Saradross

City of Struggle, Saradross isn’t an easy place to be and an even harder place to live. The class divide is starkly evident, making it more accurate to describe it as two cities separated by the White River. Named before the industrial boom of the Sixth Godsbirth, this river is now the most polluted stretch of water in all of Crudilex, serving as a boundary between the East End and the West End.

The city is rife with problems, strife, and crime—issues the powers that be, particularly the politicians and the thieves' guild, prefer to keep unresolved. It is a landscape ripe for adventure and intrigue, but newcomers should tread carefully; the local elites are only interested in what profit they can extract. As the saying goes among its citizens, "Saradross is the place where altruism goes to die."

West End

Far from the Constabulary and the politics of Parliament, the West End lies across the White River, far removed from the pleasant views and green parks of the East End. This area is a maze of slums, rife with monsters, murderers, thieves, and warring gangs. The people who call this place home have no shortage of fears.

Yet, not everything here is pain and squalor. The West End does have its share of manor homes, though many stand abandoned, and factories that drive men to endure grueling 16-hour workdays. The air is thick with a relentless cloud of steam and smoke that never lifts. West End is far from a paradise.

Labormen Street

Factories with endlessly churning smokestacks dominate Labormen Street, more than anywhere else in Saradross. Here, goods are produced for markets near and far—everything from weapons of war to crude fuel, electric power, and even rolled cigarettes. Work never stops on Labormen; the cry of the lunch whistle echoes through the air, and the soot-covered faces of the hard-working populace serve as constant reminders of the sacrifices they make to survive. This street embodies the relentless spirit of the people of Saradross, who toil day in and day out to carve out a living in a harsh world.

Grave street

The city of Saradross may be small, but its population continues to grow year by year. Once an honorable graveyard celebrating the noble people of Crudilex, the area is now completely built over. The tombs, graves, and statues that tell the stories of the past still stand, yet they are overshadowed by bridges, roadways, houses, and hostels. The living have transformed this space into a bustling community, largely forgetting the dead beneath their feet.

However, whispers circulate of a figure who haunts these salted streets, serving as a grim reminder that disrespecting the dead does not go unnoticed. Nearly every week, bodies are discovered—brutalized, with their arms crossed over their chests and their hearts cut out. The citizens have come to refer to this murderer as the "Ghost of Grave Street." Despite their pleas for safety, the Constabulary remains unresponsive; not a single clue has surfaced, and the killings show no signs of abating.

Reach Road

Not all housing in the West End is unlivable or destitute, but every dwelling carries an air of danger. Reach Road features tall buildings, resembling those across the White River, but they bear the scars of neglect. Once elegant Colloran loft apartments, their marble staircases and crystal chandeliers remain, though now they are shrouded in peeling wallpaper and boarded-up windows, exuding an eerie grandeur.

Yet, the true threat lies within the shadows of these buildings—the Lair. Here, monstrous beings lurk, resembling men but driven by an insatiable hunger for human flesh. They move with a speed that defies nature, darting across crumbling tiles and exposed frameworks. For some, the risk of sharing space with these creatures is a fair trade-off to avoid the streets and the squalor of Bitterend, as they seek refuge amidst the remnants of former opulence.

The Lair

At the heart of Reach Road stands a cathedral, once the sacred halls of the Church of Glitter Gold, now a place where no sane person dares to tread. Known as The Lair, it is home to monsters that prey on the destitute inhabitants of the West End. These beasts prowl the night, hunting anyone foolish enough to wander the streets alone or venture too close to their den.

The territory of The Lair is vast, with thousands of people residing in its shadow. The true terror lies in the unsettling thought: what if the majority of the population in the surrounding houses are beasts themselves, hiding their nature from the world beyond? The horror that grips the hearts of many is the fear of discovering that their trusted neighbors, friends, or even family members might be among those who change with each solstice. It is believed that the creatures of The Lair can control their forms, yet those who escape an encounter with one may remain blissfully unaware of the curse that lies within them.

The River Docks

One of the few safe markets in the West End, the River Docks is bustling, busy, and surprisingly profitable. Locals believe it to be the only place where you can reliably find a constable at any given time. It’s no wonder the Harlot's Veil thieves' guild has claimed it as their turf.

The docks serve as a welcoming port for travelers, offering a rare sense of security where riverboat crews can stay a night without fearing a knife in the back. However, the area is most renowned for the massive tavern known as The Blind Basilisk, which stands like a fortress against the relentless tides of the river.

