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Mersa Locations



Surrounding Lands

A
Mersa sits in the headland where the Horned Stream joins the River Surbin. To the north is a vast floodplain until the land reaches the Surbin Hills. To the west lay Stillwater Lake. Far to the east stretches the Blackwater Swamp, a rich dichotomy of flora, fauna and her wanted decay. Common throughout the area is the Black Rock, a sharp edged stone that resists working but splits fully when stuck with force. Araden Hall, a moderate Dwarven town rests in the early hills of Surbin Range it's entrance is known only to a few. Uthgardt tribes reside far to the north at the top of Surbin Hills.


Approach

A1
Approaching from the flood plains the ramp toward Mersa is sided by cliffs that rise from nothing to 20ft at the top. The ground is hard yet a clear trail worn by caravans and horses can be seen.

Floodplains

A2
To the north or Mersa lay the floodplains, rich farming land nourished by regular waters. The plains flood once or twice during spring. Lasting mere days the waters receed to reveal newly nourished fields, think fibrous muck of the Blackwater Swamp. The ground here is soft with few burrowing vermin due to the regular flooding. Wet grains such as rice grown well in the lower basins, higher, wheat and corn. Blackrock outcrops dot the plains. Fields unsuitable for corps are tended for grazing cattle and sheep.
The local flora of the area is the Hearthbush, so named as it is hard and refuses to burn. The plant is a variant of the Swampbox, a stubby thick noxious plant choking the Blackwater. The Hearthbush has seasonal cycles of foliage; in the spring tiny white flows grown on the oldest heathiest plants. The flood waters serve to trigger the buds to flower. Younger plants develop small thornd that pull at clothing and prevent the plant being eaten by grazing animals. Autumn sees the small evergreen leaves of the bush turn a deep emerald green. Wild roses are common among the Blackrock outcrops and berry bushes can be found in the shade, but not in frequently flooding areas.
Tiny song birds and black swallows are common. The Black Footed Fox is considered a pest as it preys on unguarded livestock. While wolves are rarely found in the body of the floodplain the surrounding edge toward the Blackwater is notorious for packs. Dire Wolves are occasionally encountered. The Parson's Kingfisher and Woodlands Geese can be found in the side waterways and the many tiny lakes. The Ghosthawk often hovers high above looking for puddle frogs or field mice. Considered rare, with questions regarding it's existence, the White Deer is said to roam the plains.

Highcliff

A3
Highcliff is the faceing edge of Mersa. It reaches from the floodplains below to the plateau 20ft above. The half circle wall is made of Blackrock, the jaggered stone making it extremely difficult to travers. Many bones and egso have been broken here. The ground below is soft and most folk sink a foot or two into the sodden earth. Horses do not enjoy travelling here.

Rockswamp

A4
The Rockswamp is a small section of the greater Blackwater. It is named by the locals as it is a favored spot to gather Blackrock, the area's local mineral. In recent years Bullywugs have been spotted in this area. While they have yet to attack any whom venture here they are growing bolder. A local tradition is for children to dare each other to adventure here to capture a Puddle Frog. Giant Toads make this a particularly hazardous game with stories being told of children being swallowed whole.

Forest Path

A5
A rough trail leads into the swamp. The Hearthbush local to the area constantly threatens to engulf the trail, if it weren't for the local children and occasional creature blazing the trail the trail would quickly be consumed.

Dive Hollow

A6
The halting flow of the Blackwater swamp has carved out soft soil and found a path between the rocks. Here a billabong has formed. Seasonally, the Dive Hollow floods clearing any built up weed. The walls of the hollow are lined with local black rock. The very deepest of the hollow follows the north west wall. The local children have found a natural diving platform it's ledge rubbed smooth from wet feet pounding across it. The waters at the bottom seem to repel light creating a mystery as to just how deep the hollow actually is. On occasion a Spiny Eel gulps insects from the water's surface.

Darkswamp

A7
Known to be inhabited by Giant Crocodiles and Snapping Turtles.

Sinkpit

A8
This hollow is known for the overly soft soil, soil so soft that even at the water's edge a horse would sink to its knee and be at risk of becoming carrion for the Catoblepas that resides here.

Catoblepa collector card by Trellen Rind
"head of a boar, body of an ox, heart of a bull elephant...
stench of an troglodyte"
.

