Considered the sister city to Port Sumac, Darkwater sits within a deeper bay and acts as the primary importing and exporting hub for east-west trading in the territories.
Location / Structure
Built within the confines of rocky beach, Darkwater is somewhat remote and serene thanks in part to the pine and cedar trees that grow along the waterways. The town’s buildings and vast mouse-made harbor are also constructed from pine and cedar, giving it a pleasent and woodsy aroma year round.
Darkwater is governed by six mice known as the Harbor Council. These mice are elected every winter and may serve on the council until the next election takes place. A mouse may not serve consecutive terms on the council, but may serve more than once. This ensures a fair distribution of views and ideas within the ruling body, as well as allowing mice to practice their selected trades and professions outside of politics. The Harbor Council almost always includes an advisor from Lockhaven which expresses their appreciation for the Guard and all their efforts at bettering the territories.
Much like Port Sumac, Darkwater is home to a wide variety of laborers, merchantmice, and skilled artisans. Most any trade or profession that could benefit the shipping and harbor industry thrives, as well as an accomplished school of weather watching. Darkwater also trains and maintains an impressive number of city and harbor guards known as the Cedar Guard. Many younger mice learn what they can from the Cedar Guard before making the journey to Lockhaven in hopes of joining the Mouse Guard.
Import / Export
It can be said that all types of goods pass through Darkwater at some point and time. Of exceptional note are Darkwater’s weather watchers, nautical services in the form of ships and crew, and even the servicemice trained by the Cedar Guard.
Mice from the town of Darkwater may select the following during recruitment:
Skills: Boatcrafter, Fighter, Laborer, Weather Watcher
Traits: Rational, Weather Sense