Luskan By Night

PORT

Also called "The City of Sails", this port city at the mouth of the River Mirar is one of the northernmost reaches of "civilization." It is a strategic location as a port for trade with the Dwarven cities and mines up the river, including Mirabar and Gauntlgrym.  In fact, the city's North Bank is called the "Mirabar District" as its buildings are almost entirely warehouses.

LAWS

With a long past as raiders and pirates, there is a spirited population with an ease in challenging rules. However, this has not been kind to the people and there is a focused effort toward establishing a more civilized city (see more below).  Some of Luskan's past has given it fairly liberal views:

  • Kidnapping has not been a part of even the criminal culture, and slavery is illegal, though at sea sometimes there have been loose interpretations.
  • Women have equal social standing with men (the High Captains of Suljack and Taerl are both women).
  • Magic is not seen with distrust or superstition, it has been a constant companion with the Host Tower so near.
  • The Fifth Ship of the High Captains is assigned the responsibility of running the city's police and defense garrison.
  • A court system of five magistrates, one chosen by each High Captain oversees a court system with relatively fair trials before a judge. In disputes involving members of a Ship, the judgement will appear before all five.
  • The city makes money through trade, fishing, and occasional "commandeering" at sea. This pays for the expenses of keeping up the walls, bridges, harbors, and other infrastructure as well as the defense and patrolling of the city. There is no tax on the city's citizens themselves.
  • The High Captains grant rights for trade, fishing, mining, etc. with fees and ensure any that do not respect these licenses and rights are punished. The city controls passage on the bridges and any wishing to avoid this must travel 30 miles up river to a cable-guided ferry at Blackford Crossing, which is also run by the Luskan Ships.

ACADEMY

The city houses the Arcane Brotherhood's central "Host Tower" and has both benefitted from its presence, and greatly suffered under its darker leaders (including the lich Arklem Greeth) and enemies it attracted (including the Rage of Dragons in 1373 DR triggered by Sammaster). Over the centuries, Greeth and his minions have actively worked to keep the place a bed of hostility and chaos to discourage and eliminate threats to their power and pursuit of dark power.

UNDERWORLD

Neverwinter's hold on Luskan was persistently and systematically undermined by various forces, but most prominently the history of the area is filled with rivalries between sea-skilled ship-based factions, descended from the viking-like founders of the area with a penchant for raiding and piracy. These "families" became known as the "Ships" of Luskan (see High Captains). Gangs and ship captains took on independent piracy to increase Luskan's trade and build its resources. Many of its locations and more prominent taverns still carry names reminding of this identity. 

Engaging this culture, a renegade faction of Drow from the Underdark used the port to greatly increase their power and wealth, aligning with Ship Kurth as a (mostly secret) extension of the mercenary group known as the Bregan D'aerthe.

The Year of Blue Fire (1385 DR) Spellplague left Luskan in ruin, and the location had a century of constant violent struggle for control with so many factions it would be impossible to document. It became so lawless a place, it attracted outcasts, outlaws, criminals, and dark horrors as an escape and sanctuary for psychopaths and monsters. All of this was supported by the Arcane Brotherhood, to draw in desperate-but-dangerous minions they could control, as well as discourage others overly curious in what they themselves may be up to.

LEGITIMACY

The city's gangs and pirate captains' feuding finally turned more legitimate in 1485 DR, when the so-called High Captains f the five most powerful factions declared they would conduct legal sea trade and rein in piracy.  It is not a coincidence this turn of posture formed at the same time the Arcane Brotherhood asserted the importance of Luskan rising as a crucial location for trade and flow of goods and wealth.

(See: Luskan High Captains for more on Ship Baram, Ship Kurth, Ship Rethnor, Ship Suljack and Ship Taerl).

People in-the-know understand this to be the true present power of the city stepping forward in the meetings of the High Captains: the Bregan D'aerthe led by the legendary Jarlaxle.  The Drow company of mercenaries' played a long and patient game manipulating others to where, today, they can command. Thus, some name Jarlaxle Baenre the "Secret Lord" of Luskan, in contrast to the "Open Lords" of cities such as Neverwinter and Waterdeep. Toward potentially even joining the Lords Alliance, Luskan has formed treaties for trade and recognizing permits and laws with the cities of the north. (Something unthinkable even 10 years ago!)

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ORCS

One area on the South Bank is a the site, now in ruin, of the ancient city called Illusk, which for many centuries was populated by Orcs.  Over and over the orcs would retake the site with hordes from the Spine of the World, expelling forces of dwarves, elves, Uthgardt barbarians and even invaders from the viking-like dwarves of Ruathym island, over the Trackless Sea to the west. The Everhorde left Illusk a ruin in 611 DR, but it was slowly rebuilt around the Host Tower of the Grand Cabal, until once more an orc army besieged the city and held it for nearly 60 years from 1235 DR to 1292 DR - when the orcs were driven out once and for all by a mercenary army from Waterdeep and Neverwinter.  When these forces rebuilt and fortified the city, it was renamed Luskan.


