Vileport stinks. Literally.

The centuries old city stands on the northern shores of the newly discovered continent explorers have dubbed ‘Brysfal.’

The second thing you notice about Vileport is the hustle and bustle. Merchant shacks and stands line every street leading to the newly built docks, and shanty towns and bivouacs have sprung up almost over night in every empty town square and over-grown park. Long empty buildings are being aired out and fought over by merchants and would be home owners. All-in-all, a testament to the adventuring spirit of the people of Halloran. This is, of course, the second thing you notice.

The first is the smell. Every breeze carries a different odor, each one worst than the last. Newcomers to the city are overcome, sometimes taking days to acclimate to the over powering atmosphere. Even veterans of the city, sailors and soldiers who were among the first to enter the town, occasionally double over, retching, as a particularly fragrant windf blows over them. The source of the smell is a mystery, thought to originate from somewhere under the city, but expeditions sent under the streets have turned up nothing except for a remarkably well kept and complex series of aqueducts and sewers emptying into the ocean.

Its history unknown, explorers have surmised that its long-dead inhabitants were human – or humanesque, at least. Buildings are fairly standard of human cities built all over the known world, their walls and roads made of white sandstone dug out of the nearby cliffs overlooking the sea. Although any trace of the previous inhabitants are long gone, the city has held up well, the high walls and ramparts showing little of the typical ravages of age that plague sea-side towns. The docks have long since crumbled and washed away, but new ones are hurriedly being erected as more and more ships show up every day, ferrying explorers, merchants, soldiers and would-be adventurers to the new world.

Because it takes a very special sort to be able to live in a fragrant environ such as Vileport, a number of shanty towns have slowly combined outside the city walls to become the first established Halloran village on Brysfal. Unfortunately, one still has to enter the city proper to perform business, as most merchants and agencies have established themselves in the large warehouse like buildings that surround the dock district, the more affluent among them employing powerful, and expensive, chemicals and alchemies to keep the air breathable inside their places of business. Because of the sense of relief universally felt upon leaving Vileport, the new town growing outside its walls has been termed ‘Deepbreath’ by it’s inhabitants.

There are three distinct areas in Vileport, all seperated by large, non descript residential areas. Running along the northern side of the city lies the Port District, an area covered with warehouse and large market style buildings. As this area sees the most activity, it is the most active and most merchants have taken up residence here It also houses the headquarters for the Heimsdall Trade Guild. The southwestern corner of the city has become known, succintly, as the Noble District. The larger, more elaborate houses are situated here and have, accordingly, been take over by what little aristocracy exists in Vileport. The third area is the smallest, yet possible the most distinct. In the very heart of the city lays what appears to be a dry, man-made lake – most likely what was once the city reservoir. Along the side of the lake is an enormous sewer grate, once covered by a grill of iron bars which have long since been smashed apart from the center, giving the impression of an enormous, razor-toothed mouth. The Hallorans, quick as always to give nicknames, have termed this landmark “The Maw.” This is the primary entry and exit point for the types of people that are prone to sewer diving.

While unpleasant, life is generally safe in Vileport. The walls keep animals and dangerous elements outside, and the populace is self policing with little tolerance for thievery or any other element that might jeopardize the capitalistic opportunity the new land represents. Outside the walls is another matter. The arid cliffs that surround the city are treacherous to traverse and crawling with dangerous animals. The few that have explored south of the cliffs relate tales of a thick, wet jungle, teeming with strange plants and animals. Huge insects swarms any invaders who dare disturb the untamed wilderness, and curious reptiles and rodents scurry amongst the dense underbrush. Halloran scouting parties have reported skirmishes with dangerous tribes of shamanistic lizard-like humanoids the soldiers have deemed ‘Hissers’. Sightings of even larger things deep in the jungle have been reported, although little else is known about what inhabits the jungle.

None of this is any deterrent to those wishing to make their fortune in the new world. Trade prospers more and more everyday in the odorous port district of the city, and attempts to “sanitize the atmosphere” of the residential districts is underway. Minor nobles, looking to set themselves up as the ruling class of Vileport, have rousted any squatters in the larger begun to take residence in, what appear to be, the more upper class neighborhoods. There is more than enough work for the explorer types and anyone with an entrepeneurial spirit. Several factions, such as the Protectorate of Vorenus and the Heimsdall Trade Guild, have already began building up their own private armies composed of mercenaries, adventurers and anyone else who will hold a sword for a few pennies a day.

A large number of soldiers and military officials from the empire have recently arrived in Vilesport, but still lack the numbers necessary to impose as strictly as they would back in their homeland of Greif. An independent group of citizens have setup the Vileport Commonwealth, focused on making the city more livable, but lack of funds have hampered their abilities in the fortune-seeking oriented city.


Vileport SquidCo