The Smoke

The Smoke is a huge, victorian-esque city (think similar to London), filled with steam/diesel-punk type technology and magic alike. It got its name due to the thick layer of smoke and smog that the industrial buildings produce that tends to block out much of the view of the sky. It is made up of various district-like areas with a river known as The Slick running through it.

The Slick
The Slick itself gains its name from the thick, murky water, which houses who knows what. Bridge’s span across it at various intervals, which is a good job, because touching the water is likely to make one ill at the very minimum. The toxic waters are incredibly flammable, likely due to run off from the factories. Living too close to it can burn and blister your skin, making anything that survives living in this slurry something to be feared.

The Splendour
The most affluent of these districts is The Splendour, home base to many of the Smoke’s big names and a lot of business takes place, acting as a center of commerce. Many of the high profile businesses reside here along with embassies, the Guild Houses, and is much nicer than the rest of The Smoke. Some interesting and important locations within the Splendour are the College of Erudite Pursuits, Angelheart Hospital, The Spires of Enterprise (the religious district) and the Bacchanalia (the entertainment district).

The Squalor and Slickside
In contrast, The Squalor, along with Slickside, is where the poor live. Made of poorhouses, slums and people literally just trying to survive. Crime is much more common here, as is self applied justice, with people doing what they need to so they can live another day.

Soothill
Soothill is the main site of factories and workhouses, which continuously churn out fumes and soot that are the cause of The Smoke’s claustrophobic aura of fog. Not too far from here are Sorrowhouse Sanitorium and Nightgate Stockade (the prison).

The Breeze
The Breeze is higher up, based on the hills of The Smoke, and is where most of the rich populace live. The properties here rest above the smogline, giving them access to clean air. Seen here and found also in The Splendour are High Society, rich individuals who live in tall towers that rise far above the smog line, some of which have airships that are permanently anchored in The Smoke.

The Neighbourhoods
The Neighbourhoods is where much, if not the majority of the populace resides. Somewhat middle-class, these folk work hard to try and make their lives a little bit better. People with jobs that either require them to commute to The Splendour for low level work or higher level factory jobs are common.

Near the edge of the the splendour is a small tavern, frequented by those with business in The Splendour, called The Sunflower.

Cogstreet
Cogstreet is just across from The Splendour and is the location of the Gear Vault, the financial district of The Smoke. Semi affluent, some of the folk who work in the various banks here also make the area their home.

Greenstone
Greenstone, also known as the Jade Tenements, is a close approximation of chinatown, a mishmash of diverse culture and peoples. The immigrant population here thrives by showing their various skills and goods to the masses of The Smoke.

The Rat Run
The Rat Run is the underground transit system. Large carriages are pulled by rodents of unusual size, controlled by mechanical implants within their heads.

The Seven Mercantile Houses
The Smoke is controlled by seven mercantile houses, who’s influence and wealth keep them in power, while each house has different interests they may choose to invest in.

The House of Brass
Controlled and in shared ownership of the Brass Family. A family of ingenious and mechanically minded Gnomes, they create devices, contraptions and mechanical wonders. They are known to have invested heavily in the colonisation of Frontier.

The Lambkin Trust
Controlled and in share ownership of the Lambkin Family. They are great patrons of the arts and cultures,with many of their treasured possessions on display in the city's great museum, gallery and library.

The Ironheart Diggers
Controlled and in shared ownership of the Ironheart Clan. They control The Pit (an extensive mine beneath The Smoke), and in result all the blackrock that is mined, giving them power over much of the energy provisions for The Smoke’s many devices and factories.

The Vladislav Orthodoxy
Controlled and in shared ownership of the Vladislav Family. Highly religious, they oversee the spiritual protection of The Smoke and its occupants. They control an organization known as the Velvet Gauntlet, the city's inquisition.

The Pinch Press
Controlled and owned by the Halfling press baron, Titus Pinch. Capable of ruining a reputation with a single run of a front page article, the press is not to be messed with.

Hazard Imports and Exports
Controlled by Temperance Hazard, is in charge of the majority of trade that passes in and out of The Smoke. Business is currently very good, due to the high demand for the import of tea leaves from primarily the Court of the Five Thunders.

The Littlefield Estates
Owned and in shared ownership of the Littlefeild Family, are the owners of much of the land that The Smoke is built on, making powerful real estate landlords along with the wealthiest of all the houses.

