(population: 63,000) Redmark is the capital of the Freehold of Norwald, and the largest independent city on Corwyn.
Redmark is located in the Barrens, on the eastern banks of the Granite River, and the city is the largest and most famous settlement in that region.
Redmark has long had a sordid reputation as a seedy hive of mercenaries, unscrupulous merchants, and adventurers of every sort.
Towering over the city is the famous Castle Redmark; home of Viscount Argus Theed; the appointed Lord-Governor of Redmark. This gigantic fortress is even older than the city itself, and is widely rumored to be filled with magical treasures.
Local History
Redmark was named for red flecks of Hematite on the stone foundations of Castle Redmark.
When the castle was originally built, it overlooked nothing more than a minor trading outpost on the Granite River, known mostly for trade of goods via river barges.
Over time, as the town grew, it developed strong textile and mining industries.
As it grew into a major city, Redmark came to be ruled by a series of warlords, who took for themselves the title of "Margrave." The first of these warlords was Hrothgar Kilborne; founder of the ancient House of Kilborne.
The Margrave rule was hereditary and lasted for many long years. Under the Margraves, the region eventually became known as the "Redmark Stronghold," and was an independent city-state for several centuries.
Following the Wars of Destiny, Redmark came under the domination of the Kingdom of Erindar and remained under the thumb of the Kings who sat the Ivory Throne in Rilsavar.
After the Cataclysm, at the end of the Fifth Age, Erindar's influence over the city began to wane as the Kingdom was drawn into civil wars and political infighting, which caused their hold on Redmark and other distant provinces to become increasingly tenuous.
Redmark's chance for full independence finally came in 423/6, with the conclusion the Halberon Uprising. With its mother kingdom of Erindar engaged in a brutal civil war, the people of Redmark saw their own opportunity.
At that time, the city was ruled by a series of Margraves from the noble House of Brevoy. These rulers were corrupt tyrants, placed in power by the equally corrupt Orsini Dynasty.
Making matters worse, the ruler of Redmark when the war began was Angus Brevoy, a particularly despised man.
Rise to prominence, decline and recovery
Around that same time, a mysterious wizard named Arcelor emerged from the across the Iron Sea and led the uprising against Angus Brevoy.
Soon after the rebellion ended and the Redmark declared itself independent, the wizard was appointed governor of the new city-state.
Redmark subsequently rose in fame and prominence under the leadership of Arcelor. As Overlord, he instituted legal reforms, developed a new currency, fortified the walls, founded the city's famous Krakenmoor Academy, the equally famous Redmark College, and embarked on a major city-wide building program. Most notably, he directed the expansion of Castle Redmark.
Although Arcelor became increasingly erratic over time, his rule is generally considered to be the most effective in the Free City's history and brought widespread prosperity to the region.
Unfortunately, the "Mad-Wizard" suddenly disappeared in the early Fourth Age, leaving no clues regarding his whereabouts, and no heir to inherit rule over the city. Arcelor's last activity was to appoint Janus Norwald as the first Viscount of Redmark.
After he assumed ruler ship over the city, Janus officially proclaimed Redmark a "Freehold," the title of Margrave was permanently abolished, and the City became fully independent; with a new title of "Viscount" given to its appointed political leaders.
Eventually, the city lost its claims over the surrounding regions of the Vast. This loss of territory sent the Free City into economic decline, a situation that persisted for several decades.
Fortunately, the discovery of rich gold and iron deposits in several local mines set off an economic boom, and Redmark's financial fortunes recovered substantially in the last three centuries of the Sixth Age.
Magical Independence
The City of Redmark is unique in one particularly important way. The Free City allows the unlimited use of magic within its walls and its laws specifically forbid the Veiled Society from controlling the arcane arts as that order does in much of the continent of Corwyn.
Here ALL wizards are free to learn and practice magic without constraint. This is a legacy handed down from the ancient Circle of Eight; who repudiated the infamous Edict of Marquand soon after Redmark became a free city.
The Free City
From the darkest alleys and most fetid cellars of the Old City, along the alabaster spires of temples and the Krakenmoor Academy, lining the great length of the "Promenade," and on to the regal grandeur of the Noble District and the looming towers of the Grand Citadel of Castle Redmark beyond, the Free City beckons.
