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A map of The Docklands from 222AE, during the height of the Docklands War.

One of Lerona Mere's four districts, The Docklands is more than the sum of its parts. A vibrant series of interwoven communities and loyalties, it is a frontier that could give you anything your heart desires, and take it just as easily. Made up of fourteen different neighbourhoods, there as many stories in this district as there are sails on the sea.

Thousand Roofs

Named for its supposed countless buildings, Thousand Roofs is a sprawling maze of tenements, small shops, and social clubs stretching from the Docklands to the Crux Patricus. You’ll know you’ve left when you hit Fleet Street or see the towering brick buildings of Legionnaires Rest emerging from the smog. Originally designed by the wealthy Palladross family to house the city's growing lower class—both to improve their quality of life and line Palladross pockets—some still follow the old blueprints to maintain infrastructure. Others, however, expand as they see fit, building upward and outward in defiance of any plan.

Fleet Street

The lifeline between the Docklands and The Crux Patricus, Fleet Street is a massive thoroughfare wide enough for four wagons in each direction. A small median, lined with dry fountains and dead trees, runs its length. Every kind of business thrives here—if it can’t be bought on Fleet Street, it likely can’t be bought at all. At its southern end, you’ll find Fort Liberty, and at the northern end, the grand amphitheater. Some argue Fleet Street only includes the buildings that directly face it; others claim its influence extends further, depending on the district.

The Follys Once home to five lavish mansions in the Docklands, only three remain, now forming the neighborhood known as The Follys—named for their garish, oversized architecture.

  • The College of the Follys: The westernmost manor, once belonging to House Audrical (shipwrights and lumber barons), is now the Docklands’ largest school. Operated by local interests and the Church of Cervitas, it offers free education for children up to ten and paid apprenticeships beyond. Locals call it The Follege.
  • The Cardhouse: The second estate, once the home of House Questor (shipping merchants rumored to have worked with two-thirds of the Free Captains), has transformed into a sprawling casino.
  • The Cuulemar Estate: The last manor, owned by the foreign House Cuulemar, remains abandoned and unfinished, still clad in scaffolding from before the revolution. It has become a vast squat house for the most destitute—save for those consigned to Shagston.

The Bailite Quarter

Founded in 102 AE when thousands of Bailite refugees fled the Second Mercenary War, this district grew into a defensive warren of buildings connected by winding alleys and hidden pathways. Legionnaires who wandered in alone often disappeared. The city government tried to enforce control by building a guardhouse in its center, but ultimately decided the Quarter wasn't rich enough to be worth protecting. Over time, the Bailite Quarter became its own city within a city—until intermarriage and daily life blended it back into Lerona Mere. It remains home to some of the city's toughest mercenary companies, wearing the district’s reputation as a badge of honor.

Legionnaires Rest

Originally a massive military encampment built by the Artebazzani, Legionnaires Rest housed soldiers, weapons, and supplies. When the Legions left, the well-constructed buildings found new purpose, transforming into bathhouses, restaurants, bunkhouses, and more. Now, it’s the Docklands’ true red-light district—offering refined pleasures for those who see themselves as better than the rowdier crowds of The Promenade.

Harbourmasters

Named after The Relazione, formerly the Harbor Office and now the Concordian Embassy, this small but well-kept district remains the administrative heart of the Docklands. The Magistrate’s Hall, Civil Works Yard, and other vital institutions operate here, under the ever-present influence of Concordian wealth.

The Stockyards

A no-nonsense working district, the Stockyards serve two key functions:

  1. Warehousing – The largest storage spaces in the Docklands are here, in varying states of maintenance.
  2. Ship Repair – Once owned by House Audrical, the district’s two massive drydocks once serviced Artebazzani galleons. Today, they repair everything from foreign traders to the City of Legends’ own fleet. Workers here do exactly what’s asked—nothing more, nothing less..

The Light District

Dominated by Lerona Mere’s lighthouse, this district stands apart from the Docklands' usual chaos. Home to enchanters, artisans, and the House Perrima School for the Gifted—now a fire-scarred ruin from the revolution—the Light District still buzzes with activity. Priests of Lumos and Stallia maintain the Lighthouse, while craftspeople create magical goods.

The district also houses The De Re School of Embers, a magic academy once funded by the powerful Docklands De Re family. Known for training street-savvy mages and taking in orphaned prodigies, it remains one of only two such schools in the Concord.

Hawks Market

Centered around a massive amphitheater-style bazaar, Hawks Market operates on a tiered system:

  • Lower levels: Flooded by the bay, muddy at best and knee-deep in water at worst.
  • Middle levels: Traditional street markets, vendors hawking goods.
  • Upper levels: High-stakes deals on business ventures and speculative trade.

Overlooking it all is The House of Weights and Measures, known as The Old House. Originally used to set Artebazzani standards for trade, its true weights were lost long ago. Now, it serves as a business hall for legal—and less legal—affairs.

The Promenade

For many, this is the Docklands: bright, painted taverns, gambling dens, bordellos, street food vendors, and performers. Built over 200 years to separate visitors from their coin—whether willingly or not—The Promenade promises a night like nowhere else in the Concord. Naturally, crime thrives here, and rumors persist of a lost treasure hidden in its maze of backrooms, left behind by the First Capo of Posta Lerona.

Fort Liberty

Built during the 1st Mercenary War to guard the docks, this fortress later became a customs checkpoint, guardhouse, and prison. When the revolution came, underclass Mountebanks melted its mighty Thunderoak doors, leaving the fort defenseless. Rather than repair them, the city left them as a monument to ingenuity. Today, Fort Liberty controls the key intersection of Fleet Street, Dockers Way, Pride Promenade, and the Ribs, making it a center of power for those who can hold it.

Shagston

The Docklands’ poorest live here—among a sprawl of shacks and boardwalks in the shadow of the Western Wall. Some whisper of fallen nobles hiding in its slums, cultists lurking in its depths, or pacts with the Illsevir. In truth, Shagston is simply home to the unlucky and the desperate, who might not protect each other but fiercely resent any Cleanbooter daring to look down on them.

In 224 AE, the district suffered two tragedies. First, a spree of murders—cannibalistic killings by strange 'Slangmen' from the city’s catacombs. Then came The Liberty’s Fist, Concordian sailors who swept through in a violent pogrom, looting what little remained. Shagston now stands nearly empty, though the lowest of the low will likely return soon enough.

The Quay

A tangled mess of thin piers and moored boats, The Quay serves as Lerona Mere’s unofficial dock for private vessels. Fishing junks, live-aboards, and stolen pleasure-craft all crowd its waters. Control of its limited docking space belongs to whoever has the muscle to enforce it. The title of Quaymaster has been a coveted criminal post for decades, bringing both power and wealth.

The Ribs and Reach

This immense docking complex—1,500 paces long—makes Lerona Mere a dominant port. The Ribs (a series of east-west piers) and The Reach (twin end spars) can dock fourteen galleons simultaneously, with full service from cranes, divers, and shipwrights. Two notorious sailor’s taverns operate here:

  • The Check-In: A shack halfway up, offering little more than rum and shot glasses.
  • The Edge of the World: Only open to sailors who’ve completed ‘The Three Rigs’—grueling feats of seamanship that as many fail as succeed.

Control of The Ribs and Reach is always contested—between Free Captains and gangs, Free Captains and the law, or simply Free Captains against each other. Violence here is expected.

Further Reading