Maker's Ward
Every city needs a place for building things. These places often have pompous names that nobody ever uses, except those in the City Offices. The Maker's Ward is just such a place.
The name Maker's Ward was not in the Grand ReDesign for Antioch. The name is was originally from the laborer's area in Antioch before the rebuilding. While the Official name is the SmithCraft Ward, everyone now calls it The Maker's area.
This is where guild buildings without shops are found, where large scale production of metalsmithing, clothsmithing (weaving), Dyesmithing (dyeing), woodsmith and crafting (making of basic wood products and artistic ones), claysmithing (ceramics), and others smiths and craftings are performed.
Connected to the DiPlaza, the 'Alley' Ward, The North Ward, and the DockWard, The Maker's Ward is where all the large scale production is done. Raw Goods come to it through the Alley and the Docks. There are no shops here, only work areas. Two and three standard Antioch Buildings are connected and their production is combined. Most of the goods here are for trade to other places.
Most of the buildings here are craft and smith locations. There are Inns/ Taverns and Cafes here, but they are few and far between. Few people live in this ward. The upper levels in these areas are the cheapest housing in Antioch. And some of the least desirable due to smells, chemicals, fires, and smoke. However, there are three areas in the district that seem like a normal Antioch area. They are the areas around three good sized streets: MotherCraft, Blossom, and Archerius. These three streets have businesses and goods that people need to live around.
"A cheap way of doing that would be to describe three NPC and their motivations, three establishments and their denizen, and three unique sights in the Ward. "
Noteworthy NPCs:
Callista Silverhand: As one of the finest jewelry maker in Antioch, Ms Silverhand's work is in high demand throughout Arth. Unlike her competitors who maintain their shops in highly desirable areas of the city, Callista prefers to work in her father's old workshop, which she inherited after his death. Being thrust into commercial affairs at only 15, she had to learn fast. Luckily for her, the warm-hearted giant Fenrik Greyheart mentored her in the art of the forge. She quickly turned to jewelry making and her talent grew with each passing year.
Fenrik Greyheart: The 7 foot tall smith has skin the color of dark amber, and his thick forearms are covered a myriad of criss-crossing scars, testimony to his trade. While terrifying in appearance with a face more fitting on a troll, one could not hope to meet a gentler soul. Now on the cusp of retirement, he has mentored an entire generation of smith in the art, including the young Callista. While he initially put her to work like any other apprentice, he soon noticed her natural talent for fine metal work and guided her towards the finer aspects of the craft, selling her delicate cloisonne pommels at a premium. To this day, he still wears one of her first creation around his neck: a crude steel eagle, clumsily engraved, a constant memento of his favourite pupil, who became much like a daughter to him.
Josmael Whitting: Josmael is the son of a rich clothmaker and merchant. Always immaculately dressed in the finest fabrics, Josmael had a privileged upbringing. After receiving an education fitting for a guild member of his standing, Josmael has started to work with his father, managing the family business. Since childhood, Josmael has always admired Callista, and has held a flame for her in his heart for most of his life. Now that he has returned to Maker's ward, Josmael has started to court the beautiful Callista, much to the dismay of his father, who hold only contempt for the metalsmiths. Much to Josmael's chagrin, his advances have so far fallen on deaf ears...
Noteworthy Establishments:
The Crowded Mare: This small drinking house is nestled between two large woodsmiths. The emblem above the doorway is a painted wood sculpture of five dwarfs riding a pony, flagon of ale in hand. The place's bad reputation, is frankly, well deserved. Only last week, two woodsmiths, drunk as mules, started a fight that ended when a man's chisel was planted in his own chest. Thankfully, he survived, but in the fracas, the culprit was never found.
Cardamont Square: Cardamont Square is a well kept stone building, so called because of its perfectly square inner courtyard. It houses the offices of several important traders in Antioch. The men and women who work here are savvy, smart, and ruthless. Unlike their competitors, who prefer to work in more pleasant surroundings, the traders of Cardamont Square understand the value of getting important information about the goings on of Maker's Ward as soon as possible, and acting on them immediately. When entering Cardamont Square via the understated gateway, one will often be faced with a veritable army of gophers, carrying buy and sell orders throughout Antioch. All of them, without exception, overworked, underpaid and grumbling under their breath about "Those darn imps in their fancy clothes"
Waltman And Sons: W&S is, supposedly, a shipwright. With large warehouses along the docks, W&S is a prosperous family enterprise, and while their ships are expensive and somewhat slow, they have a reputation for weathering the most severe storms, and can be made in a third of the time the next fastest shipwright would quote. Insurances will often offer a discount for W&S vessels. Where W&S truly excel, however, and the reason for their impressive stone edifice that dominates one end of Archerius avenue, is their project management skills. Often, other trades will come to W&S for advice on how to fulfill a large order, or on how to improve the efficiency of their processes. This has made W&S powerful in Antioch, and they are owed many favours from the Guilds.
