Rival gangs, noble families, and daring scoundrels fight to control a city in permanent darkness.
Played | 14 times |
Cloned | 0 times |
Created | 100 days ago |
Last Updated | 94 days ago |
Visibility | Public |
Abandoned House on Cinder Street
This abandoned house is perched above the cramped, foggy streets of Crow's Foot. Mostly in ruins, its rooms still provide safety and shelter from the dangers of the city. Its only staircase was burned to ash years ago in a Bluecoat raid, so it can only be accessed by the rooftops.

Ankhayat Park
This extravagantly landscaped space is the largest open area in the city, hosting many public festivals and events throughout the year. The Iruvian noble for whom the park is named keeps a falcon aviary and stable of fine horses at the park and sometimes organizes gamehawking for the nobility.

Arms of the Weeping Lady
This grand building, formerly an opera house, is now a soup-kitchen and bunkhouse for the destitute, run by the charity of the Weeping Lady. Locals use this landmark as the demarcation between the districts of Charterhall and Six Towers.

Barrow Bridge
One of several residential bridges in the city. The bridge is lined with homes, shops, and merchant stalls. Families of river-fishers work from ramshackle wooden huts along the banks on either side. They hunt the large and dangerous wild river eels that gather to feed on refuse near the channel to the sea.

Barrowcleft Market
This openair marketplace provides a place for the radiant energy farms to sell fresh produce and goods made from their crops. Other related vendors have also sprung up here, including brewers and distillers, weavers, dyers, and goat breeders. The tough and close-knit people of Barrowcleft have managed to keepcriminal influence out of their market and it’s famous as a rare place for fair trade in the city.

Bellweather Crematorium
The site of the spirit bells and the rookery for the deathseeker crows. Bodies recovered by the Spirit Wardens are incinerated in electroplasm here to destroy their ghosts.

Bowmore Bridge
This massive structure of bright white stone and shimmering metal-work is said to be the largest bridge in the Imperium. Luxury apartments and shops perch all along its length from Brightstone to Whitecrown.
Brickston
The most densely packed residential area in Duskwall. Brickston is a cramped jumble of multi-story brick row houses, stacked one atop the other. Many of the toughest scoundrels of the underworld hail from here, learning the harsh lessons of survival and gang life within its dark maze.
Charhollow Market
A public market fills the open square here, offering fair prices and decent goods to the local community.

Charter Wall
Along the ruins of the old walls are a sprawl of artist colonies. Bohemian lovers of music and sculpture, these students are typically patronized by a single individual or family who expect their charges to master their craft and make art for their edification.
Charterhall University
A dozen buildings have been converted into classrooms and dormitories for the students of this modest-seeming but nevertheless prestigious institution. The school’s massive Sparkwright Tower, where experts of spark-craft are trained, looms huge over the district, often belching fire and smoke from the more vigorous lessons.

Clerk Street
The main avenue of the district is lined with imposing governmental structures of all sorts, tucked behind iron fences, patrolled by a mix of Bluecoats on the sidewalks and mounted Imperial cavalry on the grounds.

Coalridge Mine
The site of the first permanent settlement at the river delta, the mine was originally built by the ancient Skov kingdom, who called it Doskovol—literally, “The Skov’s Coal.” The mine still operates over 1000 years later, though demand for coal has dropped sharply as the Imperium adopts electroplasmic power more and more widely.
Crow's Nest
An ancient tower from before the cataclysm that has been a ritual sanctum, an astronomer’s laboratory, and a Bluecoat watch post—before its current role as the headquarters of the district’s chief gang, the Crows.

Doskvol Academy
Hailed as one of the finer institutions of learning in the Empire, the school is most wellknown as the instructional facility for the leviathan hunter captains and their senior officers. Training cruises for new recruits are conducted year-round to replace the poor souls lost in the hunts.

Dundridge & Sons
Considered by many to be the foremost tailor in Duskwall. The Dundridge family has provided the finest clothes and sartorial accoutrements to discerning citizens for over 300 years. Despite their legendary reputation, Dundridge’s prices are very reasonable.
Dunslough Ghetto
The most destitute of the city end up in Dunslough, working the Mire for a pittance just to buy their daily bread. The city counts the space as “runoff” for the prison grounds, and does nothing to maintain it.

