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Marig

Page history last edited by Gillian 2 years, 3 months 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. It predates the current construction on the surface of the town, having been built in the time of the 2nd Empire, when Marig was a bustling port city. Sadly, the surface town was mostly burned and razed during the Fall.  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 also illegal if the value of the goods surpasses 10 sp).

 

The port of Marig is extremely active. Dozens of ships and boats 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. Typically, once a person is voted into office as Mayor, his re-election to the council by the city's voters is a shoo-in. Voters for Aldermen are all adults (over 16, regardless of race) who own property within the city boundaries. Property consists of (any sized piece of) land, buildings or any total value of merchandise and personal belongings over 1,000 sp. Residence within the city for 1 year is also required, but may be waived on appeal to the Council. The Council of Aldermen are considered to be equals in rank to Guildmasters, Knights, Priests and Barons. 

  

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.

  

Marriage of Sithlar

By far, the largest celebration in the city of Marig is the Marriage Festival of Sithlar. This week long festival, held on the second Sithlarsday in the month of Plowing, involves a mock wedding ceremony in which the Harbor Master marries the sea (the Sea Goddess Sithlar) 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. The full bloodmoon 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 the Highmoor family; some years ago the half-elven scholar Janbert Highmoor was convicted of attempting to raise a demon to attack the city (the old man was deranged over what he perceived as the family's fall from power as their wealth faded). The current family members have not lived in the house for over ten years, but it is cleaned and maintained yearly, and may eventually be re-occupied. Note that 5 years after Janbert was killed after attempting to summon a demon, a man claiming to BE Janbert returned to Marig, and was eventually cleared of all charges laid against him.

 

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 -  Clammer's Bay    A large and successful tavern and restaurant famous for its fresh and wonderful seafood. The prices are fair while quality is superb, as it's located right on the coast and the owner Nivaen, a former fisherman, is able to keep the overhead low. Many local and traveling merchants make a point of stopping here, as it is not only a reputable place to dine, but a superior source of gossip, rumor and a smattering of reliable facts. How Nivaen always knows what tariffs are going up, what crops are likely to fail, and when given market has reached bottom, nobody quite knows, but if he says it, it is invariably true.

 

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 and Ivorr the Younger

98. Tower Home of the wizard Irtep - famed for his spell research, but also widely known for having a gambling habit.

 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. Siren and Trident -

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

3 employees

This small, local tavern is well-known for the ongoing games of cards, dragon's flagon, and dice games. It has a reputation for honest but high-risk games. The owner, Arden Caul, is also reputed to be deep in debt to the thieves' guild, ever since the tavern nearly burned three years ago. Arden has been heard to claim that his brother Torden, a merchant-ship owner, lent him the money to rebuild, but since Torden always claims to be out-of-pocket himself, nobody is sure who to believe.

 


Special neighborhood: Musician's Market

The buildings numbered 203-206, 227-228, 240-241, 244, 246, 250 and 252 all face a narrow street known as Music Lane. Most of these shops sell musical instruments or related supplies and goods. Some offer classes. It is also a popular residential area for the musically inclined. See Kaiser's Bazaar - Spices and Magic for prices and general attitude of the merchants, but see individual shops for details.


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. They also sell preprinted musical scores and blank music notation paper. 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. Torm's Finest Leather Shoppe    Owner and manager Torm

Leather Store - Leather goods for sale and leather repair. Torm is a retired seaman; he claims that his ship, the Silver Dolphin, was attacked by a giant octopus off the coast of Greenvale five years ago, and that gryphon riders from the Floating Island rescued him and two other crewmembers, who were the only survivors. Further, he swears that the other two chose to remain on the Floating Island, but that he decided to return to his home, and never go back to sea. Unfortunately, everyone knows that the Floating Island doesn't have any gryphon riders! Therefore, his story is dismissed by almost everyone.

 

 

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 L6+2 warrior, landed knight of the Order of the Bow.

430. Perfumer

This shop is run by a man from Harothar named Rothven and his Shalani wife Tierna. Tierna is substantially younger than her husband, and they have three small children. Rothven is a master perfumer, who is able to create good, basic perfumes from most any substance, and his wife is expert at selling them at a high markup to the upper class ladies of Marig, using her exotic appearance to increase sales. They've only lived in Marig for two years.