Stillwater Beach

A9
A strip of land at the foot of the Mersa shore and edging the Stillwater Lake, the sand here is beautiful on the surface, white and pristine but beneath is ash ridden. Small grey crabs scatter about feeding on the bugs and broken matter the occasionally rise through the sun bleached surface.

Catchman’s River

A10
The reason for its name long forgotten, the river flows from the Blackwater Swamp into the Flatwater Lake. For most of the year the river is still, only the occasional heaving breath of the Stillwater and the thrashing of the Sailfin Catfish causing any motion of the water. The walls of the river are steep the seasonal emptying of the Blackwater Swamp cutting deep into the Mersa plateau. The length of the river rises once at waterfall and continues deep into the Blackwater swamp. The falls has several spots where sand, the same as found at Stillwater Beach, has built up having resisted being washed away by the seasonal run.
Skitter spiders occasionally manage to spin webs from wall to wall causing any whom row through to earn a face full of sticky misty web. Thankfully Parson's Kingfishers nest within the rocky walls behind drooping roots, the only thing that prevents the Skitter Spiders to claim the entire river. Twice per year the Spiny Eel traverses the river, first as elvers keen to reach the Blackwater and secondly as large scared adults to reach the Stillwater to spawn and die.

Haunted Hollow

A11
Within the dry bed of Catchman's River lay a break in the Blackrock, a hollow dropping into a natural cavern below. The access is just a few feet wide and is difficult to find as it lay at the base of the rock wall and behind outcroppings. The area in which the hollow resides is well known however as the wind passing through the Catchman of Winter's evening blows over the hollow and sends a haunting, chilling moaning to echo through the channel. The hollow is known to break the leg of half a dozen carless children each year.

Hampard’s Run

A12
Hampard's Run is a path well-worn atop the length of Blackrock that edges the east of the Orchard. Known by many names the most recent title bestowed by the local children given old man Hampard, a crotchety withered soul that lives practically on the path and his penchant for swinging his walking stick at any child whom dares breathe near his house. As a result, Hampard has made practice of dodging his cane somewhat of a local sport. The old crone sneers and murmurs at any adult that dares wander past.

Deep Pool

A13
A rock pool at the very north edge of the rocks bordering the Stillwater, the Deep Pool is named for its unusual depth and size in consideration to most other rock pools on the area. The name is also somewhat ironic given the name of the Kiddie's Pool. This pool is known to trap small colorful fish, and the occasional juvenile stingray.

Kiddie’s Pool

A14
The Kiddie's Pool is a natural pool formation in the black rocks west of the West Fields. Its name is an ironic statement as the pool is considered extremely dangerous given its depth and the natural vortex tunnel deep underwater that seems to funnel every wave and motion of the Stillwater becoming a torrent of movement with the passing of any ship larger than a rowboat. Stories exists within town that claim several children have lost their lives within the pool.

Stillwater Lake

A15
The Stillwater is a large body of water that runs to the River Surbin far to the west. The Surbin connection is only accessible half the year with the mysterious lake mouth becoming seemingly deeper given that the level of Stillwater does not rise significantly. The lake is fed by several rivers, Catchman’s River being the one that runs from the Blackwater Swamp through Mersa. The vast swamp lands to the east drain thick fiber rich waters into the lake making the depths of Stillwater murky at best. Weeds carpet the lake bed with submerged rocks and fallen trees a notorious hazard for all large ships.
The lake is well known for its huge Sailfin Catfish a welcome feast for any family it is brought back to. The main catch is the silver minnow, a small darting fish that school in large numbers. Drift nets are used in the lake's deepest parts but only by the most experienced of fishermen. Drag lines with multiple bloody meat hooks are known to pull up Silver Pike. Giant Pike are known to reside within the lake and are a common folk tale among drunk fishermen.

Elver Falls

A16
The falls are named for the juvenile eels that climb the almost vertical rock face when just a stream of water runs. Rising just over six feet the falls are a trickle most of the year with moss and fungi carpeting its channel. During the run the water is channel with force diving several feet beyond the rack wall and creating a mist that rises up into the town.

Main Streets

B
The main streets of Mersa are a work of engineering, uniform cobble stone hewn from the local black rock seated sternly and bedded with fine white sand. The occasional cobble has a name carved on its surface as if to thank the person that lay it in its rightful spot. Even the edges of the roads, where cobble meets soil is neat bordered by accurately chiseled blocks.

