Perched on the edge of a large, rugged island between the Drakkellian Alliance and Kalimura, Westport is a bustling maritime town. Its deep harbor and long piers accommodate vessels of nearly every size, from fishing boats and coastal traders to massive merchant galleons ferrying goods between the two great nations. A modest shipyard and repair dock allow vessels to take on supplies, mend hulls, or wait out sudden storms that sweep across the channel.
Though Westport nominally belongs to the Drakkellian Alliance, the town enjoys a degree of practical independence. Local guilds, merchant families, and civic councils exert more influence than distant bureaucrats, making the town a place where rules are interpreted with pragmatism. Its position on a key shipping route makes it a crossroads of trade and intrigue alike: merchants haggle over goods, smugglers ply shadowy deals and spies from both nations sometimes mingle openly among the crowded wharves.
The town itself is a patchwork of narrow cobbled streets, low timber houses, and salt-worn taverns where sailors, traders and travelers swap news and rumors. Markets teem with imported wares, local seafood and curiosities from across Ithria. Life in Westport is shaped as much by the sea as by the merchants who pass through; the rhythm of tides and the sight of sails on the horizon dictate everything from the opening of the docks to the timing of festivals.
Westport also boasts a unique character born of its liminal position. Its citizens are accustomed to foreign tongues, strange customs and shifting loyalties. Local law enforcement is pragmatic and wary, balancing the demands of the Drakkellian Alliance with the realities of trade and smuggling. While the town is small, its influence is outsized: ships, trade, rumors and intrigue are the lifeblood of Westport.
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Westport Harbor
The heart of the town, the harbor is deep and well-protected, with long piers that stretch into the channel. Ships of all sizes can dock here and the harbor is always bustling with sailors unloading cargo, merchants haggling, and fishers preparing their boats. Cranes and warehouses line the quays, storing everything from timber and grain to Kalimuran tools and exotic imports.
The Old Shipyard
A compact but efficient facility where ships are repaired, refitted and sometimes built from scratch. The shipyard has dry docks, a forge for hull reinforcements, and a network of winches and pulleys for lifting cargo and masts. The workers here are skilled artisans, some of whom maintain secret knowledge of smuggling or clandestine modifications for wealthier clients. The "old shipyard" is named for the fact that it is the oldest part of the town. Westport actually began as a remote shipyard facility established by the Alliance over two centuries ago. The town gradually grew up around it.
Market Square
A cobbled plaza near the harbor where merchants and traders fromdisplay their wares. Fresh seafood, farm fresh produce and local crafted goods constitute the bulk of items sold here. However, the constant influx of cargo laden ships ensures that there are usually some odd and interesting curios at market. Street performers and pickpockets abound here making the square both lively and unpredictable.
The Watchtower
A large stone tower looms over the harbor from a high stone promitory. The tower functions as both lighthouse and guard tower, keeping an eye out for storms, ships and pirate activity.
Captain Vynn – Leader of the Westport Harbor Guard; fair but firm, tasked with balancing law enforcement against the town’s unofficial independence.
