Wolfwatch

Overview
On the edge of southwestern Spauria you'll find the coastal port city of Wolfwatch, filled with sailors, shipwrights and traders, some of them lawful, and some of them cutthroat. The city itself is the bridge between the civilized empire of Spauria, and the lawless Southern Seas where voyagers run wild and lost treasure waits to be uncovered.

The culture and style of Wolfwatch is wholly different than that of any other Spaurian city, being heavily influenced by seafolk and their ways. The lingo here is completely different from what any common-speaking Spaurian would be used to, filled with sailor slang, curses, and a wholly new vocabulary of words, phrases and codes. On the docks, wide-eyed seamen speak of merfolk, sahuagin sea-devils, sharktrolls, sea storms, buried legends, and islands never before seen by mankind. Even of the buildings here are of a wholly different architecture than other Spaurian places, abandoning formal Feflian and Calbournian styled structures and taking on a more lofty, seaside look. Long wooden docks stick out from the ports of the city to house dozens of ships, most sailing in with fish, trades from Djan, and excited sailors from beyond Spaurian waters.

The Temple of Waves
The Temple of Waves is one of the oldest and largest structures in Wolfwatch, boasting broad courtyards, mighty pillars of stone, and a strong "Spaurian" architecture. The temple is located on the cliffs near the edge of the waterline, upon giant blocks of marble that overlook the city and the sea. Devout worshippers in the temple pray to Umberlee for the favor and blessings of the seas, whilst casual sailors and the occasional voyagers utter prayers to Valkur for the safety of their ships. Anyone there who dares pray to Talos, god of storms, does so only to pray for mercy if and when Wolfwatch is assailed by dangerous weather.

Powerful clerics maintain the temple and oversee regular ceremonies within, often channeling their divine power to preform public miracles and arcane acts of service. If enough coin is given, the priests will even grant worshippers access to the temple's healing pools that cure wounds and sickness. Any payment of coin given for spellcasting services is tossed into a great pool in the center court of the temple, to appraise Umberlee. Only a percentage is kept for the temple.

High clerics of the temple are obligated to make a pilgrimage to the elemental plane of water, which they do by sailing to Deeplord's Gate, which is said to be a monolithic glass temple, constructed eons ago by forgotten builders. The priests who dwell there are as old as the sea, and are capable of granting the sacred planar travel to the worthy.

Bastian's Beacon
The lighthouse fortress off the shores of the Wolfwatch harbor was constructed in late SA 13 in honor of Saint Bastian, a human paladin of great renown in the south. It was used as both a treasury for Bastian's armor and weapons, as well as a beacon to sailors arriving by storm to the mainland, before falling into the hands of The Pureblood Guild in SA 140.

In SA 163, the beacon was besieged by the Bois and their small army of kobolds after the untimely capture of Cadence Qrow, who was wanted by the guild. The adventurers laid waste to the Purebloods, slaying High Priest Greyhame and most of the guild's forces. This, combined with the recent destruction of the Pureblood stronghold in Quimny, severely crippled the cult and caused their presence in southern Spauria to become virtually obsolete.