Marig

Page history last edited by Gillian 8 mos ago

Marig and Less Marig


 

This map of Marig is only partially edited from a photo of the original poster-sized, laminated map.

I will continue to edit it and repost better images (I hope!)

Description

(Marig Secrets - players please keep out of this page)

One time capital of Greenvale and still the largest center of population, Marig is at the mouth of the Mar river, on the north bank, where it flows into the Silverwater Bay. It is one of three towns in Greenvale that is “free”; or is not part of one of the County fiefs. Land owned in Marig is owned by individuals. Because Less Marig is county seat of Old County, there is considerable confusion in the two towns over legal authority and taxation. This creates an environment very beneficial to the thieves guild! The city boasts a population of 19,000.     

 

Also located on the Mar River, on the southern bank, Less Marig is an essential part of Marig, differentiated only by the fact that it, not Marig, is the county seat of Old County. Count Barricost is descended from the old mayor of Greenvale and some say he dreams of ruling once again in his family’s name. He is a widower, with three daughters. The two towns are otherwise almost one city. Less Marig's population is 16,000.

 

Marig is a fairly typical town for Greenvale, in all but size. It has cobbled mainstreets, but side streets are frequently dirt, as are most all alleys. Buildings are a mixture of stone and half-timber, with a few masonry buildings showing up in the wealthy areas. Thatched roofing is forbidden in Old Marig, but in Less Marig and the surrounding farms it is common. Shingles, baked clay tile or the very expensive slate are alternatives.

 

Marig is a very densely populated town. Buildings typically house businesses on the ground floor, the family of the craftsman in the floor above, and many have a third story that is rented out to dayworkers and farmhands for nearby farms.

The town does have an extensive and functional sewer system, unlike most other towns of Greenvale. Sanitation, however, is haphazard. Most rubbish and garbage is thrown into the streets and alleys where beggars scavenge what the dogs and rats don’t consume.

 

Marig and Less Marig are not walled, and thus there is no entry tax for the cities, but there are high docking taxes, import tarrifs, bridge taxes, and market taxes. The city of Marig has made it illegal for anyone who fails to purchase a license to sell goods of more than 10 sp value (barter is not illegal).

 

The port of Marig is extremely active. Dozens of ships and boatss dock and set sail everyday. Cargos are constantly being shuffled back and forth between land and ship. The taverns are constantly abuzz with the raucous laughter of the most recent crew to arrive. The markets are always filled with trinkets from faraway lands. Marig is a friendly community with a definite sense of itself. It has the sea, the surf, the salty air, the freshest fish and the thickest chowder. As the citizens often ask each other – What else more could you ask of life?

 

Marig’s government is fractured, convoluted, caught between elected democracy and feudal overlordship. Greater Marig is a free city, ruled by a council of elected Aldermen. Each alderman is elected to a five year term, and there are ten aldermen. Thus, each year there are two elections. One alderman is selected as mayor by his fellows, and leads the Council until or unless they vote to remove him. To settle deadlocks, the Mayor has two votes in each vote the council makes.

  

Society

Trade is the lifeblood of Marig. Ships, sailors and cargos are continually coursing through this active, bustling city. When the work day is done, however, the taverns fill with dockhands, mariners, fishermen and colorful locals. Something is always going on in this city and any typical evening will echo with the sounds of rowdy taverns and drunken parties. A few times a year, the city unites in celebration.

  

The Sea Festival

By far, the largest celebration in the city of Marig is the Sea Festival. This week long festival, held during the early spring, involves a mock wedding ceremony in which the Harbor Master marries the sea (the Sea Goddess Zathunar) and an elaborate custom of giving one's ship to the Sea in effigy to appease her hunger is carried out by many ships’ captains.  During this festival, the markets are open all day and into the evening, adding to the revelry.

 

All the city's entertainers perform classic plays and skits about sea-related heroes and their quests. Tales are told of adventures and of great storms. Romantic stories of doomed relatiohships between sea and land folk are another common theme. Many people dress in costumes relating to the sea for the week. Masks are often worn. For the wealthy, this is a time to show off and parade in their latest finery. For the poor and middle class, it is a time to pack a picnic basket and row to a favorite small island and enjoy a day or two of relaxation. 

 

Other Festivals:

Each year in Greenvale, several major holy days to Elanora and Mikol are celebrated. Those who dwell in Marig are no less happy to celebrate them than elsewhere. They include Needfire to Mikol on the shortest day of the year (the 21st of Deepcold), Midwinter Day (4th of Sleeping) to both Mikol and Aragh (one of the few days on which his name is mentioned openly in praise), Holy week (25-31st of Thawing) in which all the Greater Gods are honored on one day or another. Summerfest is the final major 3 day holiday, held on the 4-6th days of Longsun. Elanora, Mikol, Diorel and other gods are all celebrated on these days. One moveable holiday which is always celebrated is Kehret's Day - on the first full bloodmoon in the month of Growing. This is usually an inauspicious time, but in legend, this one full moon was when Kehret defeated Mikar on the field of battle and rightfully triumphed over the trickster god.

