Sunton
Sunton is a city built on an island in the great Lor’sha’une River, where the river runs more than a mile wide — in places miles wide. It is reached from the north by the road from Heerth that passes through several towns to Arryston, and from there only by ferry. An ancient bridge also links Sunton’s island to the island of Tyre, and another span runs from Sunton’s island onward to the south side of the Aberdeen valley, but no one in their right mind goes by way of Tyre.
Sunton is a city of survivors: hardy folk used to battles, wars, monster attacks, and pirate raids, who adapt and endure. It was founded by exiles who refused to pay taxes to the kingdom of Heerth and to the great city of Aberdeen, and who set up their own city on the island instead; it has bustled and prospered since. Its founding is separate from the Celeste settlement of the Saudient Mountains, made by the exiles of the Schism — two different places, settled by different peoples.
The party was bound for Sunton when their ferry went down in the crossing.
Architecture and layout
Sunton builds up, not wide. From the third floor, buildings stretch out over the streets — a turret, a walkway joining two buildings, or a whole room or hall that turns two buildings into one. Land is at a premium; the expansive upward building rests on strong rock foundations and on incredibly durable, magical building techniques. Because the structures are tall and the roads tight, buildings are made to catch natural light where possible, and most are painted in naturally reflective lighter colors. Though the buildings look slightly chaotic, the construction and the street layout follow a very uniform order.
Houses share about the same footprint; the older, wealthier houses are taller. The largest homes are houses joined through purchase and construction: streets still pass beneath them, but the third floor and above may connect, making street tunnels of a sort. Street level belongs to commerce — merchants, shopkeepers, and craftspeople keep their commercial and industrial work on the first floor, with the upper floors as apartments for workers or the owning family.
Defenses and bridges
A large wooden wall borders the southern edge, topped with ballistae; a thick wooden gate can bar entrance. It serves as an inner wall.
The Southern Bridge is ancient — ten horses wide, some four hundred feet above the Lor’sha’une River, and in perfect condition, without a scratch, loose stone, or crack. On the Sunton side it is guarded by walls with guards and ballistae; on the southern side by the Ranger Fort with its palisade walls and ballistae. The Northern Bridge, also ten horses wide, connects Sunton to the haunted island of Tyre. There is no wall on that side: the haunted island keeps enemies out.
The Ranger Fort stands on the south side of the river. A tall wooden palisade surrounds the towers of the bridge, its walls mounted with ballistae manned by the Ranger Guild, with two barracks within. Robert I is the local guildmaster of the Ranger Guild and master of the fort.
Land and livelihood
Many orchards cover the eastern side of the island, growing sunfruit (giant oranges), moonfruit (giant round pears), and starfruit (actually large raspberries). Flocks of sheep have adapted to living among the orchards.
Temperament
Sunton mistrusts the people of Aberdeen and the clan towers there. Its people live on the edge of wild things and have found a way to exploit the richness of those wild things through hard work and ingenuity. They would rather go down fighting than surrender their way of life, and their money, to the taxes and tyranny of outside rule.
Establishments
The Sunburst — marked by a purple and yellow, rapunzel-like sign — is a juice bar, restaurant, and inn owned by Yorhi; its main cook is Cookie. The carnery sells mutton, chicken, fish, crab, and crawfish. The bakery gives most of its goods a bit of a citrus flare. Govannon’s smithy is well established, shipping metal in and treasured weapons out. Brogan’s shoemaker shop makes incredible shoes, even with a touch of magic to them.
People
- Cookie — big, strong, and likes to cook; the boss of his kitchen in the Sunburst, who will chase down anyone he thinks is insulting him with his frying pan.
- Yorhi — on the council; owner of the Sunburst; father of Timmy and Suzie. Loves adventures, stories of adventure, making up stories of adventure, and trading in treasures and treasure maps. Full black beard and thick black hair, painted white at the temples and chin.
- Ashley — Yorhi’s wife. Wise and friendly, with a great big smile and a warm hug for anyone she knows; dark hair and dark eyes.
- Timmy — son of Yorhi and Ashley, Suzie’s older brother, leader of a gang of pranksters. A half-cocked grin, mischief in his eyes, and an untamable cowlick he constantly tries to fix. He appreciates a good story; with his pranks, everyone is either in on it or the target.
- Suzie — Timmy’s younger sister; a sweet, precocious little thing.
- Melanie — a pretty teenager with thick glasses, purple curly hair, and lavender eyes; a little flighty, but a very good healer.
- Merry — rich and on the council; a halfling, seen at the Sunburst in royal blue with preposterously poofy sleeves, holding forth with a pint and enjoying the flapping. He carries a heavy purse and, according to Tyleth, gives most of it away.
- Pippin — rich and on the council; no one knows what else he does.
- Simon — on the council; master tailor and Master Mystic Shaper. Careful and methodical in words and life, but prone to occasional passionate outbursts — like a snowfall that, once rolling, becomes an avalanche. He feels he could become a Grandmaster Mystic Shaper if he only had the ingredients for legendary magical items.
- Brogan — on the council; master shoemaker. Great skill, poor customer service; never keeps more than one apprentice; constantly complains that he used to make shoes for kings and queens, lords and ladies.
- Govannon — master smith and the only known Grandmaster Arcane Forger. Kicked out of his home in Aberdeen for refusing to make arms for the Clan of Light; five of his apprentices followed him. One, Iago (ee-ah-goh), worked with the Clan of Light to have him expelled and took over his land and smithy, and now makes weapons for the Clan of Light. One of Govannon’s sons is a ranger of Phoenix Roost.
- Haearn — Govannon’s youngest son, a journeyworker Arcane Forger who wants to join the Ranger Guild.
- Robert I (Robert) — local guildmaster of the Ranger Guild and master of the Ranger Fort.
- Warrick — Robert I’s youngest son. Grumpy, tall, scrawny, one brown eye and one green. Despite his apparent lack of muscle no one dares tease him. Already somewhat proficient in fire and earth magic; since Tyrus’s arrival he has trained with him constantly and, though he generally likes no one, has become Tyrus’s very loyal friend.
- Tyr — newly arrived from the South with his son Tyrus. Silver eyes, a kind smile, a good storyteller; wants to start a new academy of magic, and does not hold to the Clans’ philosophy that only the privileged should learn the depths of magic. He has commissioned a unique multi-hulled catamaran of his own design and stays in the Sunburst while it is built; money does not seem to be an obstacle.
- Tyrus — Tyr’s son. Confident and kind, he trains hard and wants to join the Ranger Guild, though his father wants his help with a new Ranger Academy. He carries three swords and a longbow, struggles with all magic except water/healing magic, and is a talented musician, expert at most instruments. He and Warrick race through Sunton across rooftops, under carts, and up walls.
Beggars, and the temper of the place
There are no beggars in Sunton. There are modest streets and there are ornate mansions, but there is no slum: it is a city of hard workers, rebels, and fiercely independent people, and while there may well be thieves, beggary does not fit the culture.
Timmy
Timothy, who goes by Timmy, is the eldest son of Yorhi and his wife Ashley of the Sunburst. He is a prankster of some dedication — food thrown at patrons, a frog planted in a guest’s bag, and giggling from behind the furniture when the screaming started.
In session 4 he and two friends were leaning across a table at the boy the party brought out of Tyre, pressing him to go back across the bridge or at least to explain how he had survived it the first time. The boy was frightened enough by it to ask the party to move him somewhere safer.