Dunvil Labor Camp
Poor prisoners who can’t afford to bribe the staff at Ironhook spend most of their days toiling at Dunvil Labor Camp, loading precious ores onto barges for the rail station and breaking the larger rocks hauled from the Mire.

Fogcrest
A high, peaked hilltop crowded with rowhouses jammed within the maze of narrow stairways that constitute its “streets.” A bohemian community of artists, free-thinkers, psychedelic explorers, and philosophers.
Ink Lane
This twisting back-street is home to many of the city’s tattooists as well as several newspapers—who all share the cost of their inks in bulk. A fine place for gossip and rumors of all kinds.

Ironhook Prison
A towering metal fortress, where the worst (or unluckiest) criminals are incarcerated. The poorest are forced to work at Dunvil Labor Camp. The most well-connected prisoners manage a comfortable stay, and may even continue to run their criminal enterprises from behind bars.
Jayan Park
The great alchemist for whom this park is named contrived to formulate soil and seeds that could produce real, growing trees, without sunlight or radiant energy. They are horrifically toxic to all living things and must not be touched, but they still grow beautifully here, over 100 years later.
Kellen's
One of the oldest pubs in the city, with a dizzying selection of Skovlander ales and whiskeys. Rich and poor alike rub elbows here to enjoy the traditional food and music with their drinks, though recently, the pub has become the target of masked anti-Skovlander bigots, who’ve vandalized the property and assaulted some patrons, shouting “No Skovs!” and “Skovs go home!”

Lightning Tower
The lightning towers of Doskvol are marvels of electroplasmic engineering, requiring constant attention from the powerful Sparkwrights guild. The largest towers are over 200 feet tall and include their own internal generators to provide power to the lightning barrier that keeps the ravenous spirits of the deathlands out of the city.

Lord Govenor's Stronghold
The Emperor originally commissioned this stronghold as a garrison for the Imperial Military stationed at North Hook prior to the invasion of Skovlan. It now houses the Lord Governor, their family, and governmental aides as well.

Master Warden's Estate
This gigantic, fortified manor is home to the Commander of the Spirit Wardens and is their primary training facility. It’s said that some spirits are not destroyed at Bellweather—but are brought here instead for some unknown purpose.

Mistshore Park
This dark and overgrown space overlooks the eastern branch of the river Dosk and the deathlands beyond. In old folk ballads, young lovers who could not be together would commit suicide in this park. Whatever the truth of it, the park is certainly haunted now.

North Hook Lighthouse
This ancient structure has been converted into an electro-plasmic apparatus capable of providing a navigation beacon for hundreds of miles into the darkness of the Void Sea around Doskvol.
Radiant Energy Farm
The wondrous power of radiant energy allows crops to grow in the darkness of Duskwall. Life in the city depends upon these farms, so their delicate radiant plants and irrigation systems are watched constantly by specially appointed deputies of the Watch.
Red Sash Sword Academy
This large mansion has been converted into a training school for the Falling Star style of Iruvian sword play. The Red Sashes, an Iruvian gang who run several luxury drug dens in the district, claim it as their HQ and cover operation for their illicit operations.

Rowan House
One of the last of the original six towers, this antique building resembles an ancient castle from history books, complete with moat, draw-bridge, and arrow-slit windows. The powerful Rowan family rules their holdings from within the fortress, rarely venturing beyond the security of its thick stone walls.

Saltford's
A squat stone building that houses one of the more notorious private banks in Duskwall. Being so close to the docks, Saltford’s has faced many gangs of whiskey’d sailors that decided to turn to robbery as a new line of work, and defeated them all—sometimes even hanging the corpses from their lamp-posts as discouragement to the next pack of drunken fools.

Scurlock Manor
The Scurlock family came to Doskvol centuries ago and was once a great force in the city, before some curse or calamity befell their line. This tumble-down manor house and tangle of vines is all that remains of their original fortune. It’s said that a young nephew or cousin still resides there, but Lord Scurlock himself has moved on to finer abodes.
Silver Market
A curated openair emporium overlooking the North Hook channel. Named for its original use as the primary marketplace for silver traders, it’s now host to luxury goods vendors of all sorts, including rare Iruvian silks, spices from the Dagger Isles, horse-traders, carriage upholsterers, and rare alchemical distillations (including some illegal spirit essences—to which the City Watch turns a blind eye).