 

Patrol and Guard in Marig

Marig and Less Marig are policed by three separate entities: The City Patrol of Marig, hired and paid by the Council of Aldermen, the Greenvale Guard, and the personal Men-at-Arms of Count Barricost of Lesser Marig. These three units, plus the harbormaster and his inspectors, work together (more or less) to protect and police Marig.

 

The Greenvale Guard:

There are 120 guardsmen and officers stationed in and around Marig. It is their responsibility to protect the High Roads within 1 day’s ride of the city and to defend the port from invaders. They are also supposed to hold themselves ready to assist the Patrol in fighting fires, subduing riots and pursuing known felons. They also work with the Harbormaster, supplying him with backup for his inspectors. Of the 120 guardsmen, 50 are out on road patrols at any given time, 10 are assigned to the Harbormaster, and the other 60 are divided equally among being on leave and being stationed at the Guard Fort.

 

 

The City Patrol:

there are 200 patrolmen and officers in the city. It is their responsibility to patrol the streets, answer cries for help, watch for and fight fires, subdue riots, prevent theft, and generally act as a police force. They are chronically understaffed, and they fight with the Guard over who will carry out which tasks. They are also responsible for staffing the city’s prison (82). The prison is also the Patrol Headquarters, and there are a number of smaller stations scattered throughout the city.

 

Locations in Marig

Note: numbered but undescribed locations are generally considered to be private residences, but may also be shops or vacant buildings.

 

1. Private residence

2. Private residence

3. Private residence

4. Private residence - empty and apparently abandoned

5. Private residence

6. Home of Janbert Highmoor, half-elven scholar and last living descendant of one of Marig’s early heroic leaders. He is an old man, semi-reclusive and known to resent the hard times his once-powerful family has fallen upon. He was an adventurer in his youth, but returned home some thirty years ago with a withered arm and a soured nature.

7. Mill

Grain ground etc... Water powered. Miller is an ex-adventurer of some standing (L8 fighter named Higbald, and can be found at Old Jake’s Tavern most evenings).

9. Patrol Headquarters - Public jail, stocks and gallows

10. City Hall - Prince’s Hall

This building is the Council of Aldermen’s meeting hall, the public banquet hall, city records office and serves other official functions as well. There are 8-10 clerks and officials in occupancy at any time. Prince Starbow holds court here about twice a year, while he is on processional. When the Prince is in Marig, he takes over the Council hall and the Silver Nightingale Inn.

11. Tavern - Crab Cove    A large and successful tavern and restaurant famous for its deliciously prepared seafood. The prices are surprisingly inexpensive, as it's located right on the coast and the owner Nivaen, a former fisherman, is able to keep the overhead low. Many traders on business usually try to stop here while in port, and Nivaen will talk their ears off, sometimes even providing free drinks to get the juiciest bits of gossip.

15. Silver Nightingale Inn -

good quality, fair price (single room 7 cc/night, double 3 cc/person/night, 4 person room 2 cc/person/night; meals from 3-6 sp/person extra)

fairly honest, 12 employees, common room, 2 bartenders, 6 maids, 2 bouncers

This is one of the most popular Inns in town for merchants and better-off farmers. A certain criminal element also comes here, but their business is conducted in private, and is not openly acknowledged.

28. Patrol Substation

34. Restaurant - Golden Candle

shoddy quality, fair price very dishonest 4 employees, cashbox hidden

Very rich atmosphere has fooled many into considering it a very sophisticated restaurant, but staff is rude and snobbish.

46. Jeweler- mostly plain gold and silverwork, some gem-set. He is not a gem-cutter, buys his stones when and where he can. He does some very nice work. Quality good to excellent price fair to high (1.0-1.5)

47. Confectioners

quality fair price low very honest

this tore does a brisk trade. 4 employees, cashbox in sight, but behind the counter.

50. Whorehouse - about 15 girls work here on a semi-independent basis; they pay a flat fee for every mark, and charge their own rates. The house sells light food and drink for outrageous prices. They also provide security in the form of several large ugly human or half-orc bouncers.

60. Restaurant - Edwena’s

quality excellent price high chashbox out of sight 11 employees.

This restaurant does a busy trade with the upper and middle classes. It also serves banquets and caters outside parties.

75. Patrol Station

80. Home of Orin Larrson, a scholar and mage, recently deceased.

84. Public Court and Tax offices; city government annex

88. Home of Ethben the illusionist - adventurer of some repute

89. Residence of the House of Ivorr - Leovold, Deora, Merven

100. Home of Sir Edwin Longnose and Lady Nadezhda his wife. They are moderately wealthy landed gentry (estate in Old County barely supports their life in town).

102. Home of Aeroth and Hilandor Silamon; half-elven merchants and political figures. Very wealthy, Aeroth is the elder and has served on the council of Aldermen in Marig in the past, while Hilandor intends to be elected in the next year. Both are pro demihuman and anti-St. Iylyria.

106. Patrol Station

175. Tavern - The Wreath and Wren

fair quality, costly prices, 2 persons very dishonest, This new tavern serves very cheap wine and a little bad food. It is not very popular and survives on the brink of failure. A few people choose to conduct private business here because it is quiet.

