The South Docks
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Haven’s advantageous location on the Dorian River has made the city an important port, as well as a vital trading point along the Long Road. The Dorian is navigable by most ships as far up river as the South Docks, where rocks and rough water around Trade Island halt river traffic. This link between the great overland trade route of the Long Road and the sea trade has made Haven the great mercantile center it is, and keeps the South Docks bustling with activity from dawn to past dusk.
The neighborhood of the South Docks, where most of the sea trade is handled, is politically part of The Commons, but its economic ties are with the merchant houses of the North and South Corridor. Warehouses and large cargo storage yards occupy a good deal of the area, with chandlers, suppliers, taverns, inns, and other businesses catering to the needs of ships and sailors. Wagons and pack animals crowd the streets, moving cargo to and from the docks in a constant stream. Sailors in search of recreation rub shoulders (sometimes peacefully, sometimes not) with brawny longshoremen, drayers and the other laborers of the docks, while ship captains, merchants, and traders conduct the business of commerce. Pushcart vendors sell food and drink, as well as ribbons, flowers, and other trinkets for sailors to catch a lass’s eye. And lasses there are, on the streets, in the flophouses, bordellos, and taverns, veiled and eager to make lonely sailor - or longshoreman - feel welcome.
The South Docks and the warehouse district have a well-deserved reputation for being a rough and rowdy part of town. Brawling appears to be a favored local sport, along with drinking, gambling, and wenching. Although under the jurisdiction of the Coppergate company of the City Guard, the guardsmen patrol infrequently after dark (usually in groups of 3 to 6) and are far more concerned with preventing damage to property and valuable cargos than in keeping peace among sailors and longshoremen. Most of the warehouses and cargo storage lots are well secured and have their own guards, as do the ships tied at the wharves, to protect the profitable cargos.
Another significant part of the South Dock’s tough reputation is not readily discernible to the newcomer, but is a familiar shadow to the locals. The Black Hand, a dark and secretive brotherhood of thieves, muggers, and other criminals, is a splinter of the Thieves Guild that broke off several years ago, and now has a solid foothold in The Commons, despite constant warfare with the Guild. The Black Hand is the name whispered behind almost all shadowy dealings in the South Docks, and is rumored to be involved in smuggling, blackmail, assassination, and any other dark and violent deeds that occur in this part of town. Almost everyone here has heard something of the notorious Hand, but their reputation is so dark and mysterious that few will discuss the subject, lest they themselves become a target of its reprisals.
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Working the Docks
Although there are wharves on both sides of the Dorian, only the docks on the north bank are primarily used for cargo handling; the docks on The Labyrinth’s side of the river principally cater to those who are stocking their ships for upcoming voyages. Goods coming in by sea and continuing upriver must be unloaded and moved by wagon past the rapids around the Island, to the North Docks, where they can be loaded on river boats for shipment to Mandalai, Lakeside, and other towns further up the Dorian. There are normally 20 to 30 seagoing vessels in the South Docks at any one time; shipping tends to slow somewhat during the winter months, and is exceptionally busy during the middle of summer.
All ships must register with the Ministry of Ports and Shipping upon arrival, and notify the Ministry of the date of their departure, as well as the nature and value of both the cargo they intend to unload, and what they intend to ship out. The Ministry is responsible for collecting dock fees, and the usual taxes and duties on goods imported into, or exported out of, the city. The City is not as interested in protecting local industries as it is in skimming a little profit off the top of any trading done in Haven; the caravans that travel the Long Road and the upriver traffic are similarly monitored and taxed. Needless to say, no matter how significant or insignificant the City’s cut (ranging from 5% to 20% of a cargo’s value), there are always those who would prefer not to pay anything at all, or who wish to deal in illegal goods (such as slaves or spider silk). The officials of the Ministry are therefore always on the lookout for smugglers.
Players may be interested in looking for work on the docks, either as sailors (a great way to see the world) or as longshoremen, loading and unloading cargo from the holds of ships. There are no prerequisite requirements for a sailor’s job, although above average STR and STA are suggested, and any experience at sea, or trainings in Navigation, Astrology, or some other useful skill may make the prospective candidate more than a deck-hand’s pay (around 1gp a day or a small share of the ship’s cargo). Longshoremen are only required to be strong and tough enough to heft barrels and bales, and are paid around 1-2gp per day, depending on how much work is available.
Players may also have the misfortune to meet along the docks that instrument favored by every good naval recruiter, the press gang. Press gangs are formed when one of Haven’s military craft, short on sailors, sends a petty officer and a dozen or so marines ashore to draft the necessary crew; press gangs rarely take no for an answer when “inviting” sailors to join up. Merchant captains short on men may resort to the illegal practice of shanghaiing likely candidates, and inducting them into his crew. Traditional methods for shanghaiing, besides simply coshing the prospective seaman upside the head, include getting the man drunk sometime before departure and neglecting to put him ashore before leaving port, or raiding the dockside opium dens. Those taken by the latter method tend not to be reliable seamen; those by the former are often prime physical specimens, who shake off a vicious hangover only to find themselves miles out to sea
Jobs loading and unloading ships may be found with the professional foremen whose offices are located up and down the dock front. When a ship enters port, its Captain or Mate contacts one of the longshoremen’s companies, which in turn assigns one of its foremen to round up a crew of the appropriate size from the myriads of day laborers to be found each day looking for jobs along the docks. Finding such employment is a matter of being in the right place at the right time; a persistent player could probably find sufficient work to support himself, but will hardly be likely to grow wealthy from his labors. Cargo is generally moved from wagon to ship, or ship to waiting wagon; occasionally, a merchant will also hire laborers to unload the wagons at his warehouse yard.
