BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Market District

The Market District is referred to as one of the Adventurers’ Districts, because of its high population of visiting fortune-seekers and explorers. The Market District gets its name from the fact that it was the location of the original open air market outside the canals of the old city. Added to the city when the wall was first built, the Market District has kept its character as a location for merchants rather than craftsmen, filled with taverns and inns. The West Gate provides an exit to the city onto the Black Road to the coast.   The southern end of the quarter, near to the Canal District, is far rougher and seedier; this district was recently badly damaged by fire.

Infrastructure

Market Way

This long thoroughfare runs the length of the Market District, from the West Gate through the Guild District, until reaching the King’s Bridge of the Bridge District and Central Island. Market Way is crowded day and night with travelers, merchants and caravans of raw materials and finished goods moving into and out of the crafter’s city. Traffic is managed by Market Watch who do their best to keep commerce flowing into and out of the city.  

Market Bridge

The Market Bridge leads across the Western Canal into the Guild District. Wilie (male halfling), an elderly halfling member of the Market Watch, collects a toll of 1cp for each wagon, travois, or sedan chair that passes across the Market Bridge. Wilie makes sour wisecracks and comical greetings to all who pass him by, but never fails to recognize a face.  

Moon Street

This semicircular street runs between the western wall and the inner market area. Though not as wide as Market Way, Moon Street is frequented by locals who wish to avoid the hustle and bustle of busier streets. Many of the more interesting small shops of the Market District are located on Moon Street. This street also offers a quick route to the Canal District and the North Wall.  

Grand Plaza

The Grand Plaza is the largest open market inside the walls of Westden. For the most part it is a trader’s market, dealing in everything from metals and uncut gemstones to cotton and wool and other raw materials. Visiting PC’s can barter and trade with professional brokers and buyers for the various guilds or private craft shops. Often, items bought outside the gates in Tent City or Stable Row are resold for a substantial profit here in the Grand Plaza. Unless visitors are looking for a sweet deal on several tons of rare Khemitian cotton, they would be better off seeking out some of the fine craft shops, or enjoying a pint or three at one of the fine local taverns.  

Grocers Plaza

This plaza consists of open air markets that trade in fresh fruits and vegetables, eggs, cheeses, and dried meats. The Plaza is ringed by bakeries and butcher shops and the Paasha’s Pillow, a restaurant whose claim to fame is having the freshest food in all of Westden. The claim is true, as the foodstuffs prepared there are bought directly from the Grocers Plaza and seasoned with spices from the Spiced Seed in Tent City.  

The Triangle

The Triangle (also called Three-Points), so called for the conjunction of three busy streets, is surrounded on all sides by curiosity shops. Most deal in low-priced knickknacks and trinkets for visitors and tourists. Stalls with good luck charms, whistles, miniature lead and tin soldiers stand side by side with vendors selling bottles of beer and meats of uncertain origin cooked on sharpened skewers.  

Burnt Section

This area of the Market District was the victim of a fire that destroyed two complete blocks of the south market. The fire is rumored to be the work of an arsonist that plagues the city to this day. Others claim that it was the result of a miscast arcane spell that released a powerful fire elemental.  

Merchants’ Circus

This area’s nickname comes from the multitude of brightly-colored vendor’s carts and wagons that are crammed here, each vying for buyers’ attention. Merchants and their hawkers — often elaborately dressed — loudly proclaim the quality of their goods and offer unbelievable bargains. Some perform or even use minor magic to attract buyers; as a result the street is a chaotic tumult of color and motion at all times.  

West Gate

The Black Road from the distant Black Sail Coast enters the city here. A side trail branches off into the hills to the east and leads to the city’s cemetery, the City of Ashes. These massive iron-reinforced wooden gates stand open during the day and are closed at night. A squad of 8 Gatesmen stand watch here at all times. At night, visitors are challenged and must state their business before being allowed in.   The gatehouse is a three-story stone structure with a crenellated roof. Normally a company of 2d6+4 Gatesmen and a captain are garrisoned here, along with a pair of ballistae that can be quickly constructed and used if the gate comes under attack.  