184. Patrol Station

192.Boarding House and Tavern “Finner’s Best”

quality fair price fair: The tavern here is popular with locals, and the boarding house residents. This place always seems to be full, without any rooms t let.  However, the place is known as a good place to contact anyone with illicit skills.

196. Pawnshop and Fence for the guild

199. Mermaid and Trident -

good quality, fair prices, fairly honest, cashbox normally out of sight

3 employees

A rather small, but popular tavern among old fishermen. The building burned down a few years ago, but was completely rebuilt in just a few short months. The owner's explanation for having the funds to rebuild so quickly is that he had help from the Brotherhood of Mariners. However, the Brotherhood guildmembers don't seem to know anything about that. It's well known that Agnar let his guild membership expire over a decade ago because his gambling habit made it difficult for him to keep up with the dues. Agnar, a frail, increasingly accident-prone man in his late fifties, seems very nervous whenever he's questioned about the credibility of his story. One rumor is that the old man rebuilt his inn with money borrowed from the city thieves' guild and is now having problems paying them back. If this is true, then Agnar may be in for some serious trouble.

241. Paegar's Books - Paegar and son Siward

a tiny shop tucked into a corner between two busier merchants, this little shop specializes in blank books, old manuscripts, book repair and rebinding, and similar activities. Inside, the owner Paegar can be found at his low counter, carefully gluing up loose pages in an old binding, or some similar activity. The shop does sell a few used and rare manuscripts, which are kept behind the counter at a special table. Friends and known customers are free to walk back and take a seat there, and browse the items for sale. But new customers are kept out in the tiny display area of the shop, and Paegar's assistant, a young man of about 19 named Siward will ask them if they need to make a purchase or are bringing a book in for repair.

 

267. Tym's Supple Leather Shoppe    Tym    

Leather Store - Leather goods for sale and leather repair. An ex-adventurer, Tym is more than content to spend the rest of his days working leather in his small shop where it's safe... He claims his old fishing boat was sunk by the Terrible Kraken off the coast of Greenvale. Of course, nobody believes him. He crafts leather very well for a man whose hands shake so much.  

268. Glassblower

produces glass panes, bottles, jars glasses and other glassware, both plain and fine. This shop has the crest of the royal family above the door, showing that they are both related to Prince Starbow (several generations back) and have royal patronage. The quality is superb, price high. 3 employees, 1 guard. The owner/master glassblower lives across the street.

321. Tavern - The Traveling Warrior

good quality, high prices, fairly honest, cashbox normally locked and out of sight. 2 employees (owner, wife) who live above the tavern. This fancy wineshop sells mostly bottled wine but also has a small sitting area at the front under a trellis and awning. Several tables can hold possibly 10-12 people, and the owner will sell simple but tasty foods as well as wine.The owner is Edmond, his wife is Matilda.

 

350. Tavern - Edwys’ Fountain

good quality fair prices, honest, cashbox normally out of sight

5 person operation, a quiet bar that serves out of town merchants and travelers who prefer to stay away from the docks. A good place to hear about new people in town.

397. Smithy/stable

quality very good, price fair

Run by two bachelor brothers, the smith shoes horses and does other ironmongery while his brother the stable owner buys and sells mounts. He also rents, trades, and breaks in horses. He also has sables on a regular basis, and the occasional vor.

410.Patrol Station - Sir Cenlak is the daywatch commander. He is a blustery fool on the surface, but fairly intelligent and very solid underneath L7 warrior, landed knight of the Order of the Bow.

430. Perfumer

quality fair price costly (2.0-3.5 value)

436. Butcher

quality fair price fair

437. Tannery - "Widow Tanner's"

Located near the edge of town and run by a widow with three half-elven sons, all married. They live in several houses not far from the tannery. The hides they tan are remarkable for their quality, and they specialize in clothweight leather. They have nearly two dozen employees and produce enough leather to export a fair  amount. They do most of their own dying, but gilding and other fancy work is pieced out to other craftsmen. Quality excellent to supurb, price good to outrageous (special orders). They sell mostly to places like Tym's Supple Leathers, Roswitha's Garment Shoppe, and other tailors and clothiers in the city. They do NOT produce finished garments themselves.

445. Roswitha's Garment Shoppe    

Tailor shop with all manner of garments and sewn goods, as well as made-to-order garments. Roswitha earns a little extra money making costumes and doing make-up for the Sapphire Players, a small local theatre troupe that performs weekly at the Rusting Anchor and other venues.

446. Hap’s Rest Inn

fair quality cheap price (5 cc/night/person - mostly honest, 7 emp. Serves meals at 1-4 sp per person. Rooms sleep 2-4 people.

Common room, bartender/owner, 4 maids, bouncer (George). This is the oldest Inn in Marig. See sketch map. The owner has been called Hap for several generations, regardless of his real name. Current owner is a big middle-aged ex-adventurer who carries a quarterstaff, wears two silver rings and keeps a short-sword behind the counter.

447. Weaver -  quality fair, price costly

Her bulk prices are much better than by yard. She sells to many local tailors and seamstresses, including Roswytha (445). Her yarns are dyed by 464.

