The Harbor

As you reach the Murgulmuir harbor the city’s stench changes. The moist air coming off the bay is refreshing but there is a fetid, fishy smell that permeates everything. Those not used to it often find themselves retching.

There is some space between the lower wheel and where the Harbor begins. Considering how tightly packed Murgulmuir is this makes a welcome change. There are some small huts, tents and other shelters but the Harbor Guard comes through from time to time to clear them out. As you cross this space along one of the three main roads you are flanked by the two twenty foot channels from which the sewer runoff flows into the bay introducing an entirely new set of smells.

At the edge of the Harbor there are two Guard Towers stationed between the three roads. These are squat, sturdy stone structures. Atop each is a crew equipped with spy glasses and armed with heavy crossbows and a ballista on a turntable. There is no wall or gate but a Guard Patrol is usually stationed where they can watch the traffic on the roads coming in and question anyone suspicious.

The Harbor is essentially divided into several distinct districts similar to those in the Upper Wheel.

A warehouse district where the goods that flow into and out of Murgulmuir are kept. There is a guard station at the heart of this area and a Sheriff who is specifically tasked with seeing to the security of what is kept here.

A small trade district comprised of shops that specialize in goods needed by seafaring folk. There is also a small market square for those who want to hawk goods fresh off the ship without the bother of moving it in and up for sale elsewhere.
Residences for those who work elsewhere in the harbor who don’t want to find accommodations further in. These are less expensive than those in the lower wheel and less cramped than those in the warrens. The buildings here are more than a bit shabby and often in poor repair.
The “Coast Road” that is home to over a dozen taverns, inns, common houses, brothels, gambling halls and other establishments that cater to sailors and visitors from other lands that would rather not venture into Murgulmuir proper.
Finally, where the land meets the bay - the Docks which run almost a half mile along the coast. A boardwalk connects three dozen piers and the wharfs where goods are loaded and unloaded. There are several cranes to help with larger loads.
To the north along the coast are several shipwrights where swarms of artisans work to build new vessels.
To the south are those that specialize in repairs and upgrades. Ships that need work are dragged up out of the water on massive carriages that ride tracks laid at the bottom of broad channels using a system of ropes and pulleys that requires over a dozen bugbears or twice as many smaller workers to operate.

From anywhere in this area you can see the ships that have come into port lined up at the docks. There are usually anywhere from ten to thirty vessels of various sizes.

Of the seafaring vessels most common are the elven built three masted Barques of the Corsairs. The two masted human caravels are half as popular and other types such as the orc Longships, dwarven Biremes and gnomish steamers are relatively rare.

There is one ship that is larger than all the others. It has been in the same place for decades. It shaped like a galleon but is easily five times larger in all dimensions and has no sails. It belongs to one of the Titans who lives in Overkeep. There are stories about how a Titan came down, commissioned it’s construction and when was done moved it by commanding the waters to carry it. As far as anyone knows it has only been used once but it is kept in good repair by workers paid far in advance from funds deposited in a bank for that exact purpose.

Most of the locals are humans, lizard folk and bugbears.

High elf corsairs come and go. A few keep homes but most stay somewhere along Coast Road when they are in town.

Bullywugs, lizardfolk and a few Tritons live under and around the boardwalk on the docks. They fish with nets and spears and mostly keep to themselves.

The Bugbears all live in a cluster of large, simple buildings just north of the rest of the homes here. They have their own alehouses and there are always guards nearby for when they inevitably get into trouble.

There is a lot of activity in this area. As you might expect, there is also a lot of crime. There are many gangs, syndicates and cartels in operation. Most are willing and able to spill blood it will protect their profits so guild wars are a fact of life.