Redmark, grandest jewel of the Vast, offers adventures that stagger the imagination, treasures beyond anyone's wildest dreams, and of course, dangers aplenty.
The city and its lands lie in the heart of the region known as the Vast. The grassy mounds of the mysterious Cairn Hills loom to the north of the city, some within sight of the high stone walls.
The placid expanse of the great Granite River meanders past Redmark's bustling docks, giving the city its primary claim to strategic significance, for it lies along that waterway between the great Axehead Mountains to the north and the cities of Marigold and Chelstad to the south.
The City of Redmark and its domain are ruled by a appointed Viscount, supported by a representative legislative body known as the "Grand Council." For the last twenty years, Argus Theed has ruled both city and the Freehold, and by all accounts, has done so extremely competently.
The various guilds of Redmark are all designed to protect and further the social and economic interests of their membership.
While not all of the Free City's Guilds have been granted or have been able to maintain a monopoly on the services and crafts they provide, they can nevertheless present a united front to any form of competition and have a recognized degree of political influence with the Directing Oligarchy.
On the first day of every month, the Grand Council of Redmark meets in the great Hall of Redmark's Grand Citadel.
All the city's Guild-masters and members of the Merchants Council are required to attend (and must send deputies should they be unable to do so).
This meeting is used to discuss petitions and legislation before the Viscount that may affect the trade or business of one or more of the Free City's guilds, and allegedly serves the purpose of granting those city guilds not directly represented a voice in the city's government.
The City is protected by high stone walls, and there are seven entry gates:
- Highway Gate; the city main gate, is located on the southern edge of the city
- Wharfgate, Marsh Gate, and Cargo Gate, are located (from N to S) along the west side of the city, and handle the river traffic
- Druid's Gate is located on the east side of the city, near a stone-circle druidic monument
- Garden Gate is located on the east side and leads to much of the city's surrounding farmland and agricultural plots.
- Iron Gate and Duke's Gate are located inside the city, along the Promenade; the main thoroughfare that divides Redmark roughly in half.
Law & Order
To keep order, the Free City has a large force of militia at its disposal, called the City Watch. The Watch numbers 350 officers and men, divided into three shifts. There are ten watch stations; one located in each city district.
In addition to the watch, a force of over 1,500 heavily armed soldiers are garrisoned at Castle Redmark; under the personal control of the Viscount. The primary differences between the Freehold Army and City Watch are equipment and training.
The City Watch is armed with studded leather armor, short swords, and truncheons, while the army soldiers have heavy plate and chain mail, long swords, and pole-arms.
City Guilds
The City of Redmark has many trades, some are highly educated, others based on craftsmanship. Every major trade or profession must be licensed within the city to practice their chosen vocation, and each has their own Guildhall.
The largest guild-halls found in Redmark are: Alchemists, Apothecary, Architects, Armorers, Artisans, Bards, Carpenters, Cartographers, Cartwrights, Dyers, Gemcutters, Merchants, Performers, Sages, Scriveners, Shipwrights, Smiths, Stonemasons, Tailors, and Tanners.
City Districts
The City of Redmark is divided into ten districts:
Artisans' District
This small District of Redmark is one of the most peaceful, lacking the wild taverns and crowds of most other districts. The Artisans' District is home to hardworking people and their families. Its major features are the guildhalls for many of those craftsmen and women.
Sure, the Artisans' District has its share of taverns, but these are quiet, neighborhood places. Most of the customers recognize each other and the proprietor who is usually the owner.
Strangers are treated cordially, but any unruliness arouses the resentment of the entire establishment. The City Watch, while not a great presence here, is not neglectful. The houses here are small.
At first glance one might think they are crowded uncomfortably close together. Upon closer examination, the buildings all seem to fit snugly together, while leaving a surprising amount of space between them.
With its convenient location next to the Low Marketplace, the residents of this District rarely have to go elsewhere in the city for their needs. More than any other district, the Artisans' District seems a self-sufficient community all unto itself.