464. Dyer quality good price high works closely with the weaver (447)

466. Furnituremaker

plain everday furnishings

quality good price low, painfully honest, four employees.

468. Boarding House - Mother Neff’s

has 12 rooms, and 4 suites with 3 rooms each. Suites are 20 sp/month per person (assumes 4 people). Individual rooms are 15 sp/month, assumes one person. 1 meal per day provided per person.

30% chance of a room being available, 15% of a suite.

472. Fair Wind Tavern    Kenelm & Ketter Bruth, owners - A small brewery and pub which makes Fair Wind Rum from an old family recipe. They depend on sugar cane (or cane syrup) imported from the Southern Isles for their product, making it moderately expensive here. This tavern is run by two portly brothers and their families. It was founded years ago by their father and uncle.

504. Restaurant - Mama Shell’s Eatery

fair quality, fair prices, normally honest, cashbox in sight but closed 4 people.

This is more a lunchhouse, serving good plain food to the townsfolk. Afternoons it is a teenage hangout. A small dining room opens evenings for special guests.

505. Residence of Selwyne the singer - a popular half-elven entertainer

508. House of Ivorr

The house of Ivorr has become a major part of Greenvale’s magical structure. This alchemy shop was originally founded over 100 years ago by Ivorr Eaglebeak, an alchemist-mage and retired adventurer. His grand-daughter Deora is the current head of the house. She is elderly and partly retired. Her grandson Ivorr is now the most active household representative in Marig. Deora is a L9 mage and alchemist, while Ivorr is L9 in magery but lacks his mother’s alchemical abilities. Ivorr is a friendly but very intelligent man, who listens more than he talks and bargains only a little. Deora is more flexible but no less clever. There are currently several other shops allied with the House of Ivorr, in Castleton, Elfort, Fordton, Newport and Emerton at least. Each of these shops is watched over by a former apprentice of Deora or Ivorr. Currently they have five apprentices, and can take on up to three more. They teach only Abjuration, Alteration, Conjuration and Divination spells. The House of Ivorr has become something of a school of magery in the past generation. The shop here sells potions of many sorts, but also has medications, beauty treatments, perfumes and even candies for general sale. Note that they are not usually buyers and sellers of magic items, but will occasionally help a good customer to promote the sale of a magic item, or know of someone selling an item or two.

521. Cooper

522. Saddlery

526. Patrol Station

529. Armorer

Manufacture of all types except leather and padded armors. Free to active guard and patrol members. Standard price to all others, including special commissions from officers and knights. Quality superb, price high

540. Drygoods

carries mostly preserved bulk foods with a lesser assortment of fresh vegetables and fruit. Also a fair assortment of household goods. Quality good price fair fairly honest. Cashbox out of sight. 5 employees, mostly family. They live upstairs.

545. Black Pearl    owners Eudelme Draabyn (human female) and Verang (Szathair male)

Inn/Tavern/Trading Post - A large and popular inn/tavern/trading post that sits on stilts out over the water. The inn was built by two retired adventurers financed by the treasure gained from their most successful treasure hunt: a large black pearl. The inn is a favorite among reputable and not-so-reputable trading circles. The proprietors will hide regulars, should the need arise, in the "safe house" ingeniously hidden below the water line. For a price, though, they'll hide almost anyone there. Rumors, secrets and shady deals can all be found at The Black Pearl, though violence and bar fights are dealt with severely by the Szathair Verang. For traders in the know, this is the place to be. Some look at it as sort of a surrogate home, to the point where mariners frequently at sea will arrange for their messages to be delivered directly to the inn, to be picked up from Eudelme's care during their next layover. Eudelme is the sister of Callister Draabyn, a well known mariner who sails the southern seas. Callister is reputed to be a cursed man and often has a price on his head. Whenever he is in Marig, he can be found here having a good chinwag with his fellow sailors (and most likely hiding out from the authorities).

 

One of the most common activities at the Black Pearl is the constant gambling. Card games, dice, darts and other games, both of chance and skill, are offered here; many of the best or worst gamblers come here daily for their pleasure.

 

550. Sawmill

 


 

557. The Market

On the first and last day of each week (Saturday and Sunday), the markets are open from sunrise until mid-day. Also for two weeks in mid-spring and in mid-fall the markets are open daily, sunrise to sunset and beyond. This is fair-time and the whole town of Marig becomes the center of a continuous carnival. The spring Market festival is contiguous with the Sea Festival, in which the Harbormaster is ritually married to Zathunar, goddess of the sea.

Random Booth Generation

gemerate any booth randomly, or generate the contents of a selected type of booth.

Once a booth has been estblished, there is a 50% chance it will be there the next weekend. Add 5% per weekend it is present until it has a 100% chance. Then each month there is a 5% cumulative chance they will move to a permanent location. All booths ae thre-sided wooden structures about 10’ square with thatched roofs. About 50-70% of booths are full except during the fair, when all booths are full 95% of the time.

Remember, Marig is a coastal town and a major port. Most food and common items will have a seacoastal theme (ie stews are fish stew, while oils are in ceramic for shipboard storage, and cloth yardage (except the local linen and wool) is usually imported from Southern or Miran).

