Our first port of call is little more than pirate's stopover when not plundering Elven merchant vessels or dodging the Royal Navy. Seaside is a port that sits outside the Great Salt Marsh. The city is known to spend a good deal of its budget in trying to repel the many stinging and biting insects that bring with them disease.
-Seaside's population, besides humans, includes Goblin, Ratfolk, and Grippli with Goblins making up the majority of the demi-human population that settles the area. Orcs and Elves are a minority of groups, but have the influence to maintain their own enclaves within the city.
-Criminal gangs are organized only at the street level with an interest in rolling people or protection racket over the few landlocked roadways that lead to markets in the north. Criminal gangs tend to avoid pushing dockside crews too hard for fear of reprisal.
-There is a Grippli embassy that is partially submerged both for the enjoyment of the Grippli and as a side entrance to Lizardfolk who use the embassy to conduct business.
Queen of the Seaports and largest city within the Borderlands, Port Kyna takes in trade from a little bit of everywhere: The Empire, the Kingdom, Nordwood. A fellow who is an Orc, a Human, a Gnome, or a Minotaur can arrive, take a few jobs, and perhaps making something of himself either in town or on the sea. Port Kyna also maintains a stricter policy when it comes to contraband and smuggling in order to keep parties who use the port happy.
-Port Kyna, having grown from a fishing village to a port city, has always been under the influence of native Minotaur. The current sheriff is a Minotaur, a large portion of the guards are Minotaur. Minotaur, Human, and Gnome make up the majority of the city's population. It is an open city, though other races besides the three are often arrivals rather than born in the city.
-Port Kyna's market area serves as one of the great stops for the many traveler families who drift across the Borderland. Charizo silks of purple, blue, and scarlet with golden stars and moons sewn in are a valuable commodity.
-Crime is both at street and at an organized level with larger gangs having territorial exclusivity. To steal something, to roll a drunk, or to deal in protection comes with their approval. Street level gangs are typically used as proxies for these underbarons.
Rathmer is is the extreme north of the Borderlands, just a few miles south of the river separating the Kingdom from the castoffs. As such, Rathmer tries to maintain a more dignified aura to lure curiosity seekers and tourists from the Kingdom's notables. Even a temporary stay can spread out a lot of money. Rathmer is less of a tradesman port and more of a leisure harbor where both Borderland citizens and northern notables can have their property stored.
-Rathmer is known for it's stone and marble architecture with an emphasis of Elven style. Elves who were gracefully exiled by the Empire (or retire, as the polite word is used) typically settle in Rathmer.
-Rathmer is known for this arcane salons. Mages like to show-up to perform minor feats of magical power, discuss spells they may have created, or meditate. Absinthe, the green fairy, is considered a delicacy at these gatherings.
-Besides Elven influence, Rathmer is home to a large Human and Halfling population. Halflings typically live further north of the city, near the river where they ply their trade. Humans typically work at being fishermen or crews upon Elven ships.