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 superb, price good to outrageous (special orders). They sell mostly to places like Torm'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 Sir Maccus' Players, a small local theater troupe that frequently performs at the Hanging Anchor, Hap's Rest, and sometimes at the Musician's Mart.

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. South Breeze Tavern    Kenelm & Ketter Bruth, owners - A small brewery and pub which makes the popular and potent South Breeze Rum. 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, and is now in its third generation of operation.

 

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 Eaglebeakis 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 grandmother’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 and alchemical materials 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.

 

Use the price lists in Kaiser's Bazaar - Spices and Magic Supplement (Ravensbourne Alley) for costs.

 

521. Cooper

522. Saddlery

526. Patrol Station

527. Zengran's Emporium - a small, dusty shop that sells curios, toys, puppets, puzzles and figurines. The sign out front reads "Zengran's Emporium - Puzzles, Games and Diversions and other Entertainments". It has one curved front display window with GLASS in the front; highly unusual for this part of town. The display window has a dropcloth back that prevents anyone from seeing into the shop. The window display is an intricate showcase of small dolls and toys.

 

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.

542. Apothecary Kalom - see Kaiser's Bazaar - Spices and Magic supplement for this shop's products and effects. (all prices must be converted to sp). Kalom is not a native to Greenvale, but he has been here for more than 10 years, and has built a sizeable reputation. He has two assistants who help prepare his cures, and who greet new arrivals and take their names and conditions down. They can also give some general price guidelines. They are Anisa, a young half-elf female and Go-lup, a Grippli. Go-lup spends most of his time preparing medications, while Anisa welcomes patients. Kalom does all the actual gathering of products, and of administering cures.

 

544. Tattoo Parlor: Dag's Place- Dag is a retired sailor, who has three tattoo artists working with him. They can do most any common image, color images, and some magical tattoos. Dag is a 7th level caster, with the feat Create Magic Tattoo, and has a skill of 12 in Artist: Tattoo. Dag doesn't really care who he tattoos, but he does pretend to vet his patrons to be sure they're not criminals. A small bribe may be necessary if a patron has a reputation for criminal behavior.

 

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

Inn/Tavern/Trading Post - A large and popular inn/tavern/trading post that sits on stilts out over the water. The inn is a favorite among reputable and not-so-reputable trading circles. 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.

 

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.

 

The inn is also commonly used as a message drop by both local sailors and by the thieves and rogues of the town and the sea. Eudelme is reputed to have a close personal connection to the pirates of Mound (despite the fact that there are no longer supposed to BE pirates in Mound, as Greenvale's navy drove them out several years ago, before the War). Sleeper has gained his nickname from his habit of dozing off at the bar, although many have also noted that he will waken, alert and observant, at the first sound of a raised voice or angry tone.

 

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 Sithlar, 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)

 

Permanently Established booths:

Barber-Surgeon Oldisack (see Kaiser's Bazaar - Spices and Magic supplement for details). White and red-striped pole outside booth denotes business. Bloodletting costs 50 sp.


 

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 - The Red Mages are a group of wizards and sorcerers known for their evocation and transmutation magics.

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 Thieves guild and also with local entertainers. It trains people in performance skills, jumping, escape bonds and other “non-criminal” thief skills. This school is run by Master Peador, a skilled acrobat and dancer.

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. Boarding 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. Her name is Aelfwere, and she is a very simple, humble woman, but definitely of the human-first camp. She always asks for aid, specifically aid for human children in the city of Marig if she can. 

 

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 is named High Priest Caenna of Marig, 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). Note that the worship of Kehret here in Greenvale has less of the all-male leadership flavor that is found in Tallowsland's version of this God, but he is still a distinctly male-preferred God, while Elanora's following and priesthood are largely female. Centarius' worshippers tend to be much more evenly divided.

 

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 Sleeper is a co-owner. Amsuka runs a much quieter and more sophisticated Inn and Tavern than Sleeper'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  Sihtric

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. Kehret's worshippers are predominately, but not completely, male.

 

785. Agrarian Guild Hall - the local headquarters for farmers. Also boasts grain stores, a sort of "futures" market, where farmers can trade on the crops that they are raising, a hiring hall, an extensive record of landholdings, crop production methods, and other resources.