Strangford House
The grand, fenced estate of the powerful Strangford family perches on the hill of a private island overlooking Charhollow. Many who live in the district toil in Strangford’s factories and workhouses, and few miss the chance to throw the evil eye in their direction when they catch glimpse of their house on the hill.
Strathmill House
The lost children and unwanted orphans of Crow’s Foot inevitably pass through the halls of Strathmill House. Some are cared for and trained for jobs at the docks or the workhouses of Coalridge. Others are quietly instructed in the arts of the lookouts and runners used by the gangs of the district—all for a small fee to Strathmill House, of course.

Tangletown
Hundreds of years ago, one of the massive leviathan hunter ships was partially sunk in the river. Since then, it’s collected an attendant flotilla of tiny watercraft, all lashed together into a floating neighborhood. Tangletown is considered neutral ground among the street gangs of Crow’s Foot, and no violence is allowed there.
The Devil's Tooth
A tavern known for its “secret” menu of alchemical concoctions. Adventurous psychonauts may experiment with all manner of mindaltering (or spirit-altering) substances in the relative safety of Mistress Kember’s comfortable establishment.
The Ease
The northern part of Silkshore is more easily navigated by gondola than by coach, and the dozens of entryways into the canals are flanked by shops and brothels advertising their wares with colored electric lights and flying banners.

The Ironworks
The Ironworks is a sprawling collection of massive industrial workhouses. Cruel foremen drive indentured laborers around the clock to keep up with the massive production demands to replace and refit leviathan hunter ships as well as the need for goods transported out to the Imperium at large.

The Menagerie
A fenced-off muddy field, dotted with rusting animal pens, water tanks, and gaudy signage. Sailors traditionally drop off any curious creatures they pick up in their travels, which Captain Rye, the strange proprietor, incorporates into his makeshift zoological displays.

The Mire
A massive mud-quarry pit, the Mire is the site of the impact of an ancient celestial body, which left behind a variety of precious ores and jewels embedded in the earth.
The North Hook Company
This grand, old-fashioned estate house is headquarters for the oldest surviving shipping and naval exploration enterprise in the Imperium. The North Hook Company has a massive fleet of trade ships and is considered by many to be merely a private front for the Ministry of Preservation. No one knows for sure, since enemies and rivals of the company (not to mention overly curious journalists) tend to disappear.

The Old Rail Yard
Before Gaddoc Station was built, this industrial rail yard was a center for commerce in the city. The Old Yard now serves only a couple heavy cargo trains daily, with many of its old rail cars rusted in place where they were abandoned.

The Sanctorium
The chief cathedral dedicated to the Church of the Ecstasy of the Flesh. It’s a towering edifice of buttresses and spires, originally commissioned by the Emperor during his last visit to Doskvol nearly 500 years ago. Devotees gather weekly to purify themselves in baptismal rites and through the ritual destruction of rogue spirits in electroplasm. The catacombs beneath contain the cremated ash of many famous and affluent citizens.
The Sheets
Washers, tailors, and seamstresses congregate in this neighborhood, filling the alleyways between the buildings with the billowing fabrics of their trade. A secret association of anarchists among the working class meets here to plot their schemes for revolution.

The Spark Grounds
Beneath the crackling flares of a lightning tower, this open field draws crowds to watch the death-defying stunts of acrobats and circus performers, including the notorious “spark flyers” who soar in manned kites adorned with bits of metal to attract arcs of electricity from the barrier in a pyrotechnic display.
The Veil
A luxurious social club known for its confidentiality and permissive policies regarding guests of arcane or unusual origins. Rolan Volaris, the proprietor and host, is a Tycherosi with an extremely unusual manifestation of his demonic blood: rather than legs, he has the body of a serpent from the waist down... or so people say. Volaris is rarely seen in person.

Unity Park
A grand park, fountain, and roundabout featuring an enormous monument commemorating Imperial victory in the Unity War (or the War for Skovlan Independence, depending on who you talk to).

Vreen's Hound Races
The racing of specially bred hounds is currently in vogue among Doskvol’s upper crust. A con man from the Dagger Isles calling himself “Master Vreen” swindled a small fortune from gullible investors to create “the premier hound racing track in the Imperium.” The investors have yet to see any returns, but Vreen assures them that a great windfall is due any day now.