1. Permanent Market/Dayjumpers Clan Camp: This large building was once the home of a wealthy noble who long ago fell out of the sorcerer-king's favor. It is now leased to the Sky Singers, serving as the tribe's headquarters and permanent market. The Day-jumpers clan provides the majority of the elf traders who elect to stay in the city, and this building also serves as the clan's camp while the full market is open. The year-round traders conduct deals, store goods, and even operate a small number of market tents as time and circumstances permit. If adventurers need spell components, banned goods, or even normal traveling items, this building and its inhabitants can usually accommodate them.
2. Happy Hurrum Tavern: This crumbling clay-brick building becomes a lively, often unruly tavern when the entire tribe is present. The Dayjumpers clan operates the tavern, providing food, drink, and light entertainment to visitors who have money and a desire to enjoy themselves. Elf serving girls constantly flirt with male customers, urging them to eat and drink with smiles, winks, and gentle touches. The same can be said of the male servers who concentrate on female patrons. The servers work the crowd, swiping a coin pouch here and a treasured item there – but they never take so much as to draw significant attention. Elf warriors stand in as bouncers and protectors, though most of the young servers can protect themselves. Tale singers wander the floor, telling stories and providing news to the accompaniment of elven instruments. Games of chance (both legitimate and crooked) can be played here, and many deals are struck over pitchers of elven wine and plates of steaming food. The clan maintains a limited number of sleeping chambers for those visitors desperate enough to pay for a room at an elven inn.
3. Flame Singer's Tent: The tribe's cleric, an elemental fire singer named Jaraati, tends to spiritual needs from this location. The flame singer and her apprentices sell their skills to those in need, healing the wounded, curing the ill, and casting whatever other priestly spells are required – all for a negotiated price. Jaraati and her helpers are mostly honest, though they have been known to charge more than a spell is worth and even to sell a spell that none of the clerics could actually cast. If a customer makes a donation to the spirits of fire while recuperating (read, while the customer is unconscious or otherwise unaware), so much the better. The flame singer may seek to strike a deal, but she never refuses to help someone in need unless her spells have been exhausted.
4. Twilightcatchers Clan Camp: These two brick buildings are in fairly good shape, and they serve as the living area for the Twilightcatchers clan while the market is in session. The larger, two-storied structure is used primarily as a sleeping barracks. The smaller building also serves this purpose, but has another use as well. Its shadowy interior holds many of the tribe's most potent magical items, including the bulk of the ancient artifacts that recently came into the Sky Singers’ possession. Powerful elf wizards and warriors maintain a constant vigil over the arcane stock. Only customers who have been thoroughly checked (through mundane, magical, and psionic means) are admitted to this building, and even then spells and psionics are used to distort the customers’ memory and perceptions to safeguard the location.
5. Chief's Camp: Chief Muuton, his guards, and his aides reside in this tall stone building while the market is in session. He conducts fairly little tribal business within the building's confines, however, as Muuton believes it is bad luck to discuss important matters hidden from the sun, moons, and elements. There are always 12 seasoned warriors near the chief, though most of them remain hidden until needed.
6. Dawnchasers Clan Camp: These two buildings of ancient stone once housed wealthy free craftsmen in the days when this area of the city was rich and prosperous. Now it serves as the living area for the Dawnchasers clan. The buildings only see use while the market is open and the bulk of the tribe is in Nibenay. The clan operates a number of stalls out of one of the buildings. These deal in traveling supplies, fresh food, clothing, leather goods, and other animal byproducts. A larger tent on the roof of the building offers a selection of elf-crafted weapons made of bone and stone.
7. Ancient Ruin: This extremely old building probably has ties to the ancient palace called the Hill, which gives this section of Nibenay its name. Unlike the Hill, this structure is not used to house either elves or trade goods. The Sky Singers refuse to enter its dark confines, and all kinds of legends and horror stories have grown up around it. Ancient carvings and tile mosaics show scenes of lush forests being savaged by foul creatures straight out of nightmares. The elves set guards atop the building’s lowest roof to watch over the market, but that's the extent of their dealings with the place.
8. Animal Corral: The fences around the Dawnchasers clan building mark the boundaries of the animal corral. Here, the Dawnchasers watch over the tribe's animals (including kanks, crodlu, and a few carru) that have been brought into the city. The majority of the herd remains outside, under the watch of other Dawnchasers. The corral can be divided to make room for outsiders' animals. The elves will watch and care for these animals for a price: 2 cp per day for kanks and crodlu, and 5 cp for inix. They do not offer facilities for mekillots.