The hallmarks of each tradesmen can be seen on the front of the house: an ornately carved balcony and railing for the woodcarver, a wide, sweeping stairway for the carpenter, an imposing façade of granite for the stonemason, and so on. Weavers, painters, metal-smiths, and the like use an example of their craft to decorate the front of the house with a tapestry, unusual color scheme, or metal rack of tools, for example.
While some of these artisans work for employers and travel to a different location for their job, the majority work in shops within their homes. Consequently, a great number of different businesses can be found in the tiny Artisans' District.
Notable District locations: Temple of Shua, Temple of Aleyssia, The Clay Dragon Inn, The White Deer Inn, the Nite Owl (tavern), the Green Frog (tavern)
Clerical District
The city district that houses Redmark's famous Krakenmoor Academy, Redmark College, and several other schools and academies is referred to as the "Clerical District."
The term is a reference to the students, tutors, scribes, and clerks who live here in great numbers; and the large, airy buildings that typically house the schools. Though it is not apparent from outside the District, the Clerical District is an area of plants, grassy yards, and small parks. It is second only to the Garden District in the number and variety of its greenery.
The City Watch does not neglect the Clerical District. Generally a patrol arrives within a few moments of a summons. Ruffians tend to avoid the Clerical District, to no one's disappointment. An interesting feature of the District is the outside seating, or veranda, available at most of the small taverns and eateries.
It may be squeezed precariously between the building and the street, barely wide enough for a single row of tables, but this outdoor dining area is required of any successful eating establishment in the Academy District. In fact, the major attractions of this district to the citizenry of the city are these street-side tables.
On most days with nice weather, the streets of the Clerical District swell with folk from all over the city, coming to enjoy their meal in the fresh air. The Millstream winds its way through the Clerical District, and much of its bank has been preserved as a grassy parkway. Students often come here to study or relax.
The Clerical District is not a thriving business district—most of the buildings not used for schools are the residences of students and instructors.
Notable District locations: Temple of Atanavar, Temple of Nerydia, Millstream Bridge, Krakenmoor Academy, Redmark College, Redmark Library, the Arena, Black Dragon Inn, the Maimed Dwarf (tavern), the Old Crone (Tavern)
Noble District
A grand array of buildings and personages await the fortunate traveler who decides to stroll down the famed Promenade, with marvels of architecture, splendid grace and beauty, possessing impressive style.
The grand edifices of the Free City's High District are, in general, mansions that would be fit for the ruler of most political entities. In Redmark, however, such homes are the just rewards for successful merchants, important ambassadors, the city's own Directors, and others of wealth and station.
Various mansions sprawl over large estates; an equivalent amount of property might hold the homes of 1,000 souls in the cramped confines of the Old City. Stores and shops are not found in the Noble District, the residents can usually find everything they need at the city's High Marketplace.
The only businesses in the District are those gambling houses, taverns, and clubs that cater to a wealthy clientele. The Noble District is the best illuminated of the city's Districts after dark, for each mansion maintains a lamp on the road before it, and the city maintains other lamps at frequent intervals along each thoroughfare.
In addition, the guard patrols of the city watch are diligent and common in the High District. A standard patrol will arrive within 1d6 round following any loud cry of alarm in the Noble District. Also, many private mercenaries are employed throughout the High District, sometimes to watch a single mansion, and other times to patrol a region of several estates.
When these mercenaries make such roving patrols, they go in groups of five, accompanied by two great hounds (war dogs). The roads of the Noble District bustle with crowds only on the occasions of parades and festivals. The district receives a lot of traffic every single day, attracted by the grand array of booths and stalls in the High Marketplace.
Otherwise, the District is quiet, with only a few people moving about at any one time. These travelers are nobles in carriages, on horseback, and afoot, their servants (with or without their masters), craftsmen hired to work in the High District on their way to and from the job, and many others.
Travel is allowed to and from the Noble District with no restrictions, but a visitor to the district who appears to be up to no good (loitering about, acting furtive, associating with known criminals, etc.) is quickly accosted by the City Watch. If the visitor can produce no good reason why he is in the Noble District, he is escorted to the Garden Gate with orders not to return without a valid purpose.