Unloading
There will be a 40% chance that any given ship will need to be unloaded.
| 1d100 | Cargo |
|---|---|
| 01 - 25 | Sacks of grain (2d4 x1,000 sacks, 50lbs., 20/hr.) |
| 26 - 40 | Ingots of metal (2d3 x1,000 ingots, 100lbs., 10/hr.) |
| 41 - 55 | Barrels of oil, salt fish, or other foodstuffs (3d4 x100 barrels, 200lbs., 10/hr.) |
| 56 - 75 | Bales of agricultural products: flax, dried fruit, straw, leaves, indigo, hemp, etc. (2d4 x200 bales, 100lbs., 12/hr.) |
| 76 - 85 | Luxury Items; pearls, gems, ivory, liquor, sealed in chests or barrels (1d4 x50 chests, 40lbs., 20/hr.) |
| 86 - 00 | Blocks of stone: obsidian, marble, etc. (1d4 x100 blocks, 500lbs., 5/hr.) |
Loading
If the ship is to be loaded up for a voyage downriver (60% chance), the cargo will be:
| 1d100 | Cargo |
|---|---|
| [td:10]01 - 30[/td] | Textiles, in bolts (]roll:3d8] x100 bolts, 20lbs., 10/hr.) |
| 31 - 45 | Wood, in logs (2d4 x100 logs, 400lbs., 5/hr.) |
| 46 - 75 | Wine/ale, in barrels (3d4 x100 barrels, 200lbs., 10/hr.) |
| 76 - 85 | Leather, sheepskins, furs, in bales (2d4 x100 bales, 100lbs., 12/hr.) |
| 86 - 90 | Ship’s supplies (barrels, sacks, etc.; select the cargo size most appropriate for figures) |
| 91 - 00 | Luxury Items; jewelry, gold, silver, weapons, magic items, etc., packed in sealed chests (as above) |
The amount a person can lift and move without straining himself is 10 x STR lbs. The weights in parentheses, above, are the weights per item or package; the numbers are the amount of items that can be moved by a man or team in the time given.
The GM is reminded that some of these cargos are very valuable, and those handling it will be supervised by members of the merchant’s or the Captain’s crew, as well as cargo items being carefully checked off on the foreman’s lists as they are moved. Laborers are paid in cash when the loading/unloading is completed, and are then free to seek another job, or to go to the pubs.
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Ships in the South Docks
The South Docks has a transient population of ships, captains, officers and crews that provide a constant source of rumors, jobs, and money, as the taverns and flophouses will attest. The usual stay for any given ship in Haven’s port is approximately a week, and in that time, cargo must be unloaded, supplies must be ordered, repairs and routine maintenance performed, and new cargo found, purchased, and loaded back into the hold. If the crew is undersized, new crewmen must be hired, or, for those who are less scrupulous, shanghaied by press gangs.
Below are listed some of the ships presently in port, along with some description of their general type, cargo, destination, and other pertinent information GMs might find useful in setting up adventure possibilities.
Firebird
A galley with two banks of oars, and two masts that support bright, triangular sails. She is rumored to have gold trim in her cabins and a great deal of treasure aboard (false). The captain is a turbaned fellow named Irahil daz-Asod; in fact, the whole crew is foreign, dark of hair and skin, and speak an unknown musical language.
Firebird carries a cargo of iron and dwarven made weapons, bound for the city of Karan Te, on the southern end of Sholokith Bay. She also carries passengers - a group of very nervous dwarves and a party of foreign traders, in flowing robes, turbans, and exotic jewelry.
Ocean Gypsy
A caravel designed for merchanting, is bound for Seki with a cargo of logs and cut lumber for the shipyards. The captain is a woman, Helene Troyas, known for her energetic personality and sharp tongue. She is also known as an experienced navigator around the Sholokith, with a unbeatable weather sense. Helene is short and her faced lined with years of seafaring; her hair is short and greying, but her crew have been with her for years, and wish no other captain.
Ocean Gypsy also carries passengers in its crowded cabins, for the reasonable fare of 40gp to Seki.
Argos
A sleek galley, with two banks of oars and triangular sails. The captain, young, fast-talking Jason Horn, is looking for investors in a treasure-seeking exploratory venture to a distant, northern island.
At present, the ship has no cargo, only a quarter of the crew necessary to man her, and is in danger of being confiscated for back debts and dock fees. Jason needs about 15,000gp to pay off his creditors and stock his ship for the voyage and is willing to promise almost anything to save his ship.
