1. Locations

The Marketplace

Ward

Here broken arches and fallen columns are covered with awnings and surrounded by market stalls. The twisting, improvised streets are crammed with people, most of them visitors, making their way through the city and stopped at every turn by hawkers trying to sell them one thing or another.

Three great buildings loom over everything in this quarter: Falconer’s Spire, with airships docked against it; the bazaar, a gigantic tent sheltering the city’s great open-air market; and the Lorsmarch Palace, center of the Storm Lords’ power.

This is the heart of the city. Here all the city’s struggles, opportunities, and dangers are gathered and intensified. You can feel it in the air, and soon something is going to change.

The Marketplace is the natural center of this city sustained by legitimate and illegitimate trade. The Lorsmarch Palace, the seat of the Storm Lords’ collective power, is here, near the shops and stalls that are the foundation of the city’s economy. The district has always been the city’s most defensible, and the older parts of the palace date back to the age of the pirate kings.

Centuries ago, the Marketplace was not the center of the city. Coastal erosion has shifted the center to this point, which appears to have been a temple district in the Age of Giants. Remnants of those days are abundant: carved stone heads, a circle of visions, towering pillars, and ancient tunnels that have been turned into basements for many of the district’s buildings.

For adventurers, the Marketplace is the best place to resupply or to sell whatever goods they have discovered in the continent’s interior. Although goods can be expensive here, the Marketplace is the only place to buy or sell many things.

Overheard in the Marketplace

“Dastard! Just another cup, one more cup of kuryeva. That isn’t going to bankrupt you; you’ve got vats of the stuff! You can spare me one cup, can’t you? Hey, mister, spare an old salt a few coins to buy a drink?”

“I don’t know how the darned things work or what they’re for. All I know—all I care about—is that the bloody pipe has started blowing steam through my house. Everything’s wet and hot, and the wood’s warping. I want to know what the Guard, what the Storm Lords, are going to do about it!”

“Thief! Stop her! She’s got my coin purse! Grab her! Don’t let her get away! Oh wait . . . no, here it is. My mistake. I do apologize—wait, it’s empty! Somebody stop her! She’s got my money!”

Adventure Hooks

  • Valexa Von Ruthvek is sponsoring an expedition deep into Xen’drik in an attempt to find an artifact called the Vessel of the Infinite Sea. Von Ruthvek’s mysterious benefactors do not want the artifact returned to her, fearing she might divine their purpose from it. They have dispatched agents to steal the item from the adventurers once they have recovered it.
  • Hular wants his daughter to get “this adventuring nonsense” out of her system, so he has set aside some money to hire adventurers to take her out on an adventure, bribing them to make it difficult and unpleasant in the hope that it will put her off adventuring for life.
  • While exploring the bazaar, the adventurers witness a potion vendor’s stall burst into flames. The fire will spread rapidly unless someone stops it!