Lakevale

Overview
A town on the southern part of Ebnur Lake, connected to the land by a single high bridge whose dock supports are covered by downward-slanted wood and metal stakes to defend against undead. The entire town rests above sea level, and is the primary site of liasons between the Foglands and the outside world.

Population Demographics

 * Natives: 60% human, 20% hill dwarf, 7% halfling, 6% goblin, 3% dragonborn, 1% elven, 1% half-orc, 1% bloodline races, 1% other.
 * Visitors: 40% hill dwarf, 35% human, 20% high elven, 5% goblin.

Economy
Lakevale's economy is centered around Sovereign Steel shipped south from Ironhost's mines. A town built on Ebnur Lake and therefore connected to Durheim and Ültos, it is a critically important source of revenue for the Ember Sentinels and Gentaria as a whole.

Thus, while taxes are high, the supply of metal it provides to those who can pay ensures that its quality of life remains high and the number of visitors remains steady.

Threshold
The southesternmost section of the city, and also the smallest. Entirely run by Ember Sentinels, who guard the bridge and ensure the safety of the town. They also act as the town guard.

Points of Interest:
 * Barracks: official lodging of Ember Sentinels stationed in Lakevale, though they are free to stay elsewhere should they so desire and they can afford the prices.
 * Training Yard: includes several sparring rings, training dummies, and archery targets, this fenced-off section of town is placed immediately beside the entrance to town to intimidate potential problems.
 * Armory: medium-sized building where Ember Sentinel arms and armor are stored when not in use, or when waiting to be repaired.
 * Guard Captain's Office: center of military operations for the town, where Tarba Novum delegates authority and assigns missions to the Ember Sentinels stationed there. She also processes arrests, releases, and warrants.
 * Barricade & Fortifications Warehouse: A storage center directly beside the Guard Captain's Office, where surplus material and portable fortifications are stored for sale and nightly use, respectively.
 * Jail: A drunk tank as well as a permanent prison, the Lakevale Jail receives relatively little use for its size. Most inhabitants are united by the common enemy of the undead, but occasional dwarven-human race riots mean it is occasionally filled to capacity by intoxicated belligerents.
 * Lakevale Armory: exclusively for use by the Ember Sentinels operating as guards within the town, each soldier keeps a locker of gear when not on duty. Also serves as a common room.

Steel Docks
The northern docks, where sovereign steel, iron, and the occasional gem or precious metal are shipped down for sale and processing.
 * Gold, Brass, & Bronze:  a three-building private establishment run by dwarves, doing decorative rather than production work.
 * Smelter Street: the northern docks of Lakevale. Raw material is delivered directly to smelters set up int the middle of the street and processed as rapidly as possible, allowing the barges to move upriver in short order.
 * Orehouse: should the smelters be overstocked, the Orehouse storers the raw material delivered. Manned by no less than twenty guards at all times, and has 1 point of entry.
 * Ingot Stockpile: when metal is smelted into ingots it's stored here and withdrawn or purchased by craftsmen.
 * Weaponsmith: building where Ember Sentinel swords, speartips, and other metallic weapons are produced.
 * Armorer: where Ember Sentinel shields and armor are made. Specializes in medium and heavy armor that aren't breastplates, half-plate, or full plate armor.
 * Blacksmithy: produces most material and products from iron, such as nails, stakes, horseshoes, bars, hooks, cookware, tools, farming implements, etc. They do not sell products—defense supplies is a surplus store where items can be purchased.
 * Silversmith/Mint: The only location where Gentarian coinage is still produced. Mostly for local business, to keep international trade on the harbor functional. Supply occasionally disrupted by large loot hauls; workers are reassigned when this occurs.
 * Smith Dormitories—being national employees, the smiths working in the Steel Docks are provided with food and housing in the dormitory. Originally a barracks for religious troops, it was appropriated by the Ember Sentinels for use and reconstructed to provide a semblance of privacy in small "rooms" divided by thin walls between bunk beds. A lounge building to the immediate south provides rest and relaxation during the smiths' off hours and weekends.
 * Goods Warehouse—well-guarded and well-regarded, this warehouse stores the finished metal products for sale to the merchants arriving in Vozlaundr.