9. Fountain: This old, badly maintained fountain offers a trickle of water to thirsty residents. At certain times of the day, the fountain's trickle refuses to run. The elves are ready for these dry periods. Each of the potters also carries stored water for purchase.
10. Tent of the Dancing Swords: When the entertainment offered in the Happy Hurrum isn't enough, customers can file into this large, elaborate tent for a good time. Male and female elves dance to seductive elven music as customers cheer and whistle. Drinks and light meals are available. The talented members of the Dayjumpers clan have even been known to serve a templar from time to time. When the dancers aren't performing, elven acrobats demonstrate their skill and derring-do. Admission to the tent is 1 cp.
11. Tent of the Singing Sands: The Dawnchasers clan operates this entertainment facility, which specializes in music and song. Customers come in to hear the captivating voices of the tribe's most gifted singers, who regale them with heroic ballads, bawdy limericks, and humorous songs. The clan also performs a new form of entertainment – group storytelling, or plays. Members of the clan became captivated by the performances made famous by the ex-slaves of Salt View, and they have since been perfecting their own version of the art form. Instead of simply telling a story with a large cast of actors, the Dawnchasers sing their tales to the accompaniment of elven music. Admission to the tent is 1 cp (2 cp on the night of a play).
12. Wizard's Quarters: The tribe's elder wizard resides in this stone building when the market is open. The current elder wizard is Guvaano Twilightcatcher. He shares the building with his apprentices. Many arcane wards protect the dwelling, as well as fighter/mage and fighter/psionicist guards assigned by the clan. Guvaano is an ally of Nibenay's Veiled Alliance, though few tribe members outside the Twilightcatchers know this. Even Muuton isn't sure of this connection, though he suspects that the tribe sometimes receives help from outsiders.
13. Artisans' Tent: Elf craftsmen labor in this large tent, producing many of the goods sold in the stalls. The artisans also take on special commissions, crafting items to the specific orders of wealthy customers. Visitors may enter the tent to observe the workers, but only expensive custom orders may be placed here. All other sales occur at the appropriate trade tents and stalls.
14. Smuggler's Den: This low, dilapidated structure of baked mud and clay is a storehouse and exchange site for the Twilightcatchers' smuggling operation. Goods that have been banned or obtained by illegal means are routed through this location to waiting customers. The clan often takes on specific jobs, serving as carriers of banned goods from one city to another. Psionicist guards examine clients very carefully before any deals are struck or concluded.
A. Weapons (Stone and Bone): These tents and stalls deal in weapons of all descriptions. Some are of elven make and design, but many are simply weapons the elves have gathered in their travels. These tents are the most well-stocked of the weapons traders, for bone and stone is in plentiful supply for constructing weapons. Some stalls have a small number of enchanted weapons for sale, though all will first attempt to pass a fake magical weapon off as the real thing.
B. Weapons (Metal): This stall carries weapons of iron and even a few ancient metal arms. A few are magical; all are expensive. The stall appears as a simple kank honey shop (and kank honey items can be purchased here). Metal weapons are kept hidden until a serious customer is identified.
C. Fine Clothing: The best finery of elven and human make fills these tents, offering a wide selection of expensive clothing to those with the silver to afford it. The clients usually come from the noble or merchant classes, though an occasional freeman will come looking for a regal outfit.
D. Spell Components: These tents carry spell components, the ingredients necessary to cast spells. To outward appearances, the tents seem to be selling herbs and spices, but mages in need who have money or items to trade can stock up on magical supplies. Because spell components are illegal in the city-states, the proprietors of these stalls are very careful about who they sell to, and costs start at triple what the components are actually worth.
E. Dried Meats: Various meats are on sale here, many prepared and spiced according to exotic recipes. The meats are dried and preserved to last in the desert heat. While adding to the diets of the locals, these meats also make excellent traveling fare for independent traders and adventurers.
F. Shoes and Boots: Footwear, both pre-made and specially crafted, can be obtained in these stalls. On rare occasions, the tent on the roof of the Dayjumpers clan building has a few pairs of magical footwear to sell.
H. Magical Items: This obscure tent, hidden in the alleys between the Twilightcatchers clan buildings, carries a select supply of magical items. Potion fruits, talismans, wards, and good luck charms (some of which are occasionally genuine) make up the bulk of this tent's wares. Also stocked are whatever items the clan has brought to market, including various texts and scrolls, rings, wands, and the rare miscellaneous magical item. This tent never has more than six genuine items available at any given time.
