![[z_Publish/_assets/Iskavar Isles.png]]
# General
Select Settlement:
Select Category: Town +200
**Reputation:** The capital of the exiles: a sprawling raft-town in [[2-World/Regions/The Forswept.md|The Forswept]] where anything can be bought, including a new name.
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#### **Atmosphere**
- Lastword is built over a drowned harbour, on rafts, stilts, chained-together barges and the backs of half-sunken ships. Rope bridges and plank-roads tie it together, and whole districts are cut loose and moved when the island beneath them starts to go under.
- It is loud, foggy, crowded and alive: lanterns everywhere, music from the gambling barges, smoke from the fish-fires. Exiles say Lastword is where you go when you've stopped waiting for the Mercy.
- On this side of the line lies leave no mark, and Lastword is proud of its storytellers, swindlers and fortune-tellers.
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#### **Economy & Trade**
- **Salvage:** islands that rise from the sea bring up treasure, ruins and sometimes whole sunken villages. Salvage crews race each other to every new island.
- **Smuggling:** goods the Sworn Reach won't touch pass through Lastword on their way to the [[2-World/Hubs/Scalecross.md|Scalecross]] Grey Market.
- **Names:** for the right price, a scribe in Lastword will give you a new name, a new history and a convincing set of papers. The grey palm is harder.
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#### **Notable places**
- **The Floating Market:** a ring of barges in the middle of the town, moored together every morning and cut loose every night.
- **The Last Word:** the tavern the town is named after, a beached galleon where exiles tell the story of why they were sentenced. Nobody checks if the stories are true.
- **The Namewright's:** where new identities are made.
# NPCs
List important NPCs here.
# Travel
hrs per day
Travel Calculator / Exhaustion Level:
| Destination | Travel Days |
| ---|---|
| Next Town A | 🕓: |
| Next Town B | 🕓:
# CAMPING
C - Commerce (Economics and Entertainment) - Shops, Malls, Theatres, Markets, Carnivals, Electronics
A - Agriculture (Resource Production and Collection) - Farms, Mines, Fisheries, Lumber Yards, Oil Rigs, Power Plants
M - Military (Protection and Transportation) - Forts, Bases, Armories, Walls, Seaports, Airports, Spaceports
P - Philosophy (Religion and Education) - Houses of Worship, Schools, Universities, Laboratories, Arboretums
I - Industrial (Resource Utilization and Processing) - Factories, Metalworks, Bakeries, Artisans, Jewelers
N - Nesting (Housing and Civil Engineering) - Residential Areas, Inns/Hotels
G - Government (Legislation and Judicial) - Town Halls, Courthouses, Tourist Stops, Monuments/Landmarks
## Commerce
**C - Commerce** (Economics and Entertainment) - Shops, Malls, Theatres, Markets, Carnivals, Electronics
*(none published yet)*
## Agriculture
**A - Agriculture** (Resource Production and Collection) - Farms, Mines, Fisheries, Lumber Yards, Oil Rigs, Power Plants
*(none published yet)*
## Military
**M - Military** (Protection and Transportation) - Forts, Bases, Armories, Walls, Seaports, Airports, Spaceports
*(none published yet)*
## Philosophy
**P - Philosophy** (Religion and Education) - Houses of Worship, Schools, Universities, Laboratories, Arboretums
*(none published yet)*
## Industrial
**I - Industrial** (Resource Utilization and Processing) - Factories, Metalworks, Bakeries, Artisans, Jewelers
*(none published yet)*
## Nesting
**N - Nesting** (Housing and Civil Engineering) - Residential Areas, Bridges, Parks, Inns/Hotels
*(none published yet)*
## Government
**G - Government** (Legislation and Judicial) - Town Halls, Courthouses, Tourist Stops, Monuments/Landmarks
*(none published yet)*