Town of Deepwater

The small trading outpost of Deepwater has recently established been established on one of the mysterious islands in the Pillars of Esperia. Located almost near the center of the Esper Sea, it is quickly becoming a useful stop for many merchant vessels to restock supplies.

The town itself is clustered around a U-shaped bay that gives way to marshes on the western edge, hilly terrain around the north and east, and thick jungle about a mile from the coast. The town slopes upward as it progresses inland, allowing for picturesque views of the community at its most northern point.

Deepwater is a relatively new community formed from merchants, so its population is relatively diverse in comparison to the larger kingdoms. The people of Deepwater are a fairly close-knit community, having needed to fend off attacks from pirates and sea monsters in the past. Rumors of a strange power in the jungles have made the townsfolk fearful of venturing too far outside of town.

DEMOGRAPHICS

Population – 550
Deepwater is populated primarily by humans, with smaller populations of elves, dwarves, gnomes, and minotaur. There are also a few notable families of aarakocra, goblins, tieflings, and tortles in residence. Given the town’s growing popularity as a trade stop, both visitors and incoming settlers arrive on a steady basis.

Government – Town Council

BRIEF HISTORY

Deepwater was originally established as a joint venture between the Twill Navy and the Feylight Trading Company to establish a port out at sea for any trade ships in need of supplies. Upon arrival, they discovered the island was only inhabited by a single lizardfolk family that served as speakers for the local nature spirits. After several days of negotiations, the expedition secured the family’s blessings and cooperation. The naval officers on the expedition then retired from service and proclaimed the settlement an independent Esperian city-state.

The founders (now town council members) then used their connections to draw enterprising merchants and artisans to the area, promising that the area would flourish as a new stop on trade routes. Deepwater has since become known as a fast-growing trading port perfect for those who have a taste for adventure. The lizardfolk family used the large sums of gold they received to invest in the only inns in the town, establishing their influence on the community – and as the wealthiest individuals in Deepwater, the town council as well.

GOVERNMENT

Town ordinances and legal matters are set by a council of three members – William Trelaine, Lisandre Tirallius, and Robert Jareth. A town meeting is held once every month to put ordinances and standard matters to vote, while emergency meetings may be called if an issue is particularly urgent.

As the town relies heavily on trade, the council tends to favor rulings that benefit merchants. They have thus far taken a rather hands-off approach to judicial matters, preferring to let the local guards or even mercenaries handle such matters. Some believe that the council has received large contributions of money from certain merchants in town, leading to favorable rulings.

Several nations and kingdoms have expressed an interest in Deepwater due to its prime location and economic prosperity. Twillin, Lillinosti, and Kirinjo have all applied some amount of pressure for alliance or annexation, but Deepwater has so far maintained its neutrality.

LAW & ORDER

Although the town council oversees and funds a small local guard force, many merchants employ their own security forces or even mercenaries. Although there was a sizable Black Hand presence, the sinister group was ousted by a band of adventurers.

There are rumors that the Whispers have also established a presence here to keep an eye on the region’s wealth and economic growth.

ECONOMY

Deepwater serves primarily as a trading port, so its economy is largely dependent on ocean travel. Several purveyors of unique items have taken up residence, seeing an opportunity to take advantage of wealthy clientele.

Below are some examples of merchants and shops in residence.

HILLSIDE DISTRICT

Bit & Bridle – Traveling supplies and riding equipment
Empty Hog Apothecary –
Poisons and potions
Falsetti’s – Masterwork instruments
Limited Immunity –
Medium and heavy armor
Magical Menagerie –
Magical and unusual beasts
Pane in the Glass –
Furnishings and interior decor
Serene Eel Antiques –
Antiques and oddities
Smitty’s Provisions –
General goods store
The Perfect Stone – Jeweler and gemcutter
The Wellmaster
– Doles out water from the town well

QUAY DISTRICT

Angelic Boar Pawn Shop – Curios and knickknacks
Brews Brothers – Brewery, distillery, and winery
Buy the Quay – Trinkets and curiosities
Curiosities & Moore
 – General goods
Deepwater Tack & Harness – Riding goods
Reading Monkey Tradepost – Books and art supplies
The Hard Wares 
High quality tools

SEASIDE DISTRICT

Catch of the Day – Fresh fish
Feylight Trading Co. – Wide selection of goods and special orders
Happy Ship Repairs – Shipwright
Like Clockwork – Clockwork gadgets
O’Toole’s – Gnomish tools
Parts Unknown – Clockwork parts
Sell & Tell – General goods, but also a fence for thieves and smugglers
The Ironclad Sword Market
– High quality Dremen and Twill weapons
The Winking Arsenal – High quality Esperian and Lillinosti weapons

SOCIAL

The majority of the town’s populous are either unskilled laborers or middle class merchants. A small portion of merchants have amassed enough wealth to form a de facto noble class, though they do not have titles of nobility or claims to noble bloodlines. The town council members are the closest to true nobility, living in estates that overlook the rest of the town.

There is a temple to most deities of the pantheon just north of the seaside district, with shrines devoted to each god within. Most folk pay some homage to Ogrus and Sona to avoid falling out of favor with them, as well as Koore and Basella for fertility and prosperity.

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