Unique Sights:
The Widow's wall: The widow's wall is a thirty yard long stretch of mural painted in the memory of the lives lost to the largest fire to have ever ravaged Maker's ward. Decorated by the survivors in the wake of the tragedy, it has become a symbol of hope and revival amongst the denizens of Maker's Ward. Craftsmen old enough to remember the fire will often make a point of detouring past it on their way to and from work to remember fallen friend. In all, 734 faces grace the mural, each a life lost, depicted carrying out their trade. A yearly ceremony marks the event, and on that day, Maker's Ward is silent from sunrise to sunset.
Maker's Shrine: This small shrine dedicated to the gods of the craft is unassuming in appearance. The square stone plinth holds a simple wooden structure that shelters a wide altar. Upon it, can be seen a myriad of small items, all lovingly handcrafted by the people of Maker's Ward. It is said that the very first piece that an apprentice crafts should be brought here and offered the gods for a prosperous life, and that the last piece a man crafts should be similarly given to ensure a safe place in the afterlife. Almost all makers find the idea ridiculous, and if queried will happily denouce the beliefs as mere superstitions. Few indeed, however, are those who do not make their two offerings. Seeing one's own crude work besides the elegant creations of the dying masters is a humbling experience for apprentices, and helps foster a sense of community and continuity to their craft. Families will often come together to offer a dead man's last unfinished work on his behalf.
Tom's Travelling Tavern: While most Antioch citizens like to eat their food on the go, Tom's Travelling Tavern bucks the trend by bringing cool flagons of ale straight inside of the workplace. With his secret cooling method, Tom manages to keep his beverages cool even in the heat of summer. Smart factory owners will often negotiate an hour's extra work from their workers by promising to have Tom drop by in the mid afternoon and offer everyone a cool brew. Most tastes are catered for, and the bells on his cart make most workers of Maker's Ward perk their head from their labour. He will soon be joined by his son Barney, who will be pulling a second cart of cooled drinks to satisfy the growing demand.
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? Responses (5)
Every city needs its industrial neighborhood. Fantasy city designers tend to forget that. I like the undertown connection.
I think this stub could benefit from having a few denizen of the Maker's ward added, as well as plot hooks and important location.
Is there a tavern that a particular class of craftsmen likes to frequent? Is there a smithy that will sell high quality weapons without a city-approved license? Is one of the factories a front for a criminal organisation?
Who owns the largest factory/smithy? Who makes the finest silk? Do young men come here looking for work? Will someone accept them?
It would make a good intro to "30 denizen of Maker's Ward".
Sorry to say that it lacks the spark that makes the disctrict come alive for me.
Mostly since this post is one of an eight set, it is a bit lacking compared to full stand alone.
Actually, Dragon, if you followed the Arth Tag/ Freetext, you would of found at least two other things related to Makers. Redtile is here. The Foodcarts are all over Antioch, but frequently here. I think there is one more, but I could be mistaken.
If you had followed either the freetext OR that huge number of forum posts, your questions would of been partially answered. Since that would be a long read... (though lots of fun).... let me sum up
Antioch is based on Guild membership. You tend to be in the Guild of your father, unless you are fostered out or your parents managed to get you into another guild (via your talents, your connections, and a monetary gift to the guy taking you on). Guild members are citizens. If you aren't citizens... life is complicated for you.
Nobody sells anything without guild approval. (And the Guild Council runs the city -see di-plaza). To buck the guild system is to be without a guild. To be without a guild, is to be without a job. If you are unemployed or without a guild, you have seven days in the city. (Or you have to pay the unemployment tax... every week.. unless you own property in the city). After that you are kicked out of the city, unable to return (unless you wait a few months when nobody recognizes you and then come in again as a "Traveller" hoping for guild work (in which you get another 7 days). Again that is based on seeming skills and if anyone needs you... which is unlikely.
This city, as in all the places in Arth are quite law abiding (except Fort Port).
Hey Moon,
Oh, I know about Arth, and have encountered Antioch posts, What I mean is that I find that while the post describes the ward, it doesn't give me any information about what it would feel like to walk down one of its street.
I don't get a sense of it. It describes the ward, without actually giving me a good idea of the *feel* of the place.
A cheap way of doing that would be to describe three NPC and their motivations, three establishments and their denizen, and three unique sights in the Ward.
I don't really know Arth (It's your dominion :-) ), but have a look at the idea that I added for an example of what I mean.
The additions from DD'd suggestion certainly bring this location to life! Here Here! on constructive feedback!