 

 

Merchandise:

01-14 prepared foods -     01-12 finger foods    

                                    13-30 soups/stews

                                    31-37 hot meals

                                    38-45 fresh breads

                                    46-50 sandwiches/cold meals

                                    51-64 beverages (hot or cold)

                                    65-74 beverages (alcoholic)

                                    75-00 two to five of the above

15-33 fresh foods and grocery items

                                    01-15 fresh fruits

                                    16-30 fresh vegetables

                                    31-40 herbs and spices

                                    41-50 beer/wine/liquor (flasks, kegs or skins)

                                    51-65 grains and flours

                                    66-75 cheeses

                                    76-82 meats (fresh/live or smoked/dried)        

                                    83-95 fish, shellfish, or other seafood, fresh

                                    96-00 2-5 of the above

34-61 miscellanious         

                                01-03 soaps and lye

                                04-05 cosmetics

                                06-09    dyes and bases

                                10-11    perfumes

                                12-14 oils and candles, lamps, wicks, torches

                                15-16 blown glass and glass panes

                                17-19 toys, games and leisure items

                                20-22 leather goods

                                23-26 linens, towels

                                27-32 cloth yardage (woolens, cottons, linens, other)

                                33-37 sewing supplies (needles, pins, scissors)

                                38-41 yarns/threads

                                42-44 laces and ribbons

                                45-46 writing supplies (pens, inks, paper, vellum)

                                47-48 cutlery

                                49-51 dishware/pewter

                                52-57 wooden goods

                                58-60 pails and jugs

                                61-62 ceramics

                                63-64 baskets and straw goods

                                65-66 silversmithy

                                67-68 jewelry

                                69-70 metalwork (copper, brass and tin)

                                71-78 mixed junk

                                79-90 used clothes/ragman

                                91-00 second hand general goods

62-77 antiques -- of miscellaneous nature but good quality

78-81 furniture maker/mender -- carpenter, woodcarver, turner etc...

82-93 services     

                                01-14 barber/leech

                                15-22 herbalist/apothecary/dentist

                                23-28 laborer

                                29-32 scribe/hedge-wizard

                                33-38 faith healer/charm seller

                                39-54 entertainment

                                55-70 tailor/seamstress

                                71-80 messenger/crier

                                81-92 lantern bearer/servant for hire

                                93-00 tinker

94-99 financial services-- goldsmith, pawn-broker, money-lender, con-game, finder of lost items, etc...

00 recruiter/hiring service -- for mercenaries,servants,workmen, sailors, adventurers, guards, etc...

 

Price and Quality:

Price                            quality

01-17 cheap (.4-.6)        01-12 shoddy

18-52 low    (.6-.9)        13-33 poor

53-79 fair    (.9-1.1)       34-70 fair

80-94 high   (1.1-2.0)     71-90 good

95-98 costly (2.0-3.5)     91-97 excellent

99-00 outrageous (4+)   98-00 superb

 

 

Variety: (n% is chance of specific item being present)

01-23 narrow 15%

24-64 fair 35%

65-83 broad 50%

84-96 very wide 65%

97-00 excellent 85%

 

 

Honesty:

            cheap    low    fair    high    costly    outrageous

shoddy    b            b    a        a        a            a

poor        c            b    b        a        a            a

fair         d            c     c        b        a            a

good       e            d    d        c        b             b

excellent  f            e     e       d        c             c

superb     f            f     f        e        d             c

 

A - very dishonest B - dishonest    C - normally honest D - honest E - scrupulous F - would never do anything remotely dishonest

 

(remember, these are estimates and special situations of greater or lesser honesty may exist)

 

Haggling desire:

01-06 refuses to haggle

07-18 35% if no other customer

19-40 65% if no other customer

41-63 always if no other customer, 34% even if others waiting

64-84 always if no other customer, 65% even if others waiting

85 -00 always haggles

 

 

Haggling ability

01-04 very bad

05-15 poor

16-33 low

34-67 average

68-85 high

86-96 very good

97-00 superb

 

 

Customers (on fair days add 25 to roll)

01-36 none, check again in 15-30 minutes

37-62 one

63-81 two (a couple or together)

82-94 two (individuals)

95-00 three or more (roll d6+2)


 

562. Guard-fort

563. Guard-fort stable and barracks

564. Guard Weaponsmith

quality superb, price fair

exactly like the armorers, service is free to guard and patrol members, but special commissions and non-guard work is at standard pricing.

565. Guard Prison; for more dangerous prisoners.

580. Red Mage’s Hall

585. Empty Residence for lease

586. New Adventurer's Guild location. 3 stories tall, a newly cleaned up and refurbished building, with new windows, doors and roof. Until recently it had stood empty after a fire.

605. Residence of Myrddin - mage at the House of Ivorr

608. Pottery

609. Locksmith

Capable of making the most complex locks and the simplest latches.This is the shop owned and worked by Selbert Edgythson. His wife Gertha is a silly woman but runs the front counter, taking orders when Selbert is busy in the back.

