The Outer City

Death Row:
A dark and shady row of houses and shops near the eastern wall of the city. It is home to some of the worst criminals (Thieves, necromancers, murderers, cannibals, etc.) in town. Every alleyway is said to hold some feral animal or hungry thief, and the area gets very few visitors. The only people that ever enter this part of the city are either desperate for shelter (the housing in Death Row is the cheapest in the city) or they are looking for an item that none of the other shops in Gandrahimm would ever carry. The town guard seem to completely ignore this place, causing crime to run even more rampant.

Dogshit:
This low-income district sits near the city walls, and it is home to a few thousand of the destitute and desperate. At night, packs of feral dogs roam the streets by the score.

The Smoldering
Not all land is fit for high buildings, but that did not stop the denizens of Gandrahimm. After a few years, most buildings built here sunk deep into the ground, popping bubbles of sulphur and other gasses. Rather than give up, most inhabitants decided to build a new layer on top of their current home. It is said some buildings go dozens of layers deep into the muck.

The Tumbledown
The Tumbledown is one of the poorest areas of Gandrahimm. Beggars and ragpickers make their homes here, among social outcasts and the mentally-ill. This is a slum among slums. These poor folk exist along the walls of the city, with not but stone to make their beds, and the sun rarely reaches the cobbled streets, the cracks of which are now filled with moss and grime. A sprawling slum, while intimidating, also includes a strange marketplace to those looking for goods not carried by more well-respected merchants. As such, The Tumbledown is home to a sort of criminal marketplace. A seeker can find all sorts of things here, if they know how to keep their cool and talk-the-talk. Instruments of thieves and poisoners can be got here cheaply, and there are more than a couple pawn shops willing to look the other way if a supposedly stolen item presents itself. Even the guards of the City Watch are not immune to a kind word and a few coins to go and attend to their business elsewhere.

Muddy Steps:
Where the volcanic silt-clogged Ashbrune meets the tannin-rich River Wyr, the water seethes with juvenile glassfish, who feed on the rich (and to most other species, toxic) soup of elemental and natural magic. Over the last few decades, a family of Bullywugs has built a network of raised huts over the confluence, tethered to one another and the mainland with woven vines and luck. They claim a spiritual connection to the fish that flash like knives through the murky water, but most suspect they really prize the monopoly they hold on the lucrative glassfish market.

The Boneyard
Long before the founding of Gandrahimm, many dragons found their way to a small patch of land to spend their last days and die. To this day, most of their massive skeletons remain and a small community has sprung up around them.

The Construction Site:
It was supposed to be a new metropolitan area, and ground was broken several years ago. However, budget cuts by the construction company lead to large delays and structural collapses (causing more delays) that some have questioned whether to continue the project, as the end is nowhere in sight. Nevertheless, the money keeps winding its way from the pockets of the taxpayers to the hands of the workers, and the never-ending construction continues.

The Dark Arcade
A series of stilted windowless buildings that form a large dark open air market on it's ground floor. Created as a trading post for deep gnomes, making their wares available to surface folk. Home to mostly under dwellers ie deep gnomes, dwarves, drow, duergar, yuan-ti, kobolds. The district is patrolled by its own guard as it is too dark for most of the races that are recruited by the city guard. A heavily guarded tunnel in the middle of the district leads down into the underdark.

A magical cloud always resides over this area helping those with sunlight sensitivites.

The Pits:
A wide swath of rubble and waste, dotted by charred trees and leafless shrubbery, and perpetually cast in twilight by the smoke that hangs over it like a thick blanket, The Pits are not a pleasant place.

The smoke and smog that covers this place issues forth from several deep craters that riddle the landscape, flames dancing within, visible from a distance, even a decade after the assault by the warmages.

There was a petition, a few years back, to try to beautify the area, send in transmuters and abjurists to make the land hospitable. In the end, a lack of capable mages put a stop to that.

Since its creation, The Pits have been an eyesore, and a damper on the spirits of the city as a whole. Well, the city as a whole, sans the guards. Ever wondered why the guards never seem unnerved walking into burning buildings, or wading through flame? Most of them are trained here for at least a few months, and a select few have elected to endure multiple months-long training courses in the eternal cinder-lit clouds. The Smokers, as they're called, are used primarily for peacekeeping, breaking up riots and the like.

The Trench
The area just on the other side of the walls of the city where even the poor fear to go. A labyrinthine jumble of caves and catacombs that promise a network of chaotic travel to anywhere in the city. The refugees and sick often stay here for long periods before being allowed into the gates of the city, and nefarious nameless factions rule it with impunity.

The church of silence patrol the catacombs, laying to rest the dead.

The Southwest Moon Gate.
The primary entrance to the city for all legal business. Surrounded by the Muddy Steps and The Smoldering it receives some very interesting business. Common knowledge is that the gate is named so because of the crescent shape of the river. It is one of the heavily fortified districts owing to its function.