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1. Home of Senator Phillip Haddick
This two-story stone structure is home to the district's Senator, Phillip Haddick. Haddick is a small, dark human male with greasy black hair and a goatee which he strokes habitually. Haddick lives alone, with only a live in maid to care for the house and cook meals. Haddick knows his district is run-down and for IL Seno, crime-ridden, but he does little to correct this; instead spending his time attending dinner parties thrown by the wealthy socialites and other politicians. It is widely rumored that Haddick is in league with the city's Thieves Guild and receives a percentage of their take. He is the most open of the senators in his opposing of the Emperor's plan to send adventurers into the world though he has never given a direct answer as to why. Haddick is a known bigot with regards to demi-humans. See this location on the map.

2. The Stevedore
This small alehouse is run down and dark. Its clientele consist mostly of wharf rats, dockworkers and street scum. With little work at the docks and warehouses, most of these customers have turned to odd-jobs or thievery to earn a living. The district is well-patrolled but crime continues anyway. At any given time, games of chance are held in the Stevedore's back room, though it takes a brave soul to enter the villainous den. Much information about the city's seamier side can be gotten here with a steady hand and an open purse. See this location on the map.

3. Warehouses
These large, stone and slate structures are largely empty and abandoned now. Where once the city's thriving sea trade filled the warehouses to capacity with spices, cloth and exotic woods, not the buildings are home to rats, dogs and other more dangerous creatures. Some of the city's homeless make a poor living here as rat catchers, both working and living in the abandoned buildings. Many end up as dead bodies, carted away by the watch after dying of disease, starvation or foul play. It is said that malevolent creatures roam the district after dark, preying on the weak and solitary. See this location on the map.

4. 1/2 Orcish settlement
Unwanted in almost any other part of the city, several dozen citizens of orcish descent have made a home here. Working in other parts of the city as laborers, drovers or even gladiators, these people manage a sparse but adequate living. Their homes are of slate and stone and are well constructed. They have even established a tiny school taught by a gnomish woman named Roywen Sheppen, who is unfazed by the nature of her students and their parents. See this location on the map.

5. Home of the Hermit
This small slate home is a mystery as is the occupant. A stooped, wizened old male is often seen around this house by the guards of the watchtower nearby. He never speaks to them or answers their questions. He wears a hooded robe or a shawl and no one has seen his face clearly. Many nights he can be seen standing at the sea wall, gazing out into the ocean. See this location on the map.

6. Guard House
These twin buildings are the barracks for the district's soldiers. Their commander is a tall, dark human male called Lucius Fenris. While his soldiers seemingly patrol the streets vigilantly, more crime and misfortune exists in this district than in any other. Investigations by the Senate have always cleared Fenris of any negligence, though many suspect it is the work of Senator Haddick that maneuvers the proceedings to their conclusions. Fenris and his men routinely arrest and/or beat the occupants of the orcish settlement when individuals are caught away from their homes at night. The soldiers here seem to be of a slovenly, lower order than the Legion in other districts; more quick to use their weapons, but also more unprofessional. See this location on the map.

7. Home of Jillian Tealeaf
This modest wattle and straw building is home to a kindly Halfling woman of middling years. She and several Halfling and human families have settled here to tend a large garden that supplements the food of those living in the district. Without their efforts, many more of the inhabitants would starve. Despite her small stature and peaceful nature, Jillian does not fear the soldiers of the district, nor the criminals who roam the nearby streets and warehouses. It is rumored she is under the protection of the local crime lord, and no one wishes to anger him. See this location on the map.

8. The Setting Sun
This tavern is nautical in nature, having been a boisterous place in the heyday of Il Senso. It has changed hands many times over the years and is now owned by a human male named Jay Markham. Markham's distant grandfather was captain of a merchant vessel which was trapped in the city at the time of the Cataclysm, and he and his descendants have remained ever since. Business is slow, but Markham keeps a clean place and the food, though meager, is good. Markham has two female helpers, one human one 1/2 orcish, who help around the place. Markham lives in the house his ancestor built on the point of land beneath the guard tower. His human assistant Lilly lives next door. See this location on the map.

9. Human Settlement
Several families down on their luck have squatted here. The well in their courtyard is becoming tainted with sea water and there is never enough food. Some of the adults are no doubt criminals, while others make their living as beggars. Mary, one of the Serving wenches at The Shady Tree lives here with her son Alexander. See this location on the map.

10. Insulae (Apartments)
This five story stone and wood structure is an apartment building. Many of these buildings exist in the Citizen's district as well. Housing ten families on each floor in tiny, cramped, spaces, these buildings were made in the years following the Cataclysm when overcrowding was becoming an issue. Now they are rat and flea infested, with poor sanitation; but still better than living on the streets. See this location on the map.

11. Dockmaster's Home
This two story structure was once the home and office of the Il Senso De Acqua Dockmaster. Since there have been no ships putting into port for centuries, it is now home to a merchant called LaSalle. Edmund LaSalle is a human male, handsome and lean. He appears to be in his early-middle years but is probably much older. LaSalle's home is opulent and much speculation abounds as to his source of income. Naturally, authorities suspect LaSalle of being the head of the city's Thieves Guild, but no proof has ever been found. LaSalle gives frequently to the poor and is therefore something of a folk-hero in the district. It is no wonder witnesses to his crimes are hard to come by. See this location on the map.