Main Street

B1
Main street runs the full length of Mersa, from gate to gate however, rather than just a single street all cobblestone roads of Mersa connect and the locals refer to all as Main street; which can be confusing for visitors. Instead, locals refer to the wards of the town rather than street names when diving directions.

Old Town Wall

B2
A section of old hewn cobblestones still stands as a monument to the original town wall. Where the stones of the street are uniform and militarily placed the blocks of the wall are random and jaggered. The section stands not from lack of decay but as a deliberate maintained statement to those that gave strength and tear to make the town what it is today. A community notice block stands just next to the wall marking a satirical link between the old community ways and the new social order of the town. Flapping paper and colored ribbons are pinned to the soft wood that wraps the trunk of the notice pole.

Bog Corner

B3
Before entering this area one can smell the dam and rot of its structures. Liquid, possibly sewerage, possibly worse stagnates in the hollows of the cobblestone and earth. Rainbows of fungi and algae pattern the water and graffiti the walls. What structures remain here are skeletons of former homes, yet several buildings remain defiant, either built just before the encroaching waste and yet to decay or somehow resistant to its rot. Evidence of trespass can be found, footprints in the mud, imprinted cobbles sunk into the soaked earth as children jump about in the puddles, a knotted rope hanging from the blackened branch of a weed-turned-tree that has cracked up to begin reclaiming the impacted earth.

Cryer’s Block

B4
Cryer's block, a location named for juxtaposition, named for the platform the town crier stands upon to deliver the daily news, named for the tears the victims shed as they wait for the noose to pull, the block to fall, the sudden end. Cryer's block, a location all of the town wants to attend but none want to visit. When the sudden falls and breaks the skin and crimson is shed; a sewer grate lays in the ground adjacent, dried blood can be found having run from the back of the block over the cobbles and into the dark blow. Currently the noose swings invitingly in the wind. It is hard to tell whether the structure is a promise of justice, a warning for punishment, or an omen.

Devil’s Row

C
The old broken cobblestone lingers as a statement that you aren't in the carefully tendered part of town. No gas lanterns, no led light windows, no painted walls, the streets here are dark and dank. Even in the height of day shadows tend to sneak at every corner waiting for their opportunity to push the light out at the end of the day.

Devil Street

C1
Considered the least safe part of Mersa, Devil Street is a known hang out for thugs, thieves and general no-good-doers. The street itself was once part of the old town. Old cobbles still mark the road even if that road is now jaggered and broken. Weeds sprout up under every building and on occasion through the very street. It is clear that no wagon has passed through these streets for some time.
A sewer entrance rests at the east of the cobblestone street free of weeds and swept of loose cobbles. The old wall once crossed the street, a gate long ago taken away the wall now crumbles and sheds black rock shards.

Shattered Hall

C2
This large building stands with white washed walls that have not been maintained in some time. What was clearly the original building has been added to several times. Miss aligned joinery and disheveled panels leave cracks for the wind to whistle through. The windows have heavy planks nailed over the outside, the entire building would appear abandoned if it weren't for the thin trail of smoke rising from the chimney.
The underbuilding is a network of stone and hardwood pillars rising the entire building a few feet up from the damp earth. The front door faces west and has an intricate design of spider webs and mold. The saying "Too proud to whitewash" can be found carved into the threshold. The true door for the building is actually a swinging panel in the south east alley, a tiny bell hangs on a wrought iron hook.

Polgar's Trading

C3
Abc

The Gremlin

C4
Abc

High Street

C5
Abc

Dog Pen

C6
Abc

Hound

C7
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Smithy

C8
Abc

Hosiptal

C9
Abc

Orphanage

C10
Abc

Temple of Light

C11
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Vagrant Camp

C12
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Civil Quarter

D
Abc

Mersa Stables

D1
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Mersa Offices

D2
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Mhjor's

D3
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Constabulary

D4
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Herbologist

D5
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House Issild

D6

High Court

E
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The Round

E1
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High Garden

E2
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Mersa Library

E3
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Emesarth Hall

E4
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Courthouse

E5
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Registry Office

E6
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Temple of Illistrae

E7
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House Solphan

E8
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Memorial Hill

F
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White Hall

F1
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Gravetops

F2
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Underground Tomb

F3
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Tombs

F4
Memorial tombs for Brunn (warrior depicted as a minotaur a strange child hiding behind and clinging to his leg), Nyser Ives (Rogue), Band Emersarth (Mage), Setin Leyrom (Priest of Lathander) and Lady Oldeyar (Palladin of Amaunator). An unsealed tomb marked with Dwarven writing ("for our lord"). Statues of Hyle Taulean and Polgar.

