Inns: Though a small city, Farbay is still a port town with six inns. The best inns are the Mermaid's Embrace, the Nereid, and the Leaping Dolphin.
Taverns: Farbay has a dozen or so taverns, most of which are unusually large. Few are of particular note, but the most popular are the Hole in the Wall, the Falcon's Roost, and Cat's Tail.
Supplies: Because of constant ocean trade, almost anything can be found for a slightly inflated price.
Watch: The city is patrolled by Imperial Regulars, who number roughly 250 men. They are armed with longswords, spears, and daggers.
Temples: Farbay has three temples, dedicated to Solran, Isha, and Crecus.

The city of Farbay is little more than an over glorified town. However, as a colony on a new island, Farbay will undoubtedly grow rapidly in the coming years. Colonists arrive each year to settle the island or Farbay, and the city is experiencing rapid expansion. This has led to inflation, and all prices are at least 10% higher than elsewhere in the Republic. The docks are too few to adequately support Farbay, and ships often wait at least two days before they can dock. New docks are under construction, but with labor shortages throughout the city, progress is slow.

Longshore

Population: 5,400 (70% human, 30% non-human)
Inns: Despite its small size, Longshore has no less than seven inns, but only three are active. The active inns are the Flying Fish, the Druid's Grove, and the Slain Dragon.
Taverns: Longshore has a dozen taverns, of which the Golden Cow, the Fallen Tree, the Green Dragon, and the Fisherman's King.
Supplies: Because of the limited amount of trade Longshore sees these days, goods are scarce. Thus, goods valued at over 100 gp cannot be found, and all other goods have a 15% markup.
Watch: The city is patrolled by Imperial Regulars, who number 230 men. They are armed as typical of Regulars in other cities.
Temples: Farbay has but two temples, one for Crecus and the other for Solran and Isha together.

Longshore was once a much large city than it is today. It was a major center of trade as ships traveled between the heart of the Republic to the frontier. However, Longshore suffered from a corrupt and arrogant mayor, and trade dried up. Today, ships avoid the city and head to the growing town of Jonsport. At least half the city is abandoned, and most buildings are in serious need of maintenance. Goods and labor is scarce, and prices are high.

Roostdrop

Population: 3,400 (50% human, 50% non-human)
Inns: Roostdrop has two sizeable inns, the Soldier's Rest and the Golden Star.
Taverns: The city has seven taverns, including the Dragon of Fire, the Everfull Tankard, and the Falling Branch.
Supplies: The city is rapidly growing, which means a high rate of inflation and scarcity of high priced goods. Equipment valued at over 100 gp is not available, while all other goods have a 20% markup.
Watch: The city is patrolled by Imperial Regulars, who number 275 men. They are armed as typical of Regulars in other cities.
Temples: Roostdrop has two temples and construction has begun on a third. The completed temples are dedicated to Solran and Ptah, while the temple under construction is dedicated to Isha.

A young city, Roostdrop is built in the interior of Raelkin island near a line of cliffs. It is in the center of a vast area of croplands, but the reason the city is growing so rapidly is because it has become a major industrial center. Ore is brought in from the asteroids on spelljammers for processing and refinement into finished goods. Dwarvish artisans are very common, crafting goods highly sought after throughout the Republic. All sorts of metal products are crafted, but almost all are shipped out as soon as they are completed. Thus, while all kinds of metal goods are created in Roostdrop, such products are rare.

The city has large field for land-landing spelljammers and an enormous lake, five miles across, for water-landing craft. The city is connected to the ocean by means of a dwarvish created channel system that takes trade ships down the fall line to a river below.

Wild Shoal

Population: 8,600 (90% human, 10% non-human)
Inns: A port town, Wild Shoal supports a large number of inns, five in all. The most famous is the Twin Dolphins, the Ring of Rest, and the Elvish Fountain.
Taverns: Wild Shoal has about a score of taverns, most of which are known for their rowdiness. The best places to go barroom brawling are the Everfall Bar (a wild surge has left the barroom in eternal zero gravity), the Hidden Dagger, and the Open Arms.
Supplies: As a major hub of trade, most goods are readily available for reasonable prices. The markup is a mere 5%, due to a tax.
Watch: The city is patrolled by Imperial Regulars, who number 660 men. They are armed with longswords, spears, and daggers.
Temples: The city has nine temples with all faiths well represented. Ptah has the largest temple, but Solran's temple is not much smaller.

Wild Shoal is both a hub of trade and a major industrial center. Ship building is the key industry of the city. The dry docks employ almost five hundred laborers and can work on several ships at one time. Almost all trade ships of any size are built here before they are sold to private citizens throughout the Republic. This has resulted in a high rate of prosperity for the town, which is seeing quite a bit of growth. The city may double in size within the next century or so, assuming its ship building industry does not dry up (an unlikely event at best).