(See also: wiki)

Luskan North Bank

Luskan's North Bank is almost entirely warehouses, caravan yards and workspace - it is thus heavily walled and patrolled by the groups protecting their financial interests. Three bridges connect the banks: The Upstream Span at the North Gate, Dalath's Span (the middle bridge - nobody remembers who Dalath was), and Harbor Cross, split into the Short Span and Long Span by Blood Island. Harbor Cross may only be used by Ship members or those authorized by a High Captain.

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  1. The Throat: main watertower, in grazing area for sheep. Aggressively guarded.
  2. The Mirabar Shield: (also: Mirabar District) fortified compound operated by merchants to store import, export and goods sales transactions including precious ores from the dwarven city of Mirabar. Heavily guarded.
  3. Host Tower of the Arcane: Enormous (over 600ft high) tree-like tower that is the seat of the mysterious and often dangerous scholars known as the Arcane Brotherhood.
  4. Sea Tower: once a pirate stronghold, now extended housing and experimental chambers for the Arcane Brotherhood.
  5. One Eyed Jax: Tavern and front for the Bregan D'aerthe.
  6. North Wind Shipping: Import/export general store, ship supplies.
  7. Blood Island: Barracks for the Luskan police force and standing army. Includes guard tower and armory, catapults that can hit both harbors and up river.
  8. Fang Island: named for its reputation to tear apart anything swept down the River Mirar. Shares strange wild magic discharges with Harbor Arm Island.
  9. Harbor Arm Island: Shelters the Whitesail Harbor, unpleasant to be on due to random (and unexplained) wild magic discharges.
  10. Cutlass Island: bedrock home to Hosttower, Sea Tower and fortified stables (shared by Ship Kurth and the Host Tower).
  11. Kurth Tower: Seat of Ship Kurth (First High Captain) on Closeguard Island. Connects to the South Bank by a bridge called the Dark Arch and to Cutlass Island by the Sword Bridge. (Bridge entries disallow any but those with business with Kurth or the Host Tower to cross either).
  12. Whitesails Harbor: Luskan Navy use only.
  13. The Open Shore: Docks for general merchant use.

Luskan South Bank

The main city of Luskan occupies the South Bank of the River Mirar. North of Reaver's Run are the more reputable homes and businesses. South of Reaver's Run are the slums, with the worst being over the walls toward Dragon Beach in an area called the Sewer Side. Near the slums, however, are the seats of three of the High Captain Ships, the city court house and temples to Tempus (Hall of Warriors) and Umberlee (Temple of Red Sails).

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  1. The Needle: a water tower, like The Throat, shaped like a cone and used to orient people in town.
  2. The Winter Palace: an open courtyard temple to Auril the Frostmaiden, goddess of winter. During the cold months, it hosts spectacular ice sculptures and an event called The Wet Parades.
  3. Ruins of Illusk: The ancient city's location and used for a graveyard for many centuries, then an undead haven until recently cleaned up by the Arcane Brotherhood. Similar to Waterdeep's City of the Dead.
  4. Baliver's House of Horses: stables and purchase/rental of steeds and beasts of burden.
  5. The Cutlass: Tavern that still thrives on the feel of a pirate haven.
  6. Seven Sails Inn: Bath house and quiet inn for travelers.
  7. The Royal Arms Inn: Three story fancy inn for wealthy travelers.
  8. Taerl's Fortress: Ship Taerl headquarters, on the upswing now Fourth Ship after a long run as Fifth - freed of the obligations to patrol the town - they are highly motivated to grow their business and reputation further.
  9. Suljack's Lodge: Ship Suljack handles much of the city's infrastructure - not shy to charge for repairs and services. Third Ship of the High Captains and often closely coordinating with Ship Taerl.
  10. Baram's Palace: Once First Ship, but now displaced to Second, Ship Baram is the voice of the "old ways" and how things "should be" including expectation of being treated as the top people in the city.
  11. Ten Oaks: Ship Rethnor's headquarters - this ship has fallen to Fifth and thus assigned the garrison and patrol responsibilities for the city. This is an ironic punishment for the group that has long been the most disorganized and unruly trouble-makers, and that brand is evident in how they carry out this duty.
  12. Temple of Red Sails: Umberlee is a wicked queen of the depths, but sailors frequent this shrine to show her respect and gain any possible favor against her wrath on the seas.
  13. Dragon Beach: Harbor and docks for passenger ships and otherwise non-merchant freight.
  14. Topman's Tales: Supply shop for ship gear - ropes, hardware, nautical equipment.
  15. Sangelor's Sharps: Blades made to withstand salt air and sea battles.