Nightgate Inn

This overpriced and rundown inn has the advantage of location. Latecomers are often forced to take rooms here rather than search for other lodging. A small stable to the rear accommodates riding horses, but not wagons or heavily laden pack animals. Proprietor Torrie Dixson (male halfling) is a wiry halfling with a thin moustache and oily hair. He stands outside of the inn and aggressively sells rooms to any who come through the gate after dark. He charges 1gp a night (he claims that the normal rate is 2gp, but that this is a “special” rate), plus a surcharge of 1gp per horse per night.   The inn is three stories and contains 30 sleeping rooms. Though most rooms are usually full, there are few repeat customers. Rooms are poorly cleaned and maintained, and Torrie’s food is bland, made to feed large groups such as porridge or stew. Torrie often recycles leftovers, though he takes pains to conceal this. To his credit, Torrie knows that his primary customers are late arrivals, and so always has food available, despite its quality. Torrie’s minimal wares include Brin Zwiescher Ale (3cp per mug during the day, 5cp per mug at night) and porridge or stew (2 sp per bowl during the day, 3sp per bowl at night).  

The Pride of the March

The shield of the Duchy of Waymarch hangs over the door of this martial looking brick building. A sign on the door reads Private Club — Spellcasters and other Undesirables Unwelcome. The Pride is run by Sergeant Vassale (male human), a hard-drinking, hard-fighting retired campaigner and drill instructor, who knows most soldiers and fighting men of Westden by name. Membership at the Pride is by invitation, open only to soldiers and other warrior-types. Others are served one drink and asked to leave; this request is enforced by some of the club’s higher-ranking members.   The interior of the tavern contains simple tables and chairs, long benches and a hearth where a fire always burns. The walls are hung with campaign banners and weapons, and the bar features liquors from many different lands, including expensive elven wines and dwarven ales. Vassale has a stern demeanor until someone gets to know him or earns his trust, at which point he can become a very powerful ally. His one true weakness is that he is one of the few individuals in town that actually enjoys the taste of Brin Zwiescher Ale. Rumor has it that he was dismissed from the infantry for striking a cowardly superior officer. After working for a few years as a mercenary, he settled in Westden to open his tavern.   Vassale’s wares include March Rye Whiskey (bottle 2gp, glass 8sp, shot 2sp), Brin Zwiescher Ale (mug 5cp), Red Eye Fortified Wine (bottle 1gp, glass 2cp), Rhemian Brown Rum (bottle 3gp), the Duke’s Wack Reserve (bottle 3gp), elven wine (bottle 100gp, glass 1gp) and dwarven black stout (bottle 1sp, mug 1cp).  

The Felled Ogre

A wooden sign bearing the image of an ogre teetering on one leg hangs in front of this busy inn. Frequented by adventurers, travelers and mercenaries, the Ogre is a large, clean two-story building in the heart of the Market District, run by Durst Hammerhand (male human). A large bald man with a ring in each ear and a huge steel glove upon his ham-sized fist, Durst can usually be found behind the bar. Durst gained notoriety for felling an ogre (whose head is now pickled in a jar behind the bar) with a single blow of his fist. His steel gauntlet was made for him by an impressed patron and his greataxe is a family heirloom.   The inn offers clean rooms for 5sp per night, or 2gp per week and 7gp per month. Meals include eggs, bacon, bread, roast beef, roasted chicken, meat stew and a good full grain bread for around 2sp per meal. Potables include Brin Zwiescher’s Ale (mug 4cp), Hammer Hand Whiskey (bottle 1gp, glass 6sp, shot 2sp), Heart of Aeulyn Brandy (glass 4sp), Goldsberrie Wine (glass 1sp, bottle 5gp), and Vinewood Port (glass 1gp). The rooms are cared for by Synry (female gnome). Durst’s wife, Aileen (female human) cooks the food, and two stableboys (male human) care for the horses.  

Helman’s Bar

Run by the loveable and gregarious ex-adventurer Helman Hillman (male halfling), this eponymous watering hole is hopping with activity into the wee hours of the morning. Helman himself is a whirlwind of action, mixing drinks and socializing with patrons as he runs along a platform built behind the bar that allows him to stand and talk to humans on their own level. Rumor has it that a former mage and adventuring companion enchanted the casks of the bar so that they would never run out of ale. In support of this rumor, the casks behind the bar display Speigle’s personal rune.   Because of Helman’s friendly nature, his bar has become quite popular with the nobility, especially with female nobles. Helman has become quite a lothario, improbably — though correctly — linked with dozens of liaisons with notable women of the city. He is a local celebrity, and his conquests are the (whispered) talk of the town.   Helman has no desire to return to an adventuring life, though it is nearly impossible to get him to stop telling tales of his past. He lives in a plush apartment above the bar, basking in his popularity and success. The bill of fare here includes Heart of Aeulyn Brandy (glass 4sp), Vinewood Port (glass 1gp), Brin Zwiescher’s Ale (mug 4cp), Stone Heart Reserve Whiskey (glass 5sp, shot 2sp), Spiegle’s Vinyard Wine (bottle 7sp, glass 2sp), and Spiegle’s Own Ale (pitcher 5sp, mug 5cp).  

