The Span
The Span
The Span is the bridgework and outer rim of Odrun Fell. It links the city to the outside road, the river cut, and the cliffside paths. It also holds the city’s main prison and several fortified gates. The Span is not a district like the Sprigs, Spindle, Hilt, or Barrows. It is a connected set of bridges, arches, towers, and gatehouses that serve all districts. The Span exists to control who enters, what leaves, and how the city responds to danger from outside or below.
Purpose and Role
The Span has four main jobs. First, it moves people and cargo across gaps that the greatclub’s bones and voids create. Second, it enforces checks on arrivals and departures. Third, it provides defensive positions and alarm routes. Fourth, it holds convicts and dangerous detainees in a location that is separated from homes and markets. The Span supports the work of all guilds. It gives the Cudgel places to muster, the Promissory counters to record, the Ashcoats anchors for lifts and cables, and the Barleys pens and wards for animal transfers that cannot pass through crowded streets.
Layout
The Span runs as a chain of named segments. Each segment has a specific build and use.
Tinewalk. A long, rib-backed bridge that connects the outside road to the Gate of Tines. It carries carts, foot traffic, and small herds. Guard rails stand chest-high. Ashcoat crews inspect its pins and plates weekly. When winds rise, Cudgel wardens cut traffic to one lane.
Beacon Arch. The first inner arch with signal braziers and bell frames. From here, alarms can reach the Sprigs and the Hilt in seconds. The Promissory keeps a small desk under the leeward alcove to log special cargo before it enters the city proper.
Chain Yard. A broad platform set over a hollow. It stores spare chain, rigging, and lift housings. Ashcoat engineers stage repairs here when a ramp or winch fails. It also houses water barrels, sand bins, and stretcher racks for fast response.
River Span. A low bridge over the Veinspring cut with a grated floor for drainage. River wardens tie skiffs on the downstream side and inspect cargo for parasites, rot, or hidden sacks. No open flames are allowed on the River Span.
Gaol Crown. A heavy, circular tower fixed to three anchor points. It is the main prison of Odrun Fell. Its cells face inward, and its yards are covered. All entries pass through two gates. The tower stands apart from neighborhood lanes, which reduces escape risk and crowd pressure during incidents.
Drop Gate. A retracting barrier that can close the Tinewalk and Beacon Arch within minutes. It uses counterweights and oil-damped runners. The Ashcoats keep test drills on the first day of each month.
North Rope. A narrow, rope-supported footway that connects to service ledges. Only crews with permits use it. The path carries fuel, lamp oil, and supplies for signal stations. Civilians are banned for safety.
Each segment links by short ramps or stairs with clear signage and posted rules. Waymarkers are painted in bright, simple shapes to guide people during smoke or low light. The Span is built to allow controlled movement even when parts fail.
Governance and Staffing
The Cudgel commands the Span. A dedicated Span Captain reports to Captain Orin Vellak and receives orders from the city council through Sprigs offices. Patrols rotate from all districts, but many guards come from the Barrows because of experience with heavy work and crisis response. The Promissory maintains counters at Beacon Arch and the Gaol Crown’s intake to record transfers, escrow fines, and post bans. The Ashcoats manage bolts, plates, cables, and gate machinery. The Barleys oversee quarantine pens near the River Span for sick animals or specimens.
The Span keeps its own bell codes. One long toll marks a bridge closure. Two quick tolls mark a river issue. Three rising tolls mark a breach or riot. The codes are posted at every landing.
Traffic and Controls
Movement across the Span follows simple rules. Carts line up on the Tinewalk. Foot traffic stays inside painted lanes. Animals move with muzzles and harness tags. At Beacon Arch, Cudgel wardens check cargo lists, look for concealed goods, and search for smuggled venom and unlicensed glands. The Promissory stamps papers for bonded cargo and collects fees for insured goods. Any item flagged by the Threadspire Archive for special risk requires a separate seal before entry.
Outbound checks are simpler. Guards verify that dangerous goods are sealed and that fines and taxes are paid. The Promissory cancels the outward seal when the cargo leaves. If a buyer defaults on payment, the seal can be used to halt the cargo at the city edge until the case is resolved.