Meat Wharfs
The east-southeast docks, where fishermen's boats are stored and their catches are sorted, stored, and sold in dozens of stalls lay between the town and the docks. Food quality and politeness of vendors improves the farther north one travels. From north to south: salmon, trout, mackerel, trout, loach, sardines, frog, eel, all freshly caught. Older catches are available for lower prices smoked or pickled. Salted seafood is also available, though the cold temperature makes salt a greater rarity.

Points of Interest
 * The Crooked Eel—a tavern where most of the fishermen go, close to Eastwharf. Smells terribly like rotten fish, but the food is good and the girls are friendly. A bit greasier than most, but is also cheaper to stay in.
 * Shrine to Torran—Separated from the other shrines in Lakevale, the shrine to Torran is a stylized statue of a muscular, bearded, shirtless man above a well. No confirmed services are offered here, but fishermen praying here report clearer weather and fuller hauls.
 * Ma Gwenmora's Market Hostel—where the majority of the fishermen and their families stay, along with a few of the poorer woodworkers. Most inhabitants either emigrated to Lakevale or lost their homes during the battles with zombies during the early years.
 * Preservatory—where perishable food is saved for the long, harsh winters. A three-story building with multiple chimneys, fireplaces, and salt cauldrons.  
 * Clams for Sale—named after the prior owners' failed business; he couldn't compete with the cheap and plentiful shellfish available just down the road. The establishment's proximity to both Ma Gwenmora's Market Hostel and the Farmer's Housing serves the new owners well. A cheap, sleazy brothel that smells faintly of sawdust and fish, it is nevertheless one of the larger buildings in the Meat Wharfs.
 * Fish Market—adjacent to the docks where fishermen moor their boats, the fishmarket's quality and prices increase the farther north one travels.

Hallow Road
The main street of Lakevale, and the most inefficient. While buildings in other parts of town are crammed into tight space, the structures here are separated by a wide road surrounded on both sides by temples to human gods. Thanks to the high concentration of religious figures and interests, the entire region is affected by the Hallow spell.
 * Temple to Matron—a large building divided into two halves. The first is devoted to worship, prayers, and thanks, and is well-decorated and kept, if a bit plain. The other is a hospice dedicated to healing the sick and comforting the dying. The second floor contains supplies and priestly quarters.
 * Otaium 's Sanctum—slightly larger than average and built closer to the center of the city. The few priests living here devote their time to comforting the bereaved and holding funerals in the main building, conducting rites and rituals for the deceased.
 * Church of Bredal and Sangt—the largest building in Lakevale, and one of a very few made from stone instead of pine wood. A 3-floored church that caters to the well-off forge workers and tradesmen, the staff of Dalynwick's estate, and the other middle/upper class citizenry.
 * Gladeshrine—a wood-carved statue of Yageb, it is relatively modest compared to other features on Hallow Road. Maintained by an ancient human woman who appears more beast than human at times, and who waits at the shrine to offer advice to others no matter the time of day or night.
 * Brâzâdrug—a place of prayer and quiet peace for dwarves, providing respite from the noise of work while still advancing their ideas, as well as a place of prayer to Brâzâd, the chief god of dwarves.

Seldulus' Pine Shipworks
A single industry controls south Lakevale: woodworking. Cartwrights, boatswains, carpenters, coopers, furniturists, handle-makers, and wheelmakers can all be found here. Created by Geoffry Seldulus in response to the trading ships docking in town and the large supply of unused pine timber near the city.