The Sell-Sword Tavern

Frequented, as the name implies, by mercenaries and swords-for-hire who sit here awaiting employers to enter with offers of work, this busy tavern serves basic food and many of the local beers and ales. In addition to long tables and benches, the Sell-Sword also includes several curtained booths where mercenaries and potential employers can discuss business.   Former mercenary brothers Tarkon (male dwarf) and Kel (male dwarf) abandoned their old profession and opened this tavern. Here, though the money isn’t quite as good, they are at least safer, and today they live in pleasant chambers on the tavern’s second floor. Drunkenness and brawling are not tolerated, as Tarkon and Kel like to maintain a professional and businesslike atmosphere.   Here, diners can feast on a big joint of “miscellaneous” meat for 3sp, whole roast chickens for 5sp, or drink Stoneheart Double Black Vodka (shot 1sp, glass 4sp, bottle 12sp), Sell Sword Pale Ale (flagon 3sp, pitcher 5sp) and, of course, Brin Zwiescher’s Ale (mug 4cp).  

Poldo’s Dyes and Pigments

Poldo (male half-elf) manages what appears to be a simple ink and dye shop in this cramped two-story building. His wares are basic, his prices unremarkable, and his shop badly cluttered and disorganized. He is a good-natured bumbler, and his fingers are stained with the inks he creates. His goods are sold for standard prices.  

The Inn of Six Candles

The Inn of Six Candles is the destination for those seeking fine dining in the Market District. Popular with nobles, wealthy merchants and adventurers, the inn is located on prime real estate, and provides diners with a picturesque view of Westden’s canals and the Grand Plaza.   Inside, soft magical lighting illuminates hardwood tables and comfortable chairs, and outside a pleasant courtyard boasts several small tables for more intimate dining during the spring and summer months. Prices are steep, but to the nobles and wealthy folks of Westden, they are well worth it. Rooms are 10gp per person per night, 50gp per week, and 150gp per month. The full eight-hour spa treatment is 100gp. Horses can be stabled for 3gp per night, 18gp per week, and 60gp per month. The inn’s famous 10 course meal is a full 20gp per person, while luncheon is a bit cheaper at 5gp.   Only the finest wines, ales and spirits are served here, and include Parnubalen Wine (glass 6gp, split 12gp, bottle 25gp), Goldsberrie Rose Wine (glass 1gp, bottle 8gp), Vinewood Cabernet (glass 2gp, bottle 12gp), Stoneheart Extra Reserve Whiskey (glass 1gp) and Silver Wick Amber Ale (pint 1sp). The ubiquitous Brin Zwiescher Ale is considered far too plebian to be served at this distinguished locale.  

Pies and Puddings

This rundown shop with no windows is only open occasionally, but even so, its meat pies and blood puddings are the talk of Westden. The proprietor, Lasker (male dwarf), can often be found selecting the best meats from the various vendors in the market.   Lasker’s meat pies cost 2sp each, kidney pies 3sp each, and blood pudding 3sp. Each of these serves two.  

The Paasha’s Pillow

Managed by a mysterious foreigner known only as The Paasha, this tavern and restaurant serves many exotic dishes including fatoush salad (2sp), beef gyro (4sp), chicken curry (2gp), beef with chutney (1gp), chicken crepe with paprika and yogurt sauce (8sp), cuscus and braised lamb (3gp), gilded palm date wine (glass 2gp, bottle 10gp). Other dishes are served as well, with the menu changing constantly, and are similarly expensive. The tavern is thick with the smell of incense, and foreign “slave” girls dance for patrons as they eat.  

Xacanthia’s Magical Transcriptions

This comfortable wooden house serves as a place of business for Xacanthia (female elf), a willowy and quiet elf. For 50gp per page (higher for elaborate documents or calligraphy), Xacanthia transcribes any document, making an exact copy. She does not copy magical writings, nor does she knowingly participate in fraud or forgery.  

