The West Corner of Laat Golz is perhaps the most diverse and unpredictable section of the city, a place where the rigid order of military life gives way to a melting pot of travelers, mercenaries, traders, and outsiders. Known as the Edge of the World by some, this district is the first point of entry for those arriving from beyond the walls, and as such, it is a lively and chaotic hub of activity. The West Corner is where many who seek to make a name for themselves, profit from the city’s war with the Scar of Perdition, or simply find refuge from the wild lands outside settle. It is a place of opportunity, but also one fraught with danger, intrigue, and unpredictability.
A Hub of Trade and Commerce
The Gateway Plaza, a sprawling market square at the heart of the West Corner, is the most prominent feature of the district. This plaza serves as the central trading post for all manner of goods brought in from across Dearmad and beyond. Here, merchants from distant lands set up stalls selling exotic wares—rare spices, enchanted trinkets, finely crafted weapons, and strange artifacts from lands far removed from Laat Golz’s eternal war.
The plaza is teeming with life, filled with the sounds of haggling, the clatter of goods being unloaded, and the chatter of people from all walks of life. On any given day, you might see a merchant hawking wares next to a grizzled mercenary offering their sword to the highest bidder, while mysterious travelers peddle rumors or mystical scrolls. The Dust Walkers, a guild of mercenaries known for their expertise in navigating the dangerous Scar, often gather here, offering their services to anyone willing to pay the high price for survival in the cursed land.
Among the market’s most renowned vendors is Narvik the Alchemist, an enigmatic figure who sells potions and elixirs said to be brewed with ingredients gathered from the Scar itself. Though his concoctions are expensive, Narvik’s reputation for creating potent brews that can heal, enhance strength, or ward off the twisted magic of the Scar has made him a staple in the West Corner. However, rumors swirl that his methods are far from orthodox, and some claim he dabbles in forbidden practices.
A Den of Mercenaries and Rogues
The West Corner is not just a place for trade but also for those seeking their fortune through more dangerous means. The district is home to several mercenary guilds and adventurer houses, where men and women from all over Dearmad and beyond gather in search of work. These guilds provide a steady stream of recruits to aid the city’s military efforts, often venturing into the Scar of Perdition on dangerous missions that the city’s official forces are too overstretched to handle.
The House of Blades, a mercenary stronghold located at the edge of the Gateway Plaza, is one of the most infamous establishments in the West Corner. This large, fortified building serves as both a tavern and a recruiting hub for those looking to hire skilled fighters for perilous jobs. Inside, you’ll find everything from hardened warriors to agile thieves, all offering their talents for the right price. The walls are adorned with trophies taken from fallen monstrosities, and the air is thick with the scent of ale, sweat, and ambition.
Though many mercenaries in the West Corner are professional and reliable, the district is also known for attracting unsavory elements. The Gray Veil, a shadowy network of rogues, thieves, and smugglers, operates from the shadows here. Their leader, a mysterious figure known only as Lirael, is said to control much of the illicit activity in the West Corner, from the smuggling of rare goods into the city to the information trade on military operations and movements.
Inns, Taverns, and Refuge for Wanderers
Because the West Corner is the first stop for outsiders, it is filled with inns and taverns catering to the various travelers and mercenaries who pass through the city. These establishments range from humble, safe havens for weary travelers to rowdy and dangerous dens filled with the more unsavory elements of Laat Golz. The most famous of these is the Red Lantern Tavern, a sprawling inn that serves as a meeting place for mercenaries, adventurers, and traders alike. The Red Lantern is known for its strong ale and even stronger patrons, and brawls are frequent, though the establishment’s grizzled owner, Old Garin, is quick to end any disputes with a heavy hand (or a swing of his massive club).
Another popular inn is the Silver Horn, a quieter, more refined establishment catering to wealthier travelers and merchants. The inn is run by the well-respected family of Ledia Beryn, a former soldier who retired after losing her arm in battle with one of the monstrosities from the Scar. The Silver Horn is known for its clean rooms, good food, and the occasional high-stakes game of cards in the private backrooms.
While many who come to the West Corner are mercenaries or traders, the district also serves as a refuge for those fleeing the dangers of the outside world. The Refugee Quarter lies on the outskirts of the West Corner, where displaced people from the lands surrounding Laat Golz take shelter. Many of these refugees fled from villages and towns destroyed by incursions from the Scar or marauding bands of raiders. Though their lives are difficult, the city allows them to remain as long as they abide by its laws, and many are given the opportunity to work in the forges or serve in the military in exchange for protection.
A Nexus of Intrigue
Because of its transient population, the West Corner is rife with intrigue and hidden dangers. The district is home to spies, informants, and political operatives, both from within Laat Golz and from rival cities or factions in Dearmad. The constant flow of travelers in and out of the district makes it the perfect place for secret dealings, whispered conversations, and covert operations.
The Black Mirror, a clandestine organization that deals in secrets, operates from the shadows of the West Corner. They specialize in acquiring information about the Scar of Perdition, but they are also known to trade in intelligence about the city’s inner workings, political movements, and even rumors of ancient relics hidden in the wasteland. Their leader, Sorn Malkis, is a master of disguise and deception, rarely seen but often felt in the undercurrents of the district’s dealings.
In the dim backrooms of the district’s taverns, deals are made between merchants, mercenaries, and shadowy figures representing powerful interests from outside the city. These negotiations often have far-reaching consequences, from mercenary companies being hired for private missions in the Scar to the smuggling of rare and illegal goods through the city’s walls.
Life on the Edge
Despite the West Corner’s chaos, danger, and intrigue, it is a district filled with vitality and opportunity. For many, it represents a new beginning—a chance to escape the rigid order of the other parts of Laat Golz and carve out their own path. It is a place where fortunes can be made or lost, where alliances are forged and broken, and where danger and adventure are never far away.
For the people of Laat Golz, the West Corner is a necessary risk. It brings the trade and manpower the city needs to continue its defense against the Scar of Perdition. It is a district that reflects the harsh reality of life on the border between survival and oblivion, where the only certainty is that change—and danger—are constant.