Warremus' Ridge
The oldest section of the town and by far the wealthiest district. Less space-efficient than the other districts, the few inhabitants are the wealthy and powerful of the town, their servants, and the lighthouse. Built on the minuscule portion of land which reaches above the placid surface of Ebnur Lake. It also includes the upscale crafstmen who inhabit the immediate southwest adjacent to the Meat Wharfs.
 * Thurdinzaird—the ancient stone lighthouse and the town's oldest structure; predates the town proper as a way to mark the shallow water around the island for traveling ships. Operated by the Skaneswroth family since 4E 145, the lighthouse predates the nation of Gentaria. Day or night a flame is kept burning in at the top of the four-story tower, the price of oil is subsidized by the city.
 * Granary Garden Taphouse—a combination of a brewery and upscale bar/restaurant run by a retired Ember Sentinel. Also plays host to the town council's policy meetings.
 * Seawall—Ebnur Lake's relatively gentle current prevents the tides from being a hassle. Instead, the seawall is a two-story structure made from stone bricks designed to prevent the residents of Isle Ground from viewing the the "unpleasant" sight of the disorganized city to the south and west.
 * Island Messengers and Pages—a page and mail service built along the seawall which serves the entire town with a messenger/courtier service.
 * Timbercraft Manor—Geoffrey Seldulus' home. The newest and largest building (barring the lighthouse) on the island, it houses Seldulus, his staff, and his collection of treasures and artifacts from pre-war Gentaria along with a personal wizard. While still small by mansion standards, it is one of the largest buildings in town, and certainly the most expensive.
 * New Pinehold—the original Dalynwick castle was destroyed along with the majority of the traditional town during the initial zombie attack. Baron Dalynwick spent a majority of his fortune purchasing expensive solid land and having a new one rebuilt. A shadow of its prior glory, Dalynwick lives alone with no one but his servants for company, absorbed in tomes and relying on investment returns for his fortunes.
 * Spectacular Gemworks and Jewelry—an upperclass jewelry repair, restoration, and production workshop. Cleanly decorated and filled with expensive silver-and-glass cases displaying merchandise. Its proximity to the Ridge and the pricey decor make it a common stop for the wealthy of Lakevale; the addition of a jewlery repair is an added bonus that ensures the owner remains in business. Ember Sentinels often employ this shop to restore uncovered treasures and artifacts.
 * Erret Seathane—a small, slim man who wears pricey clothes and hums to himself while he works. Dark-haired and dark-eyed with unblemished pale skin, he has terrible posture from hunching over a bench since childhood. Weak physically, but possesses a collection of expensive and effective tools. An expert in fine jewelwork. Inherited the shop from his previous master, a human craftsman killed during the zombie battles in the early years.
 * Last National Bank of Gentaria—a dryly named financial institution founded and presided over by a few employees of Gentaria's original teasury. While separate from the mint, they provide valuable financial services for the people of Lakevale, most notably the storage and exchange of coinage.

Vozlaundr
The original dwarvish name for the island and the dock structure built around it. Now refers solely to the west and northwest collection of warehouses, offshore quarters, taverns, and brothels that serve the rivermen and sailors coming into port on its edge.

Points of Interest
 * Waterfront Inn—average alcohol and lousy food, but the beds are comfortable. Tailors to sailors by being spacey and occupying a large amount of space, giving sailors that have been crammed onto boats more room than might be expected. More expensive than the other establishments, but has the quality and space to match.
 * Yon Vassimer, a younger human
 * Tide's Fist—the local fighting pit, depressed so far below the town surface that 1/2" standing water sits at the bottom of the wooden planks. Operates late into the night, making significant noise to the chagrin of their neighbors.
 * Alledians Theatre—purchased for cheap by Ted Bergen, an ambitious halfling with directorial aspirations. His high expectations and lack of local interest have forced him into relative poverty and driven him to drink heavily, languishing in the vacant theater.
 * Deckmaster's Office—
 * Clinic—
 * Green Grog Barhouse
 * Riverman's Rest—an older and expensive establishment, a combination of strip club and brothel that puts on shows in addition to its employees time and bodies.
 * Records Building—
 * Warehouse A—
 * Warehouse B
 * Warehouse C—
 * Warehouse D
 * Warehouse E
 * Warehouse F
 * Warehouse G