Topside

"First a group of sailors got me drunk, then they introduced themselves, then a thief stole my coin purse, then the sailors chased down the thief, beat him into he gave it back, then I joined their crew, and I learned no fewer than four most delightful sea shanties and three new curse words. That was my first hour in Topside." - from the memoirs of Lewin Von Treet, Vault: the Land of Stuff and Things

City Description

Population: ~4,000

Founded: 2199 (191 years ago)


Topside started as a confusing series of caves conveniently located in an easily defensible bay hidden from prying eyes. Within these caves, dozens of pirate crews secretly stored caches of wealth and created maps to find their way back at their convenience. Through many betrayals, mutinies, thefts, and accidents involving those maps, it soon became clear in the pirating community of the Arrowhead Isles that everyone was hiding their booty in the same place. Rather than make a fuss about it, a sort of camaraderie developed between crews and a community surrounding the caves came about.

That community grew into what is today known as Topside, one of the most prosperous and wealthy cities in Vault, though one wouldn't know by looking at it. The "Commodore" of Topside runs an operation in the city that acts not only as a way of getting almost anything anyone can imagine, but also validates authenticity, accurately appraises, and provides historical context in a way most other markets cannot. It's safe to say that what began as a treasure horde managed by gangs of liars and cutthroats has become a legitimate enterprise managed by gangs of liars and cutthroats.

But Topside is more than just the money that passes through its streets. For the people of the Isles, there is no more welcoming place. And for the people outside the Isles, there is no better place to become a person of the Isles. Ships intent on distant voyages, dangerous passages, and grand adventures coral crews in Topside. The greatest alcohol outside of dwarven halls is distilled there. And if one doesn't mind losing every copper they own only to gain a treasure horde, and lose it all again, Topside provides one of the most exciting lives one can lead.

While the old caves still remain, they're mostly abandoned, left for the junk and worthless hauls no one wants anymore. The real life of Topside is in the city built on the beaches and cliffs overlooking Barnacle Bay. The docks are vast and always filled with all manner of vessel. The pubs and bars line the streets with exotic food and entertainment as far as the drunken eye can see. The law is lawlessness with no nation to hold Topside to a standard and no shortage of people willing to indulge in a bit of freedom. And anyone attempting to infringe on that freedom is shown how mighty Topside can be when its citizens sober up and band together.

For there is honor among thieves in the Arrowhead Isles. As long as it's convenient.

City Landmarks

First Mate Distillery - creators of the best rum in all of Vault, this distillery boasts a massive output shipped throughout the world. The complex where the rum is made is visible from the bay, with massive brass container and pipes that shine in the tropical sun. There's no a sailor worth their salt that doesn't swear by First Mate in Topside, although smaller distilleries are trying to stake the claim that First Mate has gotten too big and too legitimate for the "little person" leading a life of piracy.

Collector's House Auction and Market - the true center of Topside and the place through which all money flows, the House, as it is known to Topsiders, is a turbulent, chaotic, and inscrutable place of commerce and coin. Auctioneers shout prices into the streets while industrious pirates sell wares acquired "overseas." Every object and service imaginable has passed through the Collector's House, and one can never know what they'll find there next.

The Basement - what doesn't fly in the Collector's House is sold in the basement, though you'd never hear anyone admit it. Less of a place and more of a series of back alley dealings; that which is frowned upon and outlawed in Topside (which is saying something) goes through the basement. Any self-respecting buccaneer has a limit to what they'll do, but those who deal in the Basement have less self-respect than most. A Basement deal is usually found out and ended by upstanding citizens, but those evil enough sometimes find a way.

Calico's Charms - Lady Calico is the premier enchantment, charm, and curse dealer in Topside. She deals in all manner of magical oddity and no small amount of advice to go along with it. She's famous throughout Topside as the person to go to when one has a problem. Her shop specializes in herbal and medicinal remedies, but she also has a little voodoo on the side for those who need it.

The Long Way Home - specializing in imported ales and local rums, this Inn is a nightly party without end. It's the first stop for sailors who make port in Topside in need of drink and companionship. The playing of cards and dice is like a religion, and betting is the equivalent to prayer. Built on the water and made from old decommissioned ships, it's one of the first places a person sees when they arrive.

Cutter's Wharf - for the old sea dogs and retired militants, there's no better place to while away the endless days than Cutter's. Far from the din of the "House" and "Home," Cutter's is a good place to kick back with a drink, listen to the smooth melodies of a weathered minstrel, and hear the stories of those who've lived to tell them.

The Old Caves - once a labyrinthian underground stockpile of wealth, the Old Caves are now a labyrinthian underground stockpile of crap. Not every haul from every vessel is gold and gems, and much of the flotsam acquired through thievery is thrown into the Old Caves, never to be seen again. There are some who prefer living amongst the ruinous old junk, but for the most part, Topsiders steer clear of the caves.

Tanner's Wall - one of the few honest jobs in Topside is manning Tanner's Wall. Facing the jungle toward Sinner's Peak, it's the job of the wooden spikes lining Topside to stop the people living on the peak from stealing into the city at night and taking away Topsiders for ritualistic sacrifice. This is done using bombs made in Gruger's Anchor to light up the jungle whenever anyone gets a whiff of trouble.

The Castile - home to the Commodore, who is the de facto leader of the pirates of the Arrowhead Isles. While many do not acknowledge her rule, when she says something goes, it usually goes. Her domicile is an old abandoned fortress on the cliffs overlooking Barnacle Bay. Getting an invitation to Castile is a great honor, and usually ends with a knife in the back of a pocket full of gold.


The Gutted Squid - a small unpopular inn owned by a woman whose father was "killed by the Krakan," all the rooms are adorned with squid decorations including a ceiling set aquarium containing many tentacled creatures. Calamari is served daily.

Sea Salt Sally's - a classy dining option in which guests can expect fresh catches, lovingly created side dishes, and one of the worst minstrels in the city singing the same sailing tune over and over again

People of Note

Commodore Isadore: Female Half-Elf, self-appointed leader of the pirates of Arrowhead Isles, famous drunk and incomparable sailor

Longshore, the Nightman: Male Dwarf, head watch of Tanner's Wall and notorious conspiracy theorist

Revalia Whin: Female Aarakocran, bombastic captain of Sea Bosom and famous pirate

Lord Marquis Duke Baron King: Male Human, ostentatious former pirate who is now the wealthiest person in the House, has a massive antique collection