Land of Song A D&D Campaign

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

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.