Notable District locations: Temple of Ator, Iron Dragon Inn, the Pale Mare Inn, Elyria Embassy, Erindar Embassy, Alveron Embassy, Ammarind Embassy, Orrek Embassy, Derianor Embassy, the Patrician (private club/brothel)
Garden District
The Garden District marks a great arc about the city's Noble District, In truth, an untutored observer could not tell where one district ends and the other begins. But the boundaries are clearly defined in the collective social consciousness of the city's elite.
If the estates in the Garden District tend to be a little smaller than their uphill neighbors, if their statuary is less exquisite and the architecture more plain, these deficiencies are more than made up for by the brilliant profusion of blossoms grown here.
The sweeping expanses of manicured beauty have given the District its name and its character. On a pleasant spring day the fragrance of lilac is carried by each passing breeze, while in summer a stroller can sample the dewy aroma of the lilies, and so on.
The patrols of the city watch are as diligent and common here as in the Noble District, though there are fewer hired security agents in the Garden District. There are few shops in the Garden District, save for the region of the High Marketplace. Several fine inns and clubs offer fine cuisine and often gambling to wealthy patrons.
Notable District locations: Temple of Karmalok, Wise Wizard Inn, Silver Dragon Inn, the Jester (tavern), Lady Luck (tavern)
Foreigner's District
This is the most crowded District of the city, not just because it is the residential district assigned to all those who have not inherited or adopted Redmark citizenry, but because it is a nice place to live.
It offers a variety of eateries and taverns, as well as tiny shops of many unique types. It has long been city policy that visitors who take up residence in Redmark should not be allowed to inhabit certain areas, particularly places adjacent to the city wall.
Thus, all foreigners who actually rent a residence (as opposed to taking a room in an inn, even for many weeks) must find such a residence in this District.
Of course, foreign nobles and official guests of the city are exempt from the restriction. Foreigners are usually not permitted to purchase property in the Free City.
After seven consecutive years of residence (at least six months each year) in the city, a foreigner can apply for citizenship. Provided he has two citizens to vouch for him, and no record of troubles with the watch or any influential guilds, citizenship is granted.
Certain of the Foreign District's shops and inns retain a distinctive character reflecting their owners' origins. But for the most part, this district has blended very well into the rest of the Free City's character.
The City Watch is here, but not in any considerable numbers, except at night, when they put regular patrols through this and the neighboring River District. In many ways it is representative of the city in miniature, with its diversity of shops, its theater (the Pit), and its mix of people from all places and all levels on the social scale.
Indeed, the Foreign District even has its own nobility, in the form of The Duke. Every type of business can be found in this District. Problem is though if you asked someone where to find what you are looking for, half the time the directions are wrong.
Notable District locations: Temple of Berevrom, the Pit (theater), Steelfist Mercenary Guildhall, the Silver Ravens Guildhall, Blue Dragon Inn, the Copper Crown Inn, the Red Serpent (tavern), the Merry Fool (tavern), Able-Carter Coach-House
Old City District
This maze of alleys, shacks, boarding houses, and everything else is the true soul of Redmark. Herein lie the city's roots, and herein also live its most volatile citizens. The Old City, separated by the Black Wall from the New City, has taken on a life all its own. The Old City is actually two districts, known as the Slums and the Thieves' Quarter. The two are divded by the Promenade; the largest street in Redmark. If the New City should suddenly disappear from the earth, the Old City would function much as before. The same cannot be said for the reverse. The Old City sees more of the City Watch than do its neighboring districts. Crime and misery are commonplace here, but so are gallantry and decency. Thieves' Guilds control the bulk of the business ventures and other activities, but nowhere else is the proverb "honor among thieves" more in evidence. The City Watch maintain two regular stations here, and many families devote a proportion of the precious incomes for the additional protection provided by various private mercenary outfits. The City Watch in the Old city take their duties very seriously indeed; their fee is always money well spent. The City Watch patrols are scarce here, but will usually respond quickly, but only when the alarm is raised by one of the locals. The balance of power in the Old City centers on the Thieves' Guilds, which control the major sources of income here, except for the Public Bath, which is owned by the city. The Beggars' Union is a force to be reckoned with in the Slum District, however, and the Merchants and Traders are also well represented in the Old City. The patrols of the City Watch move unchallenged here during the daytime, but at night two patrols always march together. Even then they remain on the lighted thoroughfares of the Processional, Caravan Street, and other major avenues. The border between the Old City and the Slums is ill-defined.
