# Drenwick — Home City

Phelan's home base. A mid-sized city built around a river junction — part trade hub, part administrative center, part seedy underbelly. The city operates on a bell-based time system, with Godsday (Sunday) as a day of rest and ceremony. Architecture blends practical stone construction with magical enhancements, particularly in the Guild Quarter where wards and protections are woven into foundations.

## Political Position

Drenwick is the titular seat of the **Duchy of Sudermere**, ruled by **Duke Roderic Velthane** — an absentee landlord who lives at Velthane Hollow on the southeast coast and has never taken active interest in governing the city. This is why Drenwick is guild-dominated in practice: no noble is present to interfere. The ducal residence on the Noble Estates on the Hill is kept by a skeleton staff for correspondence and the rare required visit. See `world/locations/sudermere.md` and `characters/duke-velthane.md`. Full kingdom context: `world/locations/kingdom-of-corvel.md`.

## Districts

- **Guild Quarter** — Central administrative and professional district. Legitimate business, political maneuvering. Where the registered guilds maintain their halls and offices. Warded streets and magical protections. Professional and orderly, with a sense of purpose and community.
- **Dockside / Harbor District** — Primary port and trade hub. Cargo, smuggling, cheap lodging, dockyards, merchant warehouses, fishing fleets. Busy, noisy, perpetually damp. Where Phelan rents his shack. The "Smuggler's Coves" are hidden inlets where illicit goods change hands.
- **Arcane District** — Registered magic users, shops, the Compact's local offices. Cobblestones damp with overnight dew. Thin autumn light. Half-shuttered shops in the morning.
- **Noble Estates on the Hill** — Clients who pay well and ask few questions.
- **The Market District** — Central commercial area. Covered stalls for goods and services. Magic suppliers, weapon smiths, information brokers.
- **The Lower Ward** — Working-class district. Smaller homes, workshops, taverns. More crowded and less warded. Lively, gritty, full of opportunity and danger.
- **The Old City** — Historic district beyond the main walls. Ancient stone buildings from before the current age. Narrow alleys and hidden passages. Sites of historical significance (some still magical).
- **The Warrens** — Slums, street-level crime, useful contacts.

## Key Locations

### Chandler's Row (Mere's Residence)
- Edge of the Guild Quarter, residential district
- Rented townhouse with three stories
- Moss-covered walls and window ledges
- A corner reserved for Sniff (the familiar creature)
- Bookshelves filled with reference materials and case files
- Fireplaces optimized for quick ignition (Phelan's work)

### The Training Grounds (Chandler's Courtyard)
- Guild Quarter edge
- Open stone courtyard for physical training
- Fire sequence practice areas
- Observation galleries for instructors

### The Archives
- Deep within the Guild Quarter
- Massive collection of case files, maps, and research
- Accessible to senior investigators (Tier Two+)
- Contains information on magic theory, creature lore, and historical events

### The Watchtowers
- Perimeter of the city walls
- Observation posts for security
- Magical sensors for detecting intruders
- Communication relays between districts

### The Drenwick Court House (Crown Registry)
- Guild Quarter, near the civic administrative cluster
- Where crown-registered contracts are filed for the Duchy of Sudermere: property deeds, guild charters, inheritance claims, and civil partnerships (marriages)
- Functional, bureaucratic, unceremonial — a counter clerk, a ledger, a seal, a fee
- Marriage filing is a non-religious civil process by default; religious ceremonies exist but are optional and run separately from the registry. Most Drenwick residents file first and ceremonialise later (or not at all)
- Because Drenwick is the duchy seat, residents do not travel for registry business — it's a short walk from most of the city
- **Second floor — civil registry (Ch21 / Epilogue canon):** Counter two is the civil partnerships (marriage) desk. Clerk works from a ledger "the size of a wagon wheel" with a notary stamp worn smooth from use. Hours posted on a small board that has been painted fresh at some point in the last decade and has not been painted fresh since. **Hours: second afternoon bell through seventh bell, daily except Godsday.** Long clock on the south wall tracks minutes precisely (used for effective-time logging on contracts).
- **Marriage filing procedure (Epilogue canon):**
  1. Six silvers filing fee laid on the counter. Clerk weighs by palm, does not count.
  2. Name exchange — clerk asks each party for their name in turn.
  3. Papers exchange — clerk asks for *"Papers"* and both parties produce crown papers. Clerk pulls both cards toward her without picking them up, checks the royal seals against a **reference plate mounted under the counter lip**, slides them back without comment.
  4. Clerk reads the clause — two lines from a standard form. Asks whether the parties have any existing joint contract on file with the crown or with any of the six duchies. Both parties answer verbally.
  5. Clerk presses the notary stamp into the page at the minute the filing is logged. Stamp lands flat.
  6. Clerk closes the ledger, tells the parties the contract is now in effect *(but see below re: the ten-day waiting period)*, hands one party a copy of the filing, and dismisses.
- **Ten-day waiting period:** After filing, the contract enters a ten-day hold before it takes full legal effect. The filing record says the contract is "in effect" (per the clerk's scripted language) but legal enforcement / registry recognition activates at the tenth day. Parties do not need to return for the effective date — it is automatic.
- **Reference plate:** Physical non-magical stamp-verification tool mounted under the civil registry counter lip. Clerks check crown seals on ID papers against the plate to verify authenticity. Part of standard civil registry procedure.

### The Thresholds
- Magical liminal spaces throughout the city
- Doorways and passages that lead to other places or times
- Some are Charlette's personal domains
- Warded against unauthorized access

## Guild of Necessary Services — 14 Greystone Lane

The Guild's premises sit on a respectable street in the guild quarter. Small sign. Extremely polite receptionist who tells visitors there's an eight-week waiting list (there is no waiting list — it's how they filter clients).

Known spaces:
- **Front office / reception** — the public face
- **Interview room** — where clients are brought after passing the receptionist's filter
- **Ledger's office** — Guild Master's working space
- **Planning library** — a small working reference room available to guild members. Shelves of history books, old maps, and herb reference charts. Two or three tables with four chairs each, meant for spreading out research and planning work. Functional, not grand — it matches the Guild's character. Used for expedition logistics, case research, and any meeting that needs neutral professional ground.

## Sensory Anchors

- **Dockside at dusk:** Tar, salt, fish oil smell. Barge lanterns lit against early dark. River traffic settling.
- **Arcane district morning:** Cobblestones damp with overnight dew. Thin autumn light. Half-shuttered shops.
- **General:** Fish and forge smoke. Barge horns (low, flat notes). Urban perfume of too many people. The air carries the scent of salt, smoke, and old stone.
- **Mill road at night:** Usually deserted after dark. Adjacent to Phelan's shack.

## Notes for Future Development

- **Chandler's Row** — revisit as Mere settles in or when Phelan returns from training
- **The Thresholds** — remain unresolved (Charlette's departure)
- **The Harbor District** — opportunities for smuggling-related plotlines
- **The Archives** — resource for research-heavy scenes