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| Name | Description |
| Hearth Home Mara |
Inn - A welcoming inn for traveling merchants and ship crews. Rooms are modest but clean, with common areas that serve hearty seafood stews and strong ales. The inn’s proprietor, Mara, is a savvy businesswoman who keeps her ears open for news, rumors, and opportunities. |
| The Black Squall Dargon Vess |
Tavern - The Black Squall is a low-roofed, weather-beaten tavern perched close to the docks, its sign marked with a dark storm cloud and a jagged lightning bolt. Inside, it is dim, smoky, and crowded at nearly all hours, filled with sailors, smugglers, and drifters hoping to avoid notice. Rumors travel faster than ale here, and more than a few secret deals or illicit trades begin beneath its warped wooden beams. The owner, Dargon “Storm-Eye” Vess, is a grizzled former privateer with one clouded eye and a talent for spotting trouble before it erupts. He rarely speaks, but when he does, the entire room listens. |
| The Crow's Nest Tolen the Red |
Tavern - A rougher, livelier tavern popular with sailors, dockhands and less scrupulous merchants. Fights occasionally break out, but the tavern is also a place for clandestine deals and gossip. The barkeep, Tolen, also known as "The Red" for his bushy red beard, is a retired sailor who knows the local waters and the island's secrets better than anyone and is rumored to have connections to smugglers and spies. Oldtimers at this bar say the name of the tavern refers to Tolen's former wife. |
| The Salty Seagull Mira Lathen |
Tavern - Bright, loud, and perpetually smelling of fried fish, the Salty Seagull is Westport’s most welcoming tavern. Its whitewashed walls and colorful bunting give it a festive look, and the common room is always filled with fishermen, ferry crews, and families from the town. The fare is simple but beloved—clam chowder, buttered rolls, fresh-caught fish—and the atmosphere is friendly even when rowdy. The establishment is run by Mira Lathen, a cheerful widow with a booming laugh and a reputation for settling disputes with both kindness and a stout rolling pin. Locals see the Seagull as the “heart” of Westport.. |
| The Starboard Lantern Eldric Varrow |
Tavern - The Starboard Lantern serves a more refined clientele—merchants, ship captains, and visiting dignitaries who want quiet, clean tables and decent wine. The tavern is positioned slightly uphill from the docks, with polished wood floors, lantern-lit balconies, and a view of the harbor. Maps, charts, and nautical instruments adorn the walls, giving the place a more cultured tone. The owner, Eldric Varrow, is a meticulous, sharp-eyed former navigator who prides himself on running an orderly house. He keeps a small private room for discreet meetings, making his tavern popular with negotiators, traders… and a few spies.. |
| Guild of Mariners Krystof |
Guild - The de facto administrative center for Westport’s maritime trade. Here, guild members register ships, arrange contracts, and resolve disputes. The guild is powerful enough to influence town policy, often mediating between local authorities and visiting traders. |
| Harbor General Store Harlo |
General Store - A supply hub where sailors and townsfolk alike purchase provisions, rope, barrels, and basic ship equipment. Run by Harlo, a meticulous and slightly paranoid merchant who has a secret side business in discreet smuggling for high-paying clients. |
| Westport Shipwrights Jorik |
Guild - This guild consists of a group of pecialized workshops along the piers that handle repairs, modifications, and occasional construction of new vessels. Skilled shipwrights here are respected across the region and some have been known to quietly enhance ships with hidden compartments or reinforced hulls for discreet clients. |
| The Drowned Maiden Garron Pike |
Brothel - This brothel squats near the lowest stretch of Westport’s waterfront—the part where storms regularly flood the alleys and the smell of tar and rot never fully clears. Its warped wooden sign, depicting a pale woman sinking beneath stylized waves, creaks mournfully in the wind. The building leans slightly, patched again and again with mismatched planks, and from its grimy windows spill sickly yellow light and the muffled noise of drunken voices. Inside, the air hangs thick with the scent of cheap rum, sweat, and incense burned to hide less pleasant odors. The common room is cramped, smoky, and dim, filled with sailors who prefer not to be asked their names.
The Maiden’s proprietor is Garron Pike, a gaunt, sharp-nosed man with sunken cheeks and fingers stained permanently with ink and pitch. Once a ship’s quartermaster, he was left ashore after a mutiny—whether he caused it or survived it depends on who you ask. Garron runs the establishment with a cold, watchful eye and an iron chain coiled at his belt. He enforces order with quiet brutality and keeps a backroom ledger filled with debts, favors, and secrets gleaned from drunken confessions. Rumor has it he sells information as readily as he sells companionship, and that the real currency of the Drowned Maiden is leverage. Despite its reputation, the place is always busy. Sailors like it because no one asks questions, and the town guard conveniently pretends it doesn’t exist. More than one captain has found crew—or trouble—within its crooked walls, and many a clandestine deal has been struck in the Maiden’s shadowed upper rooms. |
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This page last updated Wednesday, December 24, 2008. Copyright 1990-2009 David M. Roomes.