Mar’s Magical Poultices

Mar (female half-elf), an aged but vibrant half-elf woman, creates elaborate and magical-seeming remedies which she sells from a cramped shop on the bottom floor of her home. This shop is a local favorite, and many swear by the curative powers of Mar’s creations though they are in reality nothing more than common salves and balms. For 1d10 x 10gp (decided by Mar at her whim) she produces a cream or poultice to address any ailment or condition. Mar’s apprentice, an orphan named Anala (female half-elf) lives in the shop and delivers Mar’s concoctions to patrons throughout the city.   Mar’s one truly effective product is her hangover cure — a grainy green paste that is applied to the eyelids, temple and tongue. Known as “Mar’s Wondrous Recuperative Medicine” (or simply “Mar’s green”), the remedy costs 3gp per dose and cures hangovers and fatigue effects immediately. Several rivals seek the recipe, though Mar guards it closely. Mar loves Helman and gives him a personal supply of Mar’s green for free. It is an “unwritten law” that Anala is not to be interfered with when making deliveries. Enough members of the less savory citizens have used Mar’s green over the years that they do not hesitate to make an example of anyone slowing their recovery.  

The Beast and Bow

A wooden sign painted with the image of a kamadan and a bow hangs outside this smallish two-story wooden house. Brendus (male human), a short and solidly built human, offers his services as a professional hunter. For 25gp (more for larger or more dangerous game) he leads expeditions into the wilderness beyond the city. The heads of an owlbear, dire wolf, cave bear, and hell hound adorn Brendus’ walls, and in his main room is a stuffed kamadan upon which he has built a desk. Brendus specializes in hunting magical beasts since his wife was killed by a kamadan. His son Flint (male human) accompanies any expedition.  

Phidian’s Tower and Workshop

Phidian (male human), an aged master sculptor of great renown, resides in this modest tower within a walled enclosure, and his small workshop stands nearby. The courtyard contains a number of smaller statues. Many temples and official buildings within the city of Westden are graced with Phidian’s work. Some of his apprentices, such as Utello the gargoyle sculptor, have gone on to considerable fame. Phidian feels some professional jealousy toward his old student, but keeps his true feelings stoically to himself.   Phidian uses the finest materials in his creations and does all work by hand, never resorting to magic. He refuses simple or mundane jobs, preferring larger and more complex public works or unique sculptures for wealthy clients. As he grows older, Phidian has a vision of creating his life’s masterpiece, and is currently searching for a patron with deep pockets.  

Andrigor’s Tower

Andrigor lives alone in this tower, occasionally taking on students and doing odd jobs for city leaders. He only allows mages to study here if they have a personal recommendation from Cylyria or a guildmaster.   Though outwardly he is something of a recluse, Andrigor actually takes a keen interest in the welfare of Westden. Andrigor’s tower seems to have more space on the inside than it would appear is possible from its exterior. How this is possible is unknown, but apprentices have gossiped over too many drinks in the local taverns that there are many fantastical rooms inside the tower’s confines.  

The Bestiary

Westden’s zoological gardens are located at the northern end of the Market District. Surrounded by a 10ft high wrought iron fence, the Bestiary contains strange and exotic animals and beasts from around the world. Most of its exhibits are relatively benign in nature, including foreign animals such as elephants, lions, bears, monkeys, snakes and the like. These creatures are kept in mundane enclosures. More exotic creatures are on display here, too. These include a rust monster in a bamboo cage, a shambling mound, a mated pair of kamadans, several giant animals, and an otyugh, all kept in specially-designed cages.   Admission is 1sp per person. The Bestiary is overseen by Silfus Sharphoof (male centaur), who manages a staff of human rangers. As many of the Bestiary’s creatures were found wounded and nursed back to health, Silfus has developed a deep personal affection for his charges, and encourages a similar attitude among his staff. Dangerous creatures are nevertheless treated with respect and caution, as more than one keeper has met his end at the snarling jaws of one of the kamadans. Staff are normally armed with crossbows and quarrels treated with poisons or tranquilizing substances.   The Bestiary is as much a botanical garden as it is a zoo, with lush vegetation from many lands lining the paths, reflecting the natural habitat of the creatures in nearby enclosures.  