 

quality excellent price high

626. Bowyer/Fletcher

Makes crossbows, long and short bows, arrows, quarrels and quivers. About 20 men work under the superviosion of the master bowyer and owner Venn Talya. He is a half-elf from Mistland

quality good price high.

628. Brannin's Cobblery Shop    Brannin    Cobbler - This small shop specializes in all manner of footwear. From sandals to heavy studded leather warrior boots, Brannin has it all. His craftsmanship is excellent and often takes special orders. He makes many of the boots for the city patrol. In addition to footwear, Brannin makes and sells other leather and fur items - cloaks, backpacks, belts, saddles and coats.

633. Seamstress quality good price fair

636. School of Acrobatics - this specialized school works closely with the Theives guild and also with local entertainers. It trains people in the prestige class of Acrobat as well as providing other general training in performance skills, jumping, escape bonds and other “non-criminal” thief skills. This school is run by a Master Acrobat (prestige class).

644. Leather Goods

Run by a hobyt family (the Goodfeathers) who make leather goods of all kinds. Clothing is a specialty. They buy much of their raw and dyed leather from Widow Tanner and her sons.

661. Armorer

Specializing in repair work of all types, he is very experienced in the standard patrol armor. Quality good, price fair (free to active patrol and guard members). He is only 15% likely to take non-guard projects at any time, due to work load.

665. Tavern - Old Jake’s

good qualitiy, fair prices honest, cashbox out of sight

a bit rowdy but favored by the patrol officers. 5 person establishment

no food sold, but big bowls of fried batter and vinegar sit out for free. The owner, Jake, is an ex-guardsman officer, missing several fingers from his sword hand. He is a very competent fighter, and loves stories of adventure and battle. His place abounds with rumors.

667. Ship’s Chandler

All sorts of ship supplies from hard tack to sailcloth.

Price fair quality fair

668. Patrol Substation

669. Greengrocery and Bakery

675. Ship’s chandler and rope-maker

676. Barracks of the knights of St. Romanus    

This barracks sleeps 150 although it is rarely full. There are a half-dozen knights stationed here, and a dozen or more trainees. They assist the Patrol to keep the peace in Marig. Mostly travelling Shalani stay here and there are between 20 and 40 at any given time. They commonly leave and arrive in caravans, so when the caravans are in town there may be more Shalani present.

683. Baording House - Tomas’ House

Has 8 3-room suites and 4 4-room suites. Prices slightly higher than Mother Neff’s.

684. Temple to Centarius

As well as an altar at the temple of All Gods, this patron of Greenvale has a separate temple. He is the second most popular deity in Greenvale. There are fourteen priests here and the the temple also serves those knights of St. Romanus who stay in the nearby barracks.

685. Inn - The Gold Penny

superb quality prices high 10 employees, scrupulously honest, cashbox open and in plain sight.

The finest inn and tavern in Marig, serves meals until late into the night, but is not noisy. Rooms are all single or double, no common room space. Stabling is the best in the city, but at twice normal prices. The Gold Penny is frequented by the nobles and gentles of Marig - the barons and knights who come to conduct trade here for their manors and pay well to be wined, dined and entertained.

686. Wainwright

Specializes in the Conestoga-like Shalani wagons, but also makes freight and farm vehicles at the rate of about 1 every three weeks

quality good price high

687. Moneychanger/lender

697. Drygoods store

quality fair price costly

sells mostly imported items - odd grains and flours and dry foodstuffs from Southern, as well as imported leather, fabric, and other textiles.

701. Tavern - Troll’s Alehouse

fair quality, fair prices normally honest, cashbox on bar, closed 3 employees. Serves mostly ale and plain food, customers are farmers, some fishermen, lower class generally.

707. Brewery

Jointly run by a dwarf and a human, they brew everything from small-beer to very dark ale to honey-mead and even a small amount of distilled liquor. They have begun cultivating grapes on farmland outside Marig.

Quality fair to good, price costly

710. Tavern - Clarke’s Fish and Ale

fair quality low prices honest cashbox in sight but closed

6 employees, serves the best fish-fry in town. Popular thieves hangout?

 

711. Temple to Elanora

The temple houses about 12 clerics of Elanora and as many of other Gods. The priests here tend the graveyard and the temple of All Gods. The High Priestess is 12th level. She is the highest level priestess of Elanora in Greenvale outside Lady’sAbbey.

712. Barracks of the Knights of St. Iylyria

There are 21 knights of this order in Marig, their headquarters. The order is small but growing. It is the militant arm of the “humans only” faction in the temple of Elanora.

713. Temple to All Gods - resident priest of Kehret, but all clerics come to tend their own altars. Only burial services are held here. Between them, Kehret, Centarius and Elanora form the most popular triumvirate of gods in Greenvale, while in Marig proper, Sithlar (the sea Goddess) is also very popular. Sithlar's main temple in the area is on an island just outside the mouth of the Mar river (off the map of Marig).