The map of the island (in Jason’s possession at all times) is genuine, and easily worth the gold necessary to refit the ship, but Jason has no wish to sell the map. Should the players get involved in Jason’s expedition, the GM will have to design the island and treasure in question.
Pavanne
A heavy merchant caravel, loaded with lumber, casks of wine, and sacks of wheat, also has several large cages built in the hold that are currently empty.
Captain Emilio de Cordoba is an enterprising fellow who never overlooks a possibly profitable deal, regardless of its legality. He is rumored to have been a smuggler and privateer in former days, and will do almost anything to ensure his own interest in an affair.
He is also one of the few captains who keeps a ship’s mage, a small, dark fellow called Cimeron, whose skills include weather and repair spells. Neither particularly trusts the other and the crew’s loyalty is split between them. Should they come to a serious disagreement during a voyage the outcome is uncertain.
Starseeker
A long, slender corsair, of elvish design, is commanded by Captain Earnil Anarion, a tall elf with pale hair and sea-green eyes. The crew is predominately elves and half-elves. The cargo is spidersilk, luxury goods, and ingots of copper and bronze, bound for Solhedrin. There is an opening for a bard, with free passage for entertaining the crew during the voyage.
Atlantia
A solid merchant ship and is captained by a brawny young man named Simon Roxinus, green-eyed and blond, with a thick beard. They are bound for Belakor on the western coast with a cargo of lumber, wool, and a special consignment from Enchantments, Ltd. Simon is forthright and honest, with the reputation of an excellent seaman. His crew is fairly treated and most are very loyal, with the exception of one seaman, Rebo Jack, who was disciplined recently by the captain for theft.
There is a passenger aboard Atlantia, a handsome young man, dark-haired and bearded, dressed as a merchant. He is actually a mage, Ali Zander, entrusted with the delivery of certain letters and documents from the Circle Chamber to various high-ranking mages in Belakor. These letters concern secret negotiations dealing with a possible alliance between the Mages Guild of Haven and their counterpart in Belakor and would be extremely damaging to the Guild if they should fall into the wrong hands, like the Council of Boroughs. The Circle Chamber is carrying on these negotiations without the knowledge or consent or Haven’s governing body.
Captain Roxinus has been well paid to insure the safety of his passenger, but has no knowledge of the letters; Ali carries several potent arcane protections, and the letters are hidden in his cabin.
Dark of the Moon
A swift galley with three banks of oars, captained by Esteban de Martin, a cold and ruthless man, who is also a Black Hand agent. The official destination for Moon is the Mystic Isles, with a cargo of textiles, wheat, and amber; however, about a third of the bolts of woolen cloth have lengths of the light, extremely expensive spidersilk wrapped within them, hidden from the tax and duty collectors, who collect a premium on the rare fabric.
Not surprisingly, considering how harsh a master Captain de Martin is, Moon is in need of new crew members; there is a very good chance that the Captain will be forced to shanghai men the night before their departure. The chances of players being so caught are at GMs’ discretion.
Gabrielle
A merchant coq just in from the east with a load of teak and spices, and Captain Girard della Chamoi is looking for a new cargo. Chamoi is a firm but fair master, and a brilliant navigator. His avowed intention is to carry a cargo of spider silk to the far, fabled eastern ports of Krufna Brut and Namotto.
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Random Street Encounters
While a party is wandering through the area roll d1000 to determine what random encounter they may have. Note that some encounters may happen in multiple locations in the city so feel free to ignore the results if the event is a one-off and already happened.
| [roll:d1000] | Encounter | Encounter | Encounter | ||
|---|---|---|---|---|---|
| 001-052 | Funeral Cortege | 365-416 | Oinks! and Away | 703-758 | Merchant Maulers |
| 053-104 | A Real Beer Bust | 417-447 | Swaggering Mercs | 759-810 | Finnegan’s Wake |
| 105-160 | Package Proposition | 448-503 | Drunken Barbarians | 811-866 | Trailing Arbutus |
| 161-216 | Yecch! Beggars! | 504-559 | Wrestling Match | 867-948 | The Illustrated Man |
| 217-277 | Pouch on a String | 560-615 | ”You! The Heckler!“ | 949-000 | Wedding Celebration |
| 278-333 | Dueling Daggers | 616-671 | ”Appleby, I Presume?” |
People and Locations in the South Docks
| People | Places |
|---|---|
| [tagged:the-south-docks-person | list |
Demographics
Government
Defenses
Industry & Trade
Infrastructure
Districts
Assets
Guilds & Factions
History
Points of Interest
Tourism
Architecture
Geography
Climate
Natural Resources
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Contents
Type: District
Other Name(s):
Located In: The Commons
Population:
Demonym:
Founded:
Runied:
Ruler:
Rank:
Ruling Organization:
Other Rulers:
Founders:
World Anvil Metadata
Id: e2e38a16-2c10-443d-b40a-6789aa7c041a
Entity Type: Article / settlement
Category:
Tags: fcoh,district
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