Tower of Velior

This graceful tower overlooks the western banks of the West Canal. Apparently smooth and featureless, the tower appears to glow with soft silvery light when struck by moonlight. Up close, the tower is actually covered with flower and leaf patterns, inscribed so cunningly as to be almost invisible from a distance.   The tower is home to the world-famous elven sage Velior (male elf). Here his advice and knowledge are legendary for their rich detail and accuracy. Despite this, Velior is a recluse who only deals with the outside world through his waiting room, which is located on the ground floor of the tower.   Visitors are allowed in only by appointment, made through Velior’s apprentice Syrele Saythet (female elf). When visitors arrive, a door in the side of the tower opens, admitting them to the waiting room. Inside are couches and plush cushions, and the eastern wall is transparent from the inside, affording a magnificent view of the outside world. Syrele, a beautiful elven woman, discusses visitors’ requests, and relays their messages to Velior. If Velior approves the request, he agrees to provide the information after a research waiting period for the standard cost.   Many outsiders have sought to invade Velior’s sanctum, seeking the riches that they are sure are hidden here. So far, none of these miscreants has returned, though some claim that their screams can still be heard on quiet nights.  

The Last Stop

The Last Stop is a funeral parlor run by Queltin (male human), a member in good standing of the Caretaker’s Guild. He is often charged with retrieving corpses from the neighborhood and seeing to their disposal. In such cases, Queltin is allowed to keep any possessions that the corpse might retain; otherwise, disposal costs are paid by the city. The parlor contains an oven for disposing of pauper’s corpses, as well as a small chapel and workshop where Queltin’s staff builds caskets.  

Society of Arms

This is the Westden fighter’s guildhall. Located on the edge of the Market Plaza, it is surrounded by a 10ft crenellated wall, patrolled by guild fighters at all hours. Inside the enclosure are training facilities, hiring hall, barracks, mess hall, an armory and stables. The barracks house 40 warriors each. Warriors are segregated — one barracks is for men, the other for women. Guild members eat in the communal mess hall.   Commandant Rahonse (male human) is a stern and unforgiving old war-horse. After retiring from the Waymarch Cavalry, he took his pension to found the Westden fighter’s guild. Here, he oversees the training and aids in finding employment for guild members. His quarters are located on the second floor of the men’s barracks, but he is usually found in his offices at the hiring hall.   Merchants, nobles, mercenary leaders and others seeking sell-swords come here each day, posting their requirements or interviewing those warriors who wish employment. On average, there are 3d6 warriors available at any time. Higher-ranking warriors are also available, though not as often. Standard prices are 4sp per day per level for fighters, but these are negotiable depending upon mission, conditions and length of service. Warriors can be of any gender and any race.  

Woodies Wood Box

Wollus “Woodie” Farbin (male halfling) and is sons Leif (male halfling) and Twigg (male halfling) create fine wood furniture in this spacious and well-maintained shop. Woodie’s work is popular with the wealthy citizens of Westden. All items are handcrafted and carved, inlaid with mother-of-pearl and decorated with nature and wildlife scenes. Woodie’s wife Delis (female halfling) deals with customers and takes orders. Woodie is also a collector of rare and exotic woodcarvings from as far off as the dangerous Calamity Isles.   Woodie’s base prices can vary by as much as 500% depending upon the quality and materials required. Sample base prices are hardwood chests (2gp), iron-bound chests (4gp), chairs (2gp), small tables (8gp), large tables (12gp), and inlaid hardwood jewelry boxes (20gp).  

Bug Me Not

An extermination service for local vermin, Galera, the shop's proprietor, offers mundane low-grade toxins to take care of rats and other small vermin for standard costs. The shop is in the burned section of the Market District, and occasional ghostly sounds emanate from the partially boarded-up shop, leaving any nighttime passers-by with the impression it is haunted.  

Gobblin’ Cookies

The small boutique bakery is run by district favorite Liz O’ the Court (female human), a former portrait artist for local aristocrats that turned her love of pastries and baking into a successful business. Liz makes wonderful confections that locals flock too, and her early morning lines can stretch around the block. An accomplished artist, the shingle Liz has outside her establishment, a small goblin eating a giant cookie, was done by her own hand. Liz is a sweetheart, and never turns away a child on the day of their birth, giving them something special on the occasion.  