 

714. Serpent's Eye    Amsuka    Inn/Tavern - The Serpent's Eye is a large and successful inn/tavern run by a szathair who left the swamps some time ago to join the Greenvalers in "civilized" life. The ‘Valers, while normally distrustful of the unusual and possibly violent-looking szathair, discovered that Amsuka does not fulfill their expectations. He is intelligent, well spoken, cultured and charismatic. He is quite the local celebrity in Greenvale. Amsuka says that he is from a far off land, and is not quite a szathair at all! There is quite a rivalry between the Serpent's Eye and the Black Pearl, where the szathair Vereng is a co-owner. Amsuka runs a much quieter and more sophisticated Inn and Tavern than Vereng's Pearl could or would ever hope to be, but occasionally customers confuse the two locales, much to Amsuka's distaste.

 

715. Stable and horse-trader

quality good price high

He sells Horses, Vor and Sables on a regular basis, and will trade animals on occasion. He is also a fair vet, and has animal empathy. He does not break or train animals. He specializes in working animals for farmer and merchant.

725. Dairy

quality good price low

764. Temple to Kehret - one of the three major Gods of Greenvale, and Prince Starbow's favored deity. This temple is very popular with anyone in the military, with the locals who want protection, and with travelers. Those who fear monsters more than thieves often turn to Kehret for protection.

 

785. Agrarian Guild Hall - The Agrarian Hall is the guildhouse of all  farmers. This hall serves as a place of social gathering, a store house for grain, a shoppe for farming tools and more.

 

809. Brotherhood of Mariners       Guildmaster Troius    

Guild Hall - The Brotherhood of Mariners is a large guild of sailors, fishermen, shipbuilders and all others who make their living by the sea. This is one of the oldest organizations on the eastern coast. The Marig guild has a grand tradition and is over eight hundred members strong. Resources are abundant, although dues are expensive. (5 silver pennies each month for full membership). Benefits of being a member include: access to and better prices on ship building materials, discounts on supplies and nautical equipment, and the means to keep abreast of the latest news and gossip about the harbor. Also, the Brotherhood has contracts with the Harbor Master and the various dock companies which gives members first priority on the docks, free storage of cargo in the warehouses and other matters.   Lately, the Brotherhood has been very upset by the rapid increase in attacks on ships in the main shipping lanes from the Southern Isles. They fear that someone has managed to gain access to documents that reveal naval patrol routes and shipping schedules.

 

815. Caravanserai

Owned and run by Mhakken, a dwarf of excellent repute and great wealth.

Merchant caravans load and unload, take shelter, hire on and hire out, buy and sell horses and oxen, and generally conduct business through the offices and warehouses here. Caravans arrive on a weekly to monthly basis, and stay a matter of weeks before reassembling and moving on. There is a 90% chance of one caravan being here, and a 70% chance of two or more (-15% per caravan, up to 5 at a time). Caravans are usually managed by the Shalani, but any given merchant can hire into a caravan, or create his own as he desires. Non-Shalani caravans are almost always smaller and “private” and may not take passengers or allow other wagons to travel with them. To travel with a caravan and share meals and the protection of their guards generally costs 1 sp/person/3 days of travel, and 1sp/mount/week of travel. To travel without meals, providing your own shelter and setting your own watch will cost about 1 sp/person/week. This is more because of the probable added time the journey takes with the added people than because of any outright expense.

 

819. Degari Shipyard

about 50 men work for the owner, who builds ships of nearly any size to order. At the moment he has a nearly finished 40’ fishing trawler. Prices are about 1.3x standard, but quality is superb. The shipyard also does all repairs and reconstruction work. Up to four ships can be worked on at any given time, though that would require extra craftsmen. Shipowners will frequently boast that their ship is a “true Degari”. The current ship Yard Master is Malovar Degari. Malovar's cousin, Wybert Degari, is also a ship builder who makes fine seachests and cabinetry on the side.

 



Less Marig

This side of town is not as free and open as Marig itself. It is ruled not by a city council but by Count Baricost of Old County. He controls the town with a light hand, preferring to be seen as unconcerned rather than as tyrannical. More of the larger docks are on this side of the river, and the ship-trade here is constant and profitable.

Along with the patrol and the harbormaster's men, this side of the port is protected by Count Baricost's men at armss (there are about 100 of them total, but only about 30 on duty at any given time), and by the Navy. There are probably only about 30 naval guards, and they are authorized only to guard navy property, but off-duty members are not uncommon and will frequently intervene in obviously criminal situations.

 

Locations in Less Marig

3. Family Home of Lord Arvon, Vice-admiral of the Navy (remember he is count of County Seawall but spends most of his time in Newport, the naval HQ).

12. Home of Murdock Bayberry, retired adventurer. Murdock is the son of the legendary Burdock, who reputedly founded the Thieves Guild of Marig some hundred years ago.