Notable District locations: Temple of Etahr, the Brass Dragon Inn, the Painted Lady Inn, the Notched Blade (tavern), the Grinning Gargoyle (tavern), Lefty's (tavern), Red Mary's (brothel), the Vixen (tavern/brothel)
River District
This most riotous district is centered around the great curving avenue known as the Strip. With its taverns, brothels, gambling dens, and worse, the Strip at night is a cacophony of noises, a shadowy land of flickering torches and blazing lamps. And always, day and night, it teems with drunks and toughs, river-men and city-folk. At any given moment, there are many who fight at any implied slight, and there are never enough patrols of the City Watch to keep the peace. Mercenary guards are common during the hours of daylight, especially near the Cargo Gate. Naturally, adventurers love it here. Lodgings are cheap, and news from the world beyond is plentiful. There are numerous merchants and innkeepers willing to relieve a traveler of his heavy load of treasure. Behind the Strip, the River District is a mixture of boarding houses, brothels, taverns, and warehouses. While much cargo brought up the river is stored on the wharf, many small warehouses are offered for rental here as well. Cargo moves quickly in the lively economy of the Free City, so a load generally remains in a warehouse only for a week or two.
Notable District locations: Temple of Myrival, the Green Dragon Inn, the Crow's Nest Inn, The Rusty Anchor (tavern), the Bargeman (tavern), the Silver Garter (brothel)
OUTSIDE THE CITY WALLS
The City of Redmark actually has nearly one-quarter of its population living outside the tall grey-stone walls, in three distinct areas. These three small districts are: Barge End, Farbank, and Shantytown, and all three cater to commerce coming either by horse-cart or river-barge.
Barge End
A very rough part of town; this is essentially the wharf district, with dozens of river galleys, pleasure craft, and cargo barges docking daily. Because of the overflow from the Granite River, most of the streets here are muddy quagmires and the folk who reside here are usually filthy and miserable. Locals stay dry and clean only via narrow wooden plank-ways that crisscross the district.
Farbank
This collection of modest homes and small businesses cater mainly to the surrounding agricultural community and rural merchants that come from the west and north to trade with the city folk. Aptly named, the settlements are on the west side of the Granite River. There are many small ferries that move both people and goods across the Granite River.
Shantytown
This poor district, locate directly south of the Main Gates, is made up of mostly wooden warehouses, shacks and shanties, and is home to two gigantic caravan parks, which can hold up to 1,000 wagons. At all times of the day and night, this area is teeming with activity.
The Sewers
Almost a city in itself, the city sewers are a maze of underground passages, magically created to remove the city wastes. Over the centuries, the passages have become home to all manner of seedy characters. There are rumors of burial crypts, secret societies, and even demons to be found wandering through the underground network below the city streets. There are few public entrances, and many secret ones. Officially, it is strictly illegal for anyone to enter the sewers, but that hasn't stopped the criminal element of Redmark in the slightest.