The Blind Basilisk

Few truths in the world withstand scrutiny, but one undeniable fact is that suffering and drink go hand in hand, as evidenced by the famous Blind Basilisk tavern. Built in a once-abandoned warehouse by the notorious drunken master twins, Karl and Marl, this tavern is the largest in all of Crudilex.

With five beer halls, 34 inn rooms, a casino, a bare-knuckle sand pit arena, and even its own underground boat storage, The Blind Basilisk offers a wealth of attractions. Remarkably, it fills to capacity nearly every night, drawing in workers from Labormen Street, gang members from Bitterend, and adventurers alike. It is a beloved landmark, serving as neutral ground for the diverse populace of Saradross, where many come together with little more to do than plot each other’s demise.

Lancaster Street

Lancaster Street serves as the main thoroughfare dividing the two largest ghettos of West End: Bottle Bend Street and Windmill Street. Each night, it transforms into a battleground where rival gangs clash, each led by ambitious upstarts vying for control of the dwindling turf left to them by the thieves' guild.

The residents of these streets have largely grown accustomed to the violence, but on rare occasions, the gangs redirect their aggression toward locals who refuse to take sides. Robberies, strong-arm tactics, and forced enlistment into the gang wars are not uncommon, creating a constant undercurrent of strife that weighs heavily on the ghettos.

Bottle Bend Street

Bottle Bend Street is arguably the least policed area in any city across the world. Death is a constant companion for its residents, with bodies left unburied on the streets during winter, and refuse carelessly hurled from windows into the muddy, trodden pathways below.

The true horror of this place lies in its current gang lord, whose reign of terror has gripped the neighborhood. However, gang leaders seldom survive past their second year in power, especially if they exhibit a particularly cruel streak. The cycle of violence and instability continues, leaving the people of Bottle Bend Street trapped in a grim existence.

Windmill Street

Windmill Street borders several territories claimed by the thieves' guild, including Bitterend, the River Docks, and the Run. However, the streets and ghettos themselves hold little value to the guild, leaving the residents to live under the oppressive thumb of vindictive gang lords.

Most inhabitants lead hard lives, toiling in the industries of Labormen Street and burning coal in the factories. The relentless 14-hour workdays leave them too exhausted to resist when the gang lord claiming Windmill Street demands their rent each month. The cycle of exploitation continues, with little hope for a brighter future.

The Thieves' Guild

Mysterious and elusive, the Thieves' Guild of Saradross, known as the Harlot's Veil, has held dominion over West End for over a century. Established more than 100 years ago, they have outlasted many of Saradross's kings and lords, becoming, in the eyes of many, the true power in the city. Even the Colloran Parliament knows to tread carefully when dealing with the guild; politicians can never be sure which hired guard or seemingly honorable constable owes a favor to the Veil. The guild’s influence seeps into every corner of Saradross, creating an intricate web of loyalty and fear that is difficult to escape.

Carnevale dei Dolori

Once the dark theater of the mad sorcerer Brendlid, the Carnevale dei Dolori is a midnight carnival that can only be visited between midnight and dawn. This traveling show of wonder and horror appears and vanishes at irregular intervals across the lands of Hark. It is believed that the entire carnival is a massive hive of phantoms, manifesting in places where they are most likely to attract mortals to indulge in their eerie offerings. Some visitors, however, never return, disappearing as dawn arrives alongside the carnival’s ethereal exit.

Lantern Street

The twisting alleys of Lantern Street are steeped in deep superstition among the people of Saradross. Known for its narrow, winding side streets, the area is adorned with thousands of lanterns at night, intended to subdue, confuse, or repel the ghosts that are said to plague it.

The Lamplighter Revue

Particular fear surrounds a curse referred to by the denizens of the alleyways as the "Lamplighter Revue." At the heart of this mystery lies a simple red door glowing beneath a red lantern. What makes this occurrence especially inscrutable is the fact that the passage leading to the doorway is never the same. Each evening, figures flock to light the old lanterns and then return to the Lamplighter's Revue. Yet, when one’s gaze is not fixed upon the path, it disappears entirely.