52. Restaurant

55. Tavern

63. Boarding House

64. Boarding House

65. Commercial/residential property for lease

66. Commercial/residential property for lease

 

87. Rusting Anchor    Telbot Davidson, owner  Tavern - The Rusting Anchor is something of a legend. The Anchor caters to both rich and poor alike. Just as all ships are brothers when docking in Marig, all men are equal when raising a tankard at the Rusting Anchor. Prince Starbow himself will visit occasionally, while on procession through the county, willing to converse with even the most dirtied commoners (though accompanied by bodyguards). The inn is hundreds of years old, and where some of Marig's proudest exports (Marigian Stout and Davidson's Best Whiskey) were first served to great acclaim. The ownership of the tavern is passed proudly down through the Davidson family. Telbot, as all before him, take this honor very seriously, and will someday pass the care of the establishment to his oldest son. The Rusting Anchor holds an immense celebration each year, honoring the god of revelry. The Rusting Anchor gets its name from a huge rusting anchor which hangs above the bar. The origin of this great prize is the subject of lively debate among the regulars. Several tall tales have been spun to explain this great iron decoration but none know for sure. Whenever asked, Telbot smiles knowingly and shrugs. Among other features, the Rusted Anchor boasts a medium-sized stage and a back room, as well as a working cellar under the stage/back area, so that stage tricks may be easily performed.

 

151. Spinnaker Taut        Zoris    

Theatre - A small theatre run by an enormously fat human woman named Zoris. She believes its her duty to bring a little civility and culture to the salty commoners of this city and so she runs this playhouse. The Sapphire Players work here often. Also, she manages to get a new minstrel to pluck a few chords each week. Occasionally she'll have a jester or clown. Zoris has a small staff (three maids that serve drinks to theatergoers, one bouncer/ticketseller). She herself often gets up on stage to introduce the next act/performer. Overall, the food and entertainment to be found here are only average quality, but the rousing atmosphere more than makes up for it. Traveling Shalani sometimes also perform here. There are several groups who have regularly scheduled stops here on their routes through Greenvale. The count and his family frequently honor the theater with a visit, and once the Prince came to a performance. More often the Sapphire Players are summoned to the Count’s Castle when the Prince visits.

 

191. Honed Edge    Lomesh    Smithy and Armor/Weapons Shop - Armor and weapons crafted by a man who's split a few skulls in his day. He will make certain to mention this and go into bloody details whenever a customer tries to bargain. High-quality items at an non-negotiable price. Come for the steel, stay for the violent stories.

222.Frederick's Trading Post    Frederick    

Trading Post and General Store - Fiercely proud owner of the largest general store in the south end, Frederick is the man who can get you what you want when you want it. He treats every customer as a trusted friend, and this has made him a very wealthy man. He's a little crazy, but nobody seems to mind. He's grown into quite the beloved town institution, and throws himself a huge two-day long birthday bash every year called "The End of the World", where there are colorful costumes, dancing barmaids, and huge amounts of free liquor for everyone invited.

227. Kiva's Fine Herbs and Tobaccos    Kiva    

Apothecary/Herb and Food Shop - Apothecary and exotic food shop in the south end. Kiva is quite proud of the fact that she's the only one in town who regularly manages to get ahold of the best Grumman Tobaccos, and will often suggest them as a complement to any purchase.

258/259. Barnacled Hull    Brannog    

Library/Sage/Scribe - This small shop-on-a-ship is run by a sage who hires himself out for whatever services are needed. Brannog is an expert cartographer and has a good map collection. He also will serve as a translator of ancient writings, scribe, researcher and tutor. Brannog is a very wise and knowledgeable man who can answer almost any question (or at least knows where to get the answer). His small shop is filled with stacks of books. He loves to play chess and will jump at the opportunity to play a new opponent. Brannog lives on his small ship (258) and runs this shop out of his "boathouse" (259). He almost never sails anywhere and so usually this ship just sits, perpetually docked, gathering barnacles on its hull.

 

261. Temple to Diorel, god of the rivers and fresh waters. Very important to this river-mouth city, the temple boasts a large community of regular worshippers, especially among the fishermen and farmers who live along the banks of the Mar.

 

275.Stone's Throw    Coryn and Dariale    

Gambling Hall - A well-known gambling house by the docks. Many a drunken mariner has regained consciousness in an alley after a night of cards here, with their money and sometimes even their boats now belonging to someone else. Fights are predictably common.

306. 17 Fathoms    Sothen    

Boat Repair - A small, privately run shop that builds and repairs long boats and small sailboats. Sothen handles all the repair work himself and will take on any job up to about 20 feet in length. Sothen also takes on jobs such as fishing nets, oars, lobster traps and other gear. He is an old sea-dog and knows just about everything there is to know about the sea and sailing. Unless you've come as a paying customer or to swap sea stories, he'll hurry you out the door.

368. Little Market: see the entry for 557 in Marig; The Market

374. Hoisted Anchor Inn

 

379. Harbor Master Central

The Harbor Master, a human named Laythan Dunne, is a very well known man in the city. He is the lord and master of the Harbor and all things in it. Count Barricost gives Master Dunne freedom to run the harbor as he sees fit. Through an elaborate network of dock masters, master inspectors, dockhands, harbor guards, and more, every ship, sailor and crate of cargo that enters or leaves the harbor is inspected and accounted for. All who enter here must obey the rules of the Harbor Master or else set sail for other ports. An agreement between Count Barricost and the Mayor of Marig allows the Harbor Master and his minions to function in both towns. In Marig the Harbor Master’s guards and inspectors are part of the city patrol.

 

 

Comments (0)

You don't have permission to comment on this page.