Tenker’s Tavern

Wedged between the shops that dominate Moon Street is a tavern whose front is filled with windows of frosted glass. While it is formally known as Tenker’s Tavern, the locals simply called it “Tenker’s” or “the Tavern” as if everyone knows where the place is that they’re referencing. It recently came under the ownership of the dwarven constable for which is named — Sergeant Arik Tenker (male dwarf). Now retired from his service to the city, Tenker found he was unable to abandon his old beat even after surrendering his uniform. His curmudgeonly demeanor is a thin front for a weary but warm-hearted protector-turned-proprietor.   The tavern itself is frequented by members of the Market Watch along with other city officials, many of whom previously worked alongside Tenker. It is likely the safest place to drink in the entire Market District, if not all of Westden, simply because of the number of watchmen who can be found here — both on and off duty. As extra security, Tenker employs a large half-orc bouncer simply known as “The Badger” (female half-orc), who stands by the front door and unceremoniously tosses out anyone who starts trouble in the dwarf’s establishment.   The common room is a cozy collection of aged wooden tables and benches flanked on one side by a long, polished bar. A trio of iron chandeliers and a roaring stone hearth offer warmth on cold evenings, and a small stage hosts performances from many of the minstrels and performers from across the city. Some of these performers, like the patrons, have become welcome regulars. Most recently, a roguish halfling known as Bucky (male halfling) has been earning his coin by crooning ballads and bawdy tales twice a week, much to the enjoyment of Tenker and the ire of The Badger.   Tenker’s Tavern offers a hearty, if greasy fair. Low-quality cuts of beef and spiced sausages are almost always available. A plate typically costs but 1sp for hungry patrons. The most famous offering on the menu is a strong dwarven beer brewed by Arik himself, Tenker’s Tap. It is costly at 2sp a pint, but by all accounts Tap is well worth the cost, and the most popular beverage on the menu. Other potables consist of March Rye Whiskey (bottle 2gp, glass 8sp, shot 2sp), Eastgate Octopus Rum (bottle 3gp), the Freegate Reserve (bottle 3gp), elven wine (bottle 100gp, glass 1gp) and Dwarven Black Stout (bottle 1sp, mug 1cp). Though not officially an inn, Tenker is known to let the occasional regular sleep off their night’s fill in the backroom — but only if he likes them. This practice has drawn mild ire from the Innkeepers Guild, but no formal action has been taken yet.   The tavern is a locals’ bar, and as such when new faces come visiting notice is taken. Eventually those who show themselves to be good, upstanding members of the community or law abiding travelers are accepted into the fold — but this takes time. Arik has a keen eye for sussing out bluster and balderdash, with little tolerance for either. Those who do make a home for themselves at Tenker’s Tavern are likely to catch news and rumors concerning the comings and goings of the Market Watch. In some cases, they may even hear news of the larger affairs of the city constabulary, but this is only the case in matters which trouble the Lyreguard and concern Westden as a whole.   In spite of his official “retired” status, Arik is known to occasionally hire adventurers whose character he judges as worthy to investigate clandestine matters that the Market Watch and constabulary are unable to address — whether from lack of evidence or for political reasons. Tenker concerns himself with justice as much as law and order, but has no place for grand-standing vigilantes. As such, he expects those who come into his service to be discreet and act within the bounds of the law.
Character
This section of the city is busy with the coming and going of merchants and the bustle of vendors selling their wares. The streets are full at all hours of the day and night. Houses are generally new and well maintained, except closer to the Canal District. Though many of the shops close their doors at night, the taverns and alehouses stay open quite late. The district is lit by lamplight. The streets are 25ft–30ft wide to accommodate carts flowing both directions, which is frequent. The main streets are set with stones, though the lesser streets and alleys are packed dirt.

Businesses
Buildings in this district not explicitly described are most likely bakeries, produce and livestock merchants, butchers, fish mongers, sellers of salted meats, stables, sellers of beasts of burden or small, nondescript taverns, alehouses and inns. There are very few buildings that are only residences, as those that do live here do so above their shops.

District Modifier
+2

Prices
Standard except where otherwise noted.

Gold Piece Limit
100gp unless otherwise noted.

Building Type
Most buildings are made of wood and plaster and are two-story, with a shop on the bottom level and a residence on the top. The district also contains a number of larger buildings—including several inns and a number of stone towers.

Guard Details
This quarter is heavily patrolled, both by the District’s well-trained watch and by the Lyreguard as they come and go to the Keep from the West Gate. In addition, there are almost always mercenaries and sell-swords accompanying merchants or seeking employment. The Market Watch is a lightly armed force that oversees traffic and petty squabbles in the Market area. The Watch is generally friendly to newcomers and freely offers directions if asked. Although not a challenge to dangerous foes, the Market Watch are more than adequate to break up squabbles between local merchants. If they are ever seriously threatened, they know that the Lyreguard or Gatesmen are only a whistle away from coming to their aid. The Market Watch are paid out of a tax collected at the market bridge.

Location under

Remove these ads. Join the Worldbuilders Guild

Guild Feature

Display your locations, species, organizations and so much more in a tree structure to bring your world to life!

This article has no secrets.

Comments

Please Login in order to comment!