The Guilds of The Smoke
However these individuals are unlikely to be met or interacted with, keeping their focus on business and control over their domains. It is more likely, you will meet a few folks who instead have a more public face, the individuals who run the city itself, The Guilds. They represent the halfway between the people and the mercantile houses, and they tend to have multiple skill sets to their arsenal. The Low Guilds comprises The Ratters and The Beggars. The Mid Guilds (sometimes called the artisan guilds) are The Butchers, The Bakers, The Barbers, The Cutters (Jewelers/gemcutters), The Hatters and The Parkers. The High Guilds includes The Potters, The Seamstresses, The Tutors, The Horologists, The Upholsterers and The Confectioners.

While this is not all the Guild of The Smoke, these are the main ones you are likely to encounter.

The Ratters
The Ratters are headed by Lord Gutter, keeping The Smoke and The Ratrun free of vermin. They are also experts in moving through the city unseen. The underground network of the sewers in their playground, a place they know like the back of their hands, meaning they can move people rapidly and strategically while out of sight.

The Beggars
The Beggars are headed by Uncle Pockets.they are experts in gathering street level information. If you want to know something, ask a Beggar, but be wary as there's always a price. Who knows what they might have on you?

The Butchers
The Butchers are headed by Archibald Gristle. Skilled in the preparation of many cuts of meat, common to exotic, it is rumored that they also dabble in black market body enhancements too.

The Bakers
The Bakers are headed by Mistress Pastry. Masters and Mistresses of baked goods, it is thought that without the work of The Bakers, the very workforce of The Smoke would grind to a halt.

The Barbers
The Barbers are headed by Theodore Wax. A trim, cut or shave can always be found here, along with a song or two. It's rumored that services can be ordered on the behalf of others, but whatever you do, don’t order a close shave for yourself or you might find it is a cleaner cut than you expected.

The Cutters
The Cutters are headed by James Cutter, known also as Diamond Jim. Skilled in all fields of gem crafting and fine metal work, you won't be disappointed with your purchase. They are rumored to be the Guild to contact if you need something ‘special’ acquiring.

The Hatters
The Hatters are headed by Topper. Skilled in the manufacturer of all types of headgear, business is booming due to the frequent acidic rain showers that assail the city, no doubt along with fancy but impractical hats for the more affluent who do not need so much protection. They are also known for their skills in alchemy, as well as being a little… eccentric.

The Parkers
The Parkers run the carriage system and general transport above ground in The Smoke. They don’t aim to compete with The Ratrun, simply work alongside it to get folks where they need to be. They are also excellent at protecting you throughout your ride.

The Potters
The Potters are headed by Jason Blackthorn. Everything from the most basic jug, up to fine porcelain tea services are manufactured by The Potters. Why not consider some of their fine crafts on a visit? After all they are also the guild for mages, so it’s only polite to pick up a pot for the shrub you got them to awaken.

The Seamstresses
The Seamstresses are headed by Miss Evangeline Purity. Skilled in the manufacture and design of the finest suits and gowns, lets see if they have a measure on you. The rumors state you can also hire them to ‘stitch up’ your enemies. Perhaps with workers as fine as their clothing, they can weave a lie well enough to get you to spill the beans.

The Tutors
The Tutors are headed by Villious Vile. Teachers to the wealthy and influential, they also have a mighty knowledge of various illicit substances, both pleasurable and poisonous.

The Horologists
The Horologists are headed by Philomena Grost. Purveyors of the world's most renowned and finest timepieces you could wish to purchase. Hourglasses to pocket watches, to the giant clock that rises above their guild house. They also have time for people, if you know how to purchase it, of course.

The Upholsterers
The Upholsterers are headed by Doctor Socrates Scalpel. Their motto is ‘We aim to put the stuffing back in you’. They try to heal both the body and the mind, running both the hospital and the sanatorium.

The Confectioners
The Confectioners are headed by Mistress Honey. ‘Bread is for the poor, True perfection is confection’. Crafters of all things sweet throughout the city. Just don’t mention B*nana B*ead.

What Are Those..I mean Does?
John Doe and Jane Doe are terms of reference you may hear when working within The Smoke.Sometimes a Jane Doe can be a John Doe and a John Doe can be a Jane Doe, but in these matters gender is all but irrelevant. These folk are fixers, individuals who will hire adventurers, heroes, thieves and all other folk who sell their skill for coin, usually to solve a problem. This is usually on the behalf of someone else, it could be anything from an individual up to a guild, all who don't wish to be identified. Don’t try to identify who a Doe is, not who they are working for, simply accept that they are neutral parties in this, offering you a job that you could be well rewarded for. Harming a Doe is something that will come back to bite you sevenfold. Don’t shoot the messenger