I. Elven Instruments: This tent carries beautifully crafted elven musical instruments. The wares include lyrans, staff pipes, and more traditional instruments, including a few of human make. The shop also stocks some magical staves and rods for those with the money and the knowledge to ask.
J. Gems and Jewelry: Elven jewelry is among the most beautifully crafted on all of Athas. Since metal is so rare, elven jewelers set precious stones in bands of stone or bone to create rings, bracelets, and necklaces. Some of this jewelry is enchanted, though fakes are more prevalent than real magical items. These stalls also handle a steady traffic of gems, which the elves convert to currency or trade vouchers for use at other shops in the market.
K. Alcoholic Beverages: Fermented fruit and an assortment of wines and ales can be purchased here. In addition to the alcoholic brews of the various city-states and villages, the Sky Singers produce their own wine from kank honey. This beverage is an acquired taste, however, and profits are higher on the beers from the city-states.
L. Armor: These tents and stalls stock various pieces of leather and hide armor. If a customer is lucky, he or she might be able to find a piece of metal armor or even a magical item among the wares. Pieces right off the rack are slightly cheaper than those fitted to a customer's specific size and shape.
M. Bargain Clothing: Typical citizens, working freemen, and ordinary adventurers cannot afford to purchase fine suits for everyday wear. Instead, they shop at these stalls for clothing at bargain prices. Shirts, pants, cloaks, hats, and other traveling garments can be found here.
N. Fruits and Vegetables: Fruits and vegetables from the forests, verdant belts, and oases are sold here. The quality and quantity of the wares depend on how good trading was while the Sky Singers made their trading circuit as well as when a customer comes by. Obviously, the earlier in the market session, the better the selection will be. Some of the stalls stock a small selection of fruit potions.
O. Pottery: Ceramic pots, bowls, and vases fill these stalls. As with other trade tents, elven-crafted items are stocked beside items made by other artisans. These shops also sell water stored in sealed jars.
P. Pets: The Dawnchasers clan offers household animals for sale in this noisy, crowded tent. Hurrum, critics, lizards, great cats, ock'n, and other small animals can be purchased here. Exotic and even banned creatures may sometimes be obtained, and the clan is not above taking on a special commission to find such an animal.
Q. Candles: Besides purely functional candles, these stalls sell candles in decorative shapes, some of which give off pleasant aromas, and even a few that supposedly provide magical effects. A few actually are enchanted.
R. Leather Goods: Everything from weapon harnesses to animal barding can be obtained here. Although boots, clothing, and armor aren’t available, anything else made of leather is, including belts, pouches, packs, and sheathes.
S. Tattoos: From simple shapes to exquisite illustrations, the elves of the Twilightcatchers clan produce striking examples of body art for those who can afford it. By prior agreement with Muuton, one of the elves working here is actually a member of the Night Runners. She watches for customers who might need the dark talents of her tribe.
T. Confections: Candy made from kank honey, fruit pulp, and other ingredients are presented in a manner to entice customers to sample the sweet wares. These types of treats are rare in the city-states, so the expense puts them out of reach of most citizens. Nobles, however, stock up on the sweets whenever the market comes to town.
U. Stone/Bone Carvers: Tools, knives, and works of art are created by elf carvers.
V. Weaver: Elven looms spin fine textiles, which are sold in this tent. The quality and designs are particularly good, and the sorcerer-king himself is rumored to purchase cloth for his templars from time to time.
W. Wooden Goods. Wood is almost as rare as metal on the dying world of Athas. When a supply becomes available, it is turned into weapons and other items that are sold here. The crafters will also create items from wood brought in by a customer, and sometimes they even stock wares made by the halflings of the Forest Ridge. Items made in Gulg or crafted from wood taken from the Crescent Forest are illegal. These items can be found among the legal wares, however.
X. Fine Art: Nibenay's nobility is especially fond of work of art that can be displayed and admired. Paintings and sculptures fill this tent, waiting to catch the eye of a noble or his or her agents. The elves consider this type of art to be useless and even laughable, but they will produce and stock it as long as someone keeps buying it.
Y. Glassware: Elf glassblowers create wondrously shaped bottles, jars, and works of art to the delight of watching customers. All have a flame motif in deference to the element of fire, which the Sky Singers revere.
Z. Travel Supplies: To travel the burning wastes, a
person must be well prepared. The supplies that travelers and adventurers need can be purchased here, though
these tents do not stock magical items of any sort. Rope,
waterskins, bedrolls, tents, and other ordinary yet essential
items fill these tents.