 

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.  Resources are abundant, although dues are expensive. (10 silver pennies each month for full membership, although a lesser membership for those who do not own a boat or ship is available for 2 sp per month). 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. Reduced docking fees, first rights to certain loading docks, and other services are also available because of their relationship to the Dockmaster, and the amount of trade the Brotherhood brings to Greenvale.  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. Scurodor 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 kinds of 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 Scurodor”. The current Yard Master is Stilman Scurodor. Stilman's cousin, Wybert Scorodor, 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 arms (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. A Family Home of Lord Alharvon, Vice-admiral of the Navy and Count of Seawall County (Count Alharvon was arrested almost two years ago, shortly after the end of the Dragonwar, and accused of treason; reputedly he was either creating an army of pirates with the intention of seizing the throne of Greenvale, or building a smuggling and pirating network using his knowledge of naval movements).

 

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. Hanging Anchor    Telbot Davidson, owner 

A fine quality tavern which gains its name from the oversize anchor that hangs in the common room - it is about twice the size of a typical anchor. Telbot claims it came from the Floating Island, but since it has been there since quite a while before adventurers reclaimed the Island from its monstrous residents, few believe the tale. Other than the anchor and the good quality food and drink, the Hanging Anchor is an unremarkable place, patronized mostly by local farmers and small merchants, and a smattering of the Count's knights.

 

151. Khutaba's Stage: a small theatrical house, wherein Sir Maccus' Men put on most of their performances. Sir Maccus is a landed knight of Count Alharvon, but who has escaped ruin during Alharvon's fall by switching his loyalty to Sir Math. The players often perform plays that bolster the reputation of Sir Math, and honor Prince Starbow.

 

191.  Rand's    Smithy and Armor/Weapons Shop - Rand is a high quality weaponsmith who also makes chainmail, scale armor, and studded leather armor. He's also fond of stories of combat and violence - he was a mercenary soldier in Miran for a number of years and can tell many tales of hunting Szathair, putting down slave rebellions, and other such work.

 

222. Fromar's Goods  

Trading Post and General Store -Fromar has been in Less Marig for more than twenty years, and is a well-respected institution. He specializes in customer service- treating each customer as a loyal friend. He delivers all over town, and has a half-dozen young people in his employ who run his deliveries. Working for Fromar is considered to be a good initiation into the Mercantile trade for anyone who doesn't already have a family involved in the trade. Fromar is a Master of the Mercantyler's Guild here in Marig.

 

227.

 

258/259.  

 

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. There are 6 priests in the temple, ranging from 3rd to 10th level, and a large number of acolytes. The High Priest is Galmund of Elfort, and he is extremely suspicious of any demands made on him and his folk. 

 

 

306. Boat Repair - quality superb, price high

Liddman is a retired sailor, who can repair any small boat from a dory to an 8-man sailboat. He's got a fine reputation as one of the best workers in Marig, and therefore his time is hard to get; frequently he has a six-months backlog. It is said that many of his boats have an uncanny ability to find their way back to port in fog or inclement weather.

 

357-367 Spice Merchants.

     See Kaiser's Bazaar - Spices and Magic supplement for descriptions of these locations.

357. Raddarash Spice Sellers - (yellow pavilion converts to yellow awnings on front of bldg).

358. Saad Al Attat - their exotic spices come from as far away as the Southern Isles and Mistland.

359. Kimmel's Dry Storehouse - not a business, a warehouse with security.

360. Graducora Spice Pavilion - (again, pavilion converts to building with open front and awnings).

361. Private Residence - this small, rather shabby building is owned by Irmin Rowledge, a perfumer who uses the spices sold in the market to create the bases for his perfumes, incenses and lotions, which are then sold in the Little Market or to one of the perfume shops in Marig proper (ie location 430). Irmin's wife Rowena is known by her neighbors to be a bit lack-witted. They have lived here for about 3 years, and have no children. Irmin is a secretive man who seems to dislike strangers, and discourages his wife from making friends. Their perfumes are sold by a hired assistant named Herman. All three live in the apartments over their workshop. 

362. Weshing and Deltroy Spice Traders - not a shop, commission trade.

363. Three-Brother Fine Oils - tiny shop and residence.

365. Arr Street Spices - small local sellers share storefront.

366. Kasha Sofia Perfume -

367. Old-Oak Spices and Herbs. Open front, many tables; 2-story - has GLASS windows upstairs for greenhouse-like effect.


 

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

     The Little Market has become something of a specialty market for Marig and Less Marig. Many of the store-fronts facing the market are home to businesses that were once merely booths or stalls, or carry more specialty-goods.

 


 

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.

 

 

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