These strangers return each night, seldom speaking beyond simple pleasantries. When asked about the revue, they always respond the same: "Sadly, the revue is members only, but you may inquire for a position as a lamplighter with King Nolan." However, King Nolan has been dead for 35 years

Bitterend

The most heartbreaking place in Saradross is undoubtedly Bitterend. More shanty than slum, it is a refuge for those with no other options—those who lack the coin to pay off the gangs for safety and who fear the beasts of the Lair that lurk near Reach Road’s abandoned manor lofts. Bitterend is where the most destitute gather to await death, which is never far away; life among the mud-floored huts and crumbling apartments is as unforgiving as any monster.

The one flicker of hope comes from the infrequent aid provided by the Thieves' Guild, who offer a measure of protection to this grim corner of the city. The poor, the crippled, and the starving band together, doing what they can to look after one another. Yet, as the street’s name suggests, they seldom find anything but their bitter end.

East End

The East End and West End could not be more different. Towering marble manor lofts, rail trolleys, and automotive horseless carriages define this bastion of beauty, elegance, and wealth, all reaped from the labor of the poor. Free from the tribulations that plague the West End, the East End has become a playground for the rich and powerful. Rumormongering and politicking whisper across every lip of its outdoor dining gardens.

Though the upper class of the East End enjoy long, prosperous lives, they are not immune to the reach of the Thieves' Guild, which has haunted their windows and roofs for ages, predating even the foundations of their grand homes. The lives of the wealthy are not beyond the occasional abrupt end, sent off by the smoke of an assassin's gun.

Alzar Manor

Alzar Manor is one of the oldest buildings in the city, shrouded in mystery. Its true ownership is a matter of speculation; no one is allowed within its walls, and its occupants, including the house staff, are never seen beyond its imposing gate.

Even more curious is the fact that the Thieves' Guild has made numerous attempts to burgle its rumored riches, yet not a single thief has returned after entering. The people of Saradross consider it yet another of the city’s cursed locations, and they all know to give it a wide berth when passing by.

Sparrowspot Theater

The noble and world-famous Sparrowspot Theater is a magical venue beloved by actors and bards alike. It is where the most renowned performers from around the world reach the pinnacle of their careers. The theater is home to the Sparrowspot Revue, arguably the world's only arcane bard orchestra, enchanting audiences with its unique blend of music and magic.

The Diotenic Church

The seat of Colloran power is deeply rooted in the religion of Dioten, the god of law and punishment. The Diotenic Church in Saradross is no exception, as it lobbies vigorously in the parliamentary halls for publicly mandated prayer, subjects of taboo, and the required tithing of 30% of all laborer earnings. While the Church wields absolute power in Collora, the people of Saradross are generally non-religious, though this never stops the Church from attempting to impose its will.

Thoclast Gyromanics

Tinkered, mastered, remastered, and improved—the Thoclast Company calls Saradross its home. Specializing in technological advancements in domestic, industrial, military, and policing applications, the company has shaped much of the weaponry used throughout Saradross and developed automotives that operate without the much-sought-after manabattery power. These machines now fill the streets, although primarily in the East End, as their prices are prohibitively expensive.

Thoclast's inventions have significantly influenced the modern world and are prolific across the plane, but nowhere more than in Saradross. The company owns half of all the factories on Labormen Street, and its upper management enjoys a lifestyle unparalleled even in Roa. With no end to their prosperity in sight, many believe the head of Thoclast may one day own the entire city—a notion that doesn’t seem far-fetched, as wealth and weaponry translate to unchecked power in Saradross.

Tho Coil Array

The Tho Coil is not a brand-new technology; it is among the first innovations implemented by Thoclast Gyromanics. However, its use for purposes beyond a defensive siege weapon is a more recent development. The coil consists of a tumbler filled with static tho sand, which is rotated to generate a steady stream of power. This energy is then sent into the coil and passed harmlessly through the air to buildings equipped with specialized lightning rods that catch and reroute its power.

Two such coils exist in Saradross. One is located on Labormen Street, powering various factories that require an extra boost in production. This energy has been almost exclusively harnessed by the Blackiron Frigate Yard to accelerate the construction of ships for the Federalist Revolution.

Oku Row

It is commonly believed that before the Sixth Godsbirth, food could scarcely be produced in Saradross due to filthy water and a lack of fresh ingredients. However, that changed during the industrial boom. Thousands of people from across the plane immigrated to Saradross in pursuit of a better life, often clustering with those they knew. Thus, Oku Row came into existence—a small town nestled in the heart of a sprawling city, now famous for its food, culture, art, and festivals.

