Neighborhoods of Feldri
Feldri is a huge, sprawling metropolis, the largest city on the plane, it stretches across the broad flatlands East of the Great Belnoi Wild. A great carpet of stone, brick, and steel, carrying on for miles upon miles. There are too many places to see in Feldri to count, a new adventure, a new sight to see around every corner. here are a collection of six of the more prominent neighborhoods of the city.
Dockside: Warehouses, taverns, bordellos, guild headquarters, inns, the seafront of Feldri is built to the needs of the massive trade fleets that come and go. Seawalls secure the harbor, dotted with forts patrolled by the Wakewatch. The high streets are patrolled by Wakewatch guards and Synod sacred bands to keep crime down but the side streets and alleyways are a and poorly patrolled maze. Gang fights, scores being settled, dark deals and black market merchants lurk in the shadows and disused warehouses of Dockside. It does have some of the best and rowdiest bars though.
Canal District: Across the river by the Bastion Bridge lies the Canal District, previously an area of factories and warehouses in the Ascren Empire. Riots burned much of that during the early days of the Fall. Traveling theater companies and music festivals began flocking to the derelict buildings and empty lots for rent free performance space. At first it was very rough and tumble, thieves and gangs preyed on the performers and their patrons, sometimes the performers teamed up with the thieves or even were the thieves themselves. The companies and performers began to organize into guilds, forcing out non-guild performers and paying the Six-Ring Company to provide security. Now the Canal District is the cultural heart of the city hosting some of the greatest theaters and most prestigious clubs, music halls, and houses of curiosities in the Crucible States.
Temple District: One of the eight great pyramids of the city is topped by a massive temple complex. Brass domed caps and lapis tiles of deep blue decorate the sides of the highest Temple of Yothri. At it’s highest peak is a flat topped tower, long staircases zig-zag up its sides while an enchanted stone platform offers levitation for those who need it to reach the top. A reflecting pool dominates the center of the top floor. Levitating in the air, brilliant as a full moon in the night, shimmering with rainbows and iridescent glory is a huge orb known as the Saint’s Beacon. It bathes the temple district in cool blue-white light and an aura of peace, requiring a Will Save 17 to commit any hostile acts. The Synod owns most of the Temple District but they promote peaceful co-existence with other good aligned religions, granting land to friendly temples. On the lower tiers of the pyramid there is more privately owned land though, Drakoverian organizations, more unsavory or morally gray religions and cults. Funnily several of the largest banks of the city are also found in Saint’s Shadow.
The Warrens: Beneath the pyramids and city streets run vast networks of tunnels. Whole hidden streets, homes, shops, and taverns. Ratfolk by law can’t live above ground and many smallfolk voluntarily reside below ground. Many of the people down here work in the core of engineers that maintain the air ducts, sewers, cooling and heating systems of the city. Life below is claustrophobic and strange things are said to lurk down here. But the people are for the most part friendly. For those looking to live on the wild side there’s many places underground beyond the law’s reach, gambling dens, black magic shops, tobacco shops and the seediest bars.
Rijani Enclave: Nested deep in the city on the canal’s edge lies a collection of buildings painted with brilliant geometric patterns and draped with colorful silks. The Rijani Enclave is a slice of home to the thousands of refugees who made their way to Feldri after the war. Ever since a steady stream of rescued slaves and prisoners have fed the colony. Water clan fishermen ply the river and canals for catfish and eels. Wind Clan families continue the dyeing traditions of their lost family workshops, fed silk and dye by far ranging Windborn smugglers and merchants. Fire Clan and Kulvinese defectors patrol the shaded streets keeping the peace and protecting their people from the many predators of the urban jungle.
The Fey Quarter: The Fey Quarter is a collection of tunnels, alleyways, parks, and gardens buried within the vast maze of Feldri. Their locations sometimes move, alleys suddenly bursting with life as pixies and gnomes hock wares and play games in the narrow street. However the neighborhood known as Euphesia's Garden is one permanently anchored section of the Fey Quarter. The light filters green through the canopy of willows and elms that line the wide boulevards. Slender elven homes of living wood nest in lush gardens, crooked, cris-crossing high-rises built by gnomes and halflings. Dryads planted in the squares play in the fountains and satyrs parade from tavern to tavern.










