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The City of Fogdown

The Crescent Island, The City of Thieves, The Downs, The Fallen City, The City of Lost Splendor, The Rogue Den... …

D&D (3.5)

Fogdown History

Fogdown’s History

The Founding Years

Fogdown began as a small trading post for merchant ships passing along the Sword Coast. At the time, the island was two separate islands, one in the north, and one in the south. Because of the areas strange and frequent fogs, traders would often wait for the fog to pass, often selling their wares and services. Along the way, an enginuitous group of trades decided to permanently to settle the island in the south. Construction began in the north and south, connecting the two islands by way of substantial ports.

Building of first settlements on the northern island

While constructing the first settlements on the island in the north, several ruins were found close to the surface filled with the spoils of some forgotten kingdom or war. Excavation began and seemingly the ruins had no end. Soil removed from underground was deposited between the northern and southern islands, eventually creating a land bridge. The immediate discovery of wealth brought thousands of adventures to the island, as more and more of the ruins were uncovered and tales spread of its wealth.

Desperate for control of the quickly growing population, House Venolay (who built the first of the docks in the south), House Samreich (responsible for the mining operations in the north), and House Ashenfey (who built the docks in the north) consolidated their influence and formed the First Republic. Guards were hired from the ranks of successful and unsuccessful adventures forming the Grey Knights, streets and houses were constructed (tenements for the impoverished northern-mine workers, enormous mansions for the three house and their families in the south). By the time the two islands were connected by a land bridge, Fogdown became a flourishing city.

Several years passed. House De’May was founded as they took control over the seemingly worthless land bridge between the two islands and established the first cemetery. House Mai was founded, building the The Arcanexicanium, the first educational institution in southern area now called the Double District. It quickly became a wealthy university of magic for the rich sons and daughters of the Houses.

The First Republic

Many years went by. In the north, conditions grew worse as the mines went deeper into the ground and fewer ruins were being found. Abandoned veins in the mines were sealed off and converted into sewers. Adventures who made their wealth already, established themselves on the southern part of the land bridge, now called the Crescent Downs, and the Houses sunk more and more into indulgent prosperity. Many strange races begin to appear amongst the citizenry, some interesting, others sinister. The days were marked by extravagant parades and festivals city-wide with wine flowing freely, next to the merchant traders and blood in the mines.

Riots of the First Republic

Through the years, The Grey Knights, no more then mercenaries in their founding, came increasingly under the sway of a rising criminal class forming out of the ghettos of the north. As conditions for the poor worsened, many began to look towards their neighborhood gangs for assistance and protection. Through the years, the gangs consolidated, forming several competing guilds.

When the mines went dry, riots and gang war swept the north, eventually spilling over to the south. Portions of the city burned for days, as the Grey Knights, now mostly under the sway of the established criminal guilds, stood by silently.

From the chaos, a band of powerful arcane casters seized control of Fogdown and, disbanding the corrupt and protracted City Senate, they founded the Keepers of the Mist, and thus the Second Republic.

The Second Republic

The rule of the Keepers of the Mist was just, if not negligent. Corruption in the Grey Knights continued, and the ranks of the criminal guilds swelled as employment in the mines plummeted.

Small industry started, with many working as carpenters, unskilled smiths, potters and mercenaries. Those that couldn’t find employment began to resort to crime and the organized guilds.

Trying to anticipate the growing problems, the Keepers called forth all able bodied arcane casters to come up with a way solve the cities growing crises. After much scrying and deliberation, it was decided that there must be further wealth under the island, perhaps under the bay itself. By magically enslaving several purple worms , the wizards were able to plunge farther and quicker under the City-State island then ever before. Initial reports came back promising, as the wizards discovered small pockets of a previously never before seen gem, later named, DeRian’s Eye’s, after the leader of the expedition.

During this time, the thieves guilds, originally racked with infighting and murderous betrayals, consolidated almost entirely into a single organization, called the Union of the Night. The Union’s influence extended almost the entire island, with several Houses under it’s sway and a majority of the Grey Knights.

When news returned that the efforts to mine below the bay failed, with the entire expedition being mysteriously destroyed, a rebellion swept the island. No longer infighting, the Union of the Night, toppled the Keepers, plunging the city into months of despotic chaos and mayhem.

In a desperate attempt to reclaim the city from self destruction, the Churches of Torm, Helm and Tyr raided the island from Waterdeep. Expecting the entire city to be against them, when they arrived, they found the Union had already self destructed. Seizing the chance, the three churches, now called the The Divine Triad, reestablished the former City Senate, and the Third Republic.

The Third Republic

Fogdown’s most recent period is defined largely by the growing tension and constant struggle between the churches, the guilds and the houses. Shifting alliances and events pull and twist the center of power from one to the other, from one alliance to the next.

Most prominently, the Divine Triad maintain a strict unflinching demand for law, increasing efforts daily in the northern districts, creating almost siege-like conditions for the poor. Since the founding of the Third Republic, the Divine Triad have largely disbanded the Grey Knights, allowing those in the city guard to remain until the end of their service, and using them sparingly for patrols and sentry duties.

Under the surface, the evil churches align themselves with criminal organizations who, at least for a contractual time, spread their interests. Meanwhile the criminal guilds constantly struggle for territory, alliances and agendas in the alleys and sewers of the sprawling city. The houses play a secondary roll, usually intervening into the underworld when it advances their interests in the senate, or against other houses.