1) Town Gates
Two iron gates (East & West) lead under a tall wall and open onto the streets of Loudwater. Several bored-looking guards stand watch at the entrance.
2) South Square
Carts and tents surround a large communal well in the center of this plaza. The citizens of Loudwater bustle about the area shopping for food, clothing, and crafts.
3) Garwan’s Curiosities
A sign bearing the image of a unicorn horn, an hourglass, and the words “Garwan’s Curiosities” hangs at the front of this store. Windows provide a view of bizarre items, including a shrunken head, candy wrapped in colorful leaves, playing cards, smoking accessories, fancifully decorated tankards, and more.
4) Starra’s Knives
This dimly lit shop smells of oil and steel. The southern wall has a large display containing hundreds of different knives and daggers.
5) Green Tankard Tavern
A sign with a green-painted tankard of ale proclaims the nature of this establishment. The tavern’s large common room holds a gregarious group that includes townspeople, riverboat folk, merchants, farmers, and one or two individuals wearing the badges of the Loudwater Patrol.
6) Loudwater General
A hanging sign shows this large building to be Loudwater General. From other signs on the storefront, the place appears to carry everyday goods necessary to those living on the frontier.
The earthy scent of hay and manure is strong in this wide building. The whinny of horses and the snort of oxen indicates that the building houses many beasts of burden. Carts, wagons, and other transports are also parked nearby.
8) Loudwater Smithy
The clank of metal on metal, the hiss of steam, and the roar of flames issues through the open door of this establishment. A hammer and anvil decorate a sign hanging over the door.
9) Loudwater Apothecary
A sign displaying several oddly shaped bottles hangs over the door of this shop. A dozen different scents waft through the doorway, including tangy musk, cinnamon spice, orange peel, baking bread, and gunpowder.
10) Patrol Headquarters
The symbol of a crossed sword and axe is blazoned high on this building. The clangs of metal and shouts from within indicate training may be in process.
11) Tenements and Homes
These dwellings crowd together within the walls, taking advantage of all available space. The buildings vary in quality; some appear well kept while others look run-down.
A temple is separated from the shops, homes, and tenements of Loudwater by a small hedge. The vine-covered walls of the temple rise high above the walls of Loudwater, and the spire’s tip appears to reach a full 100 feet above the ground. The symbol of an oak leaf gleams with its own emerald light above the grand archway leading into the temple.
This temple is sacred to Silvanus the Treefather, though worshipers of all benign faiths seem to be welcome. The interior walls are painted to resemble the sky, and the main floor is one expansive area dominated by a grassy hill around which a crown of trees gently sways in an endless breeze.
13) Docks Gate
An inner wall, smaller than the walls surrounding Loudwater, separates the town’s northern dock district from the rest of the town. The gate between the two areas stands open and unguarded.
Several large log structures in the northeast section of Loudwater store the goods of merchants doing business in the town. By day, people bustle about the area, transferring barrels and crates between the storehouses and trade ships. The docks are small and allow only a limited number of ships to moor. Several small fishing boats vie with larger ships for space along the docks. By night, raucous noises issue from the pub situated along the west wall.
15) Fisher’s Friend Pub
The overwhelming odor of spirits and smoke wreathes this tavern. Calloused dockworkers and fishers drink and gamble away their pay. Wizened old men and women sip their ale in silence, waiting for an opportunity to tell a tale of the river.
16) Manor House
This grand manor house is a jewel of dwarven craftsmanship. The building includes its own stable, buttery, and servants’ home. The manor appears to be over two hundred years old, and it looks as though it might weather another two hundred.
17) Run-Down Tenement
This decrepit, abandoned tenement building sits dejectedly in Loudwater’s northwestern corner. No doors or windows keep out the elements or the squatters.