New Quarter

G
Abc

Gas Lamp Road

G1
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Scribe

G2
Abc

Perale Construction

G3
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Samar House Services

G4
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Goldsilk Laundry

G5
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Belem House Imports

G6
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Parchments

G7
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Markets

H
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Street Market

H1
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H2 Lord's Treasures

H2
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Delk Hardware

H3
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Smiling Jester

H4
Tavern owned by Suric Draon


Menu of the Smiling Jester

Hearth Crafts

H5
Abc

Church

I
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Leyrom's Church

I1
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Cemetery

I2
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Leyrom's Garden

I3
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Trader's Quarter

J
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Runner's Corner

J1
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Jeweler's Market

J2
Abc

Maiden's Walk

J3
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Silk Seamstress

J4
Abc

Zhouk's Boardinghouse

J5
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Blindman's Alley

J6
Abc

Pawnbroker

J7
Abc

Auctioneer

J8
Abc

Warehouse District

K
Abc

Mudbath

K1
Abc

District Warehouse

K2
Abc

Kebel's Warehouse

K3
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Black Auska Company

K4
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Mersa Grain Silo

K5
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Drake's Mill

K6
Abc

Rat Catcher

K7
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Old Town

L
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Gambler's Corner

L1
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Lucky Clover Tavern

L2
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Widow's Lane

L3
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First Street

L4
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L5 Broken Road

L5
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Kinrale Brewery

L6
Abc

Main Street Butcher

L7
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Smokehouse

L8
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Fletcher

L9
Abc

Old Well

L10
Abc

Chronicler

L11
Abc

Farmer's Wall

M
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Danbur Farmhouse

M1
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Robel Farmhouse

M2
Abc

Wet fields

M3
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Dry Fields

M4
Abc

Berry Tanks

M5
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Drogson's

M6
Abc

Lake Tower

N
Abc

Rock Walk

N1
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Lake Tower

N2
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Lookout

N3

Abc

Stone Bridge

N4
Abc

Green Cliff

O
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Cobbler

O1
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Sesuldo's Manor

O2

Abc

Abren's Court

O3
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High Temple

O4
Abc

Artists Gallery

O5
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Alchemist

O6
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Construction Yard

O7
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Brewery

O8
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Aromatherapy

O9
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West Bridge

O10
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East Bridge

O11
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Statue Emporium

O12
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Filtration Processing

O13
Abc

Toymaker

O14
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Spice Marchant

O15
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Iron Caster

O16
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Blacksmith

O17
Abc

Weaponsmith

O18
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Military Ward

P
Abc

Tent City

P1
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Hill Tower

P2
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Soldier's Hall

P3
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Training Grounds

P4
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Command

P5
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Barracks

P6
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Archery Training

P7
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Command Tent

P8
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Latrine

P9
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Stables

P10
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Hospice

P11
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Mess Hall

P12
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Drifter's Quarter

Q
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Hobo's Hill

Q1
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Hobo's Trail

Q2
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Smuggler's Alley

Q3
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Little Camp

Q4
Abc

Orchard

R
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Orchard Field

R1
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Orchard

R2
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Rygem's Forest

R3
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Sketch of the Keystone by Netai Baffle.
Baffle claims the inscription states;
"The heart hears what the mind cannot see".

Keystone

S
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Keystone

S1
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Observatory

S2
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Boatwright

T
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Austin's Boatwright

T1
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Kelp Runner

T2
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Slide Ramp

T3
Abc

Princess Maree

T4
A once feared ship now run aground on the black rock. Captain Ukino once held a reputation of fear and cunning but has since been removed from the Sword Coast waterways. Beltur, Ukino's first mate lingers in Mersa looking for a worth captain. Rumors tell that Beltur and Ukino had a falling out, Beltur has sworn never to set foot on the Princess Maree again.

Catchman's Tavern

T5
Abc

Carpenter

T6
Abc

Boarding House

T7
Abc

Rock Walk

T8
Abc