Without a doubt, Oku Row becomes the busiest place in the city when the lunch whistles blow on Labormen Street. Crowds flock to the stalls and eateries to indulge before returning to hours of hard factory work. Rows of vendors compete fiercely for the attention of Saradross's residents, with coins changing hands faster than the pickpockets can collect them. Great fortunes are made in the simple act of selling fresh food.

Yet, as with all things in Saradross, where there is coin, there is crime. The gang lords tread carefully when crossing the White River, especially given Oku Row’s proximity to the well-polished and protected pageantry of the Parliament building. Nonetheless, they exert their influence, muscling vendors and restaurateurs who prefer an edge over the competition. A firebombed stall or a drive-by shooting before the lunch whistle can spell disaster—or profit.

Colloran Parliamentary Building

The Parliament Circle stands as the crown of Hark, its stately statues towering high above. Surrounding roads bustle with the comings and goings of politicians and bureaucrats, all working diligently to operate and legislate the ever-expanding wealth and power generated by Saradross's formidable industry.

King Nolan Station

Once the old castle of the Copperwheel, built during the Fifth Godsbirth by King Nolan, this structure remained largely unused before the industrial boom. Now, it serves as a bustling travel hub, linking trolley cars, trains, airships, and the latest addition: the San-Roko Cross National, a towering 15-story, three-car train that spans thousands of miles across Crudilex. The station has been expanded and rebuilt to accommodate the immense San-Roko, becoming a central nexus for travel throughout the world, with visitors from all four nations passing through in every season.

Trolleys ferry travelers from the station to the river port, passing by the parks and restaurants of the East End, returning every 30 minutes. In the evenings, they are lifted by mechanical winches into neat stacks on the upper levels of the station.

The Run

The Run comprises the southern stretch of the White River, named for the numerous runoff pipes filtering from the sewers and waterways beneath the city. Framed by large stone walls that drop 40 feet from street level, this chasm is a vital conduit for smuggling illegal and stolen goods out of Saradross. The river pours into The Run, where riverboats await to transport their illicit cargo far from Hark.

Around the City

Underbridge

The shanty ghetto quickly filled the void left by the builders of the Sanroko Overcity Bridge. While many resist and even rebel against the idea of the massive cross-national train rattling through the city, others seek refuge in this crowded shantytown for precisely that reason. The creatures from the Lair seldom prowl north of Reach Road, providing a semblance of safety from the gangs of Lancaster Street and the squalor of Bitterend.

Parliament Street

Often the first road for anyone entering the city of Saradross, this pristine, tree-lined street is flanked by tall buildings, apartments, and luxury stores, presenting a very different tone from the true soul of Saradross. However, one cannot deny the ambition behind what has been created and what could still come to be, as thousand-powered automobiles roll down the lane between trolley cars and clean-booted constables.

Mori's Mementos

A general store run by an eccentric keeper just outside of Grave Street, Mori is a peculiar man with a lazy eye. Some believe him to be a necromancer, with hints of truth as his shop houses an animated skeleton he lovingly refers to as Rattles. Yet, no one has caught him performing the illegal magics of necromancy; merely having a skeleton is not against the law—yet. Travelers can find a variety of mundane goods here at quite a discount, if they can overlook the dirt and age of the items.

The Golden Menagerie

Opulence often leads to boredom, and boredom is cured by intrigue. This could very well be the motto at the entrance of the Golden Menagerie. A zoo of exotic creatures, many collected from far-off lands, is on display for those with the coin to pay for entry.

CULTURE

Rulership

Saradross is a precarious balance of power, primarily dominated by the Harlot's Veil thieves' guild, which wields power over both criminal and legitimate enterprises. Officially, the city is governed by a council of politicians aligned with the Colloran Parliament, but their authority is often undermined by the guild's shadow play and the pervasive corruption among constables. As a result, the true power dynamics are dictated by fear, money, and the shifting allegiances of the cities gang leaders.

Events

Festival of the Forgotten:
A somber event where residents honor the deceased buried beneath the city's foundations. People gather to light lanterns and offer prayers, a rare moment of unity

Carnevale dei Dolori:
This mysterious midnight carnival appears unexpectedly, drawing thrill-seekers and the curious. While it offers wonder and entertainment, many leave changed or never return.

Labor Unions Strikes:
As workers from Labormen Street strike for better wages and conditions, tensions regularly rise between factory owners and the gang funded labor unions, sometimes leading to violent protests and rioting.

Turmoil

Name the Drama

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