The Gaol Crown
The Gaol Crown is the Span’s most sensitive site. It holds convicts serving fixed terms, suspects awaiting trial in the Sprigs, smugglers caught with restricted cargo, and violent offenders under review. Some cells are set aside for failed delvers who pose a threat during recovery. The building uses layered control. The outer ring holds guard rooms, intake desks, armories, and a clinic. The middle ring holds cells with fixed cots, water lines, and waste drains. The inner core holds isolation rooms and the records hall.
Meals are simple and regular. Work details include bridge cleaning, sand bin refills, and hauling under guard. Fights trigger immediate lock-down. If a riot begins, the Drop Gate closes and the Beacon Arch posts signal alarms. The Gaol Crown has no execution chamber. Long detentions are rare and require court review every season. Most sentences are fines, bans, restitution, or short terms combined with labor. The Gaol Crown’s records must match Promissory writs to avoid unlawful detention.
Daily Rhythm
Before first bell, cleaning crews sweep grit from lanes, refill sand bins, and check lamp hoods. At first bell, wardens open the Tinewalk and Beacon Arch to inbound traffic. The busiest hours are second to fourth bell as carts arrive from the outer road and skiffs tie up under the River Span. Midday sees paperwork peaks at the Promissory desk. In the afternoon, outbound loads queue for the walk back to the road. At last light, wardens cycle bridge closures, write incident reports, and test one signal bell. Night watches run on reduced staffing with emphasis on fire patrol and prison security.
Commerce and Fees
The Span does not host open markets. Its trade is movement and control. Fees cover bridge upkeep, inspections, and guard wages. The Promissory posts the schedule on a board at Beacon Arch. Items include per-cart passage, per-animal passage, bonded cargo handling, and quarantine pens. Relief carts carrying supplies to the Hilt or Dome during emergencies pass without fees if signed by a Cudgel officer and a Promissory clerk. Bribes are prosecuted. The court in the Sprigs posts bans for any guard or clerk caught taking illicit coins.
Relations with Other Districts
The Span serves all districts. The Hilt relies on it to keep the Gate of Tines clear and to reroute traffic during rescue alerts. The Spindle depends on steady inbound flow to meet its price boards and on outbound flow to meet delivery timelines. The Barrows supplies many of the Span’s guards and laborers and receives prisoners after release for supervised work programs. The Sprigs watches the Span’s books, audits fines, and reviews security incidents. Disputes about closures, fees, or arrests move to the Arbiters’ Court. Most are resolved with fines and revised procedures.
Signals and Records
Signal towers hold bells and covered braziers. Each district can see at least one tower. Bell codes match posted charts in the Sprigs and Hilt. Briquette colors carry set meanings at night: white for routine closure, red for fire, green for river issue, and blue for prisoner transfer. The Promissory keeps daily ledgers of traffic and fines. The Cudgel keeps incident logs with times, names, and actions taken. When a death occurs on the Span, the name is sent to Emberhook Hall for the Wall of Names if the person died in city service.
Training and Drills
Span personnel train for clear tasks. Wardens learn traffic control, arrest procedure, and crowd movement. Ashcoat teams drill Drop Gate operation, pin replacement, and bridge patching. Promissory clerks practice seal verification and counterfeit detection. Barley handlers train quarantine steps and bite and sting treatment. Quarterly drills simulate combined threats: a fire during a panic, a river surge during a prisoner transfer, or a swarm during a bridge repair. The city posts the drill schedule so merchants can plan.
Smuggling and Crime
Smugglers target the Span because all cargo passes here. Common attempts include false bottoms in carts, fake seals, and concealed sacks in animal feed. The Promissory rotates seal styles and ink shades. Wardens inspect at random. Informant rewards are posted. When a ring is found, the Arbiters’ Court posts names and bans. The Gaol Crown holds suspects until hearings. For repeat offenses or violent resistance, sentences include long bans from the Span and labor details under guard.
Culture and Conduct
The Span’s culture is practical and strict. Wardens speak in short orders. Signs are simple. Rules are public and enforced without drama. Meals are taken in brief shifts. Celebrations are rare and small; most recognition takes the form of extra rest days after major incidents. Span crews take pride in on-time openings, clean lanes, and drills that run without error. Many guards come from the Barrows and bring a direct style that values steady work over display.