MAP OF THE CITY
Artisan District:
1. The Clay Dragon (Inn) A1
2. Alchemists Guildhall A2
3. Temple of Isilahr A3
4. The White Deer (Inn) A4
5. Armorers Guildhall A5
6. Crosby’s General Store A6
7. Temple to Shua, & Gardens A7
8. Cartographers Guildhall A8
9. Druid’s Gate A9
10. Stone Circle A10
11. Scriveners Guildhall A11
12. the Night Owl (tavern) A12
13. The Tempest (Inn) A13
14. The Green Frog (tavern) A14
15. Weaponsmiths Guildhall A15
16. Artisans Market A16
17. The Sly Fox (tavern) A17
18. Cartographers Guildhall A18
19. The Gargoyle Theatre A19
20. Old Castle Redmark A20
21. The Ruby Maid (Inn/Tavern) A21
22. Mercenary Guildhall A22
23. Crofters Hall A23
24. Temple of Aleyssia A24
Clerical District:
1. The Broken Quill (Inn) C1
2. Temple of Ethenghar C2
3. College Headmaster’s Estate C3
4. The Blind Dwarf (Inn/Tavern) C4
5. The Black Dragon (Inn) C5
6. Stonemason Guildhall C6
7. Redmark Arena C7
8. The Inkpot (Tavern) C8
9. The Erudite Scholar (Inn) C9
10. Stables/Riding School C10
11. Redmark Grand Library C11
12. Duke’s Gate C12
13. City Watch Station C13
14. Redmark Bards School C14
15. Redmark College Campus C15
16. Krakenmoor Academy C16
17. Redmark College Campus C17
18. Student Dormitories C18
Foreign District:
1. The Blue Dragon (Inn) F1
2. Steelfist Mercenary Guildhall F2
3. The Broken Staff (tavern) F3
4. Gemcutters Guildhall F4
5. The Wise Fool (tavern) F5
6. Silver Ravens Guildhall F6
7. Able Carter Coach-House F7
8. The Hissing Serpent (tavern) F8
9. City Watch Station F9
10. The Drunken Savant (tavern) F10
11. Tarshek’s Provisions (shop) F11
12. The Burning Man (tavern) F12
13. The Mad Elf (tavern) F13
14. Marsh Gate F14
15. The Copper Crown (Inn) F15
16. Warehouses F16
17. Temple to Acerion F17
18. The Smiling Knave (Inn) F18
19. Elendari Estate F19
20. The Timid Giant (inn/tavern) F20
21. Cartwrights Guildhall F21
22. Maldin Estate F22
23. Nine Noble Swords (Shop) F23
24. Halfling quarter F24
Garden District:
1. Temple to Atanavar G1
2. The Wise Wizard (Inn) G2
3. The Jester (tavern) G3
4. Jelvian Estate G4
5. Wharf Gate G5
6. The Merry Maid (tavern) G6
7. Redmark Gardens G7
8. The Silver Dragon (Inn) G8
9. The Blue Goddess (inn/tavern) G9
10. Sable Brethren Monastery G10
11. The Purple Unicorn (Inn) G11
12. Temple to Praxis G12
13. Ammarind Embassy G13
14. Erindar Embassy G14
15. Serathyr Embassy G15
16. Iskandar Embassy G16
17. Marundi Embassy G17
18. Alveron Embassy G18
19. Orel Embassy G19
20. The Pit (theatre) G20
21. The Lady Luck (tavern) G21
22. Penrose Estate G22
23. The Vixen (tavern/brothel) G23
24. Del'Vario Estate G24
25. City Watch Station G25
Harbor District:
1. River Docks H1
2. Warehouse H2
3. The Smiling Rogue (Brothel) H3
4. Temple to Myrival H4
5. Customs House H5
6. The Fishery H6
7. Marsh Gate H7
8. Graysby’s Shipbuilding H8
9. Traders Guildhall H9
10. The Daffodil (Inn) H10
11. City Watch Station H11
Market District:
1. Caravan Park M1
2. The Wagon Wheel (inn/tavern) M2
3. Warehouses M3
4. Caravan Park M4
5. Farmer’s Market M5
6. Y'sanni Residence
7. South Gate (Highway Gate) M7
8. Tollet’s Dry Goods M8
9. The Outsider (Inn) M9
10. The Laughing Tiger (tavern) M10
11. Farmsteads M11
Noble District:
1. The Grand Citadel N1
2. The Pavilion N2
3. Temple to Nerydia N3
4. City Watch Station N4
5. Van’s Curio shop N5
6. Temple to Ethenghar N6
7. Garden Gate N7
8. Royal stables & Livery N8
9. Filador Estate N9
10. Temple to Velok N10
11. The Gilded Crown (Gambling Hall) N11
12. The Iron Dragon (Inn) N12
13. The Pale Mare (Private Club) N13
14. Temple to Berevrom N14
15. Beckworth Estate N15
16. Vhalantru Estate N16
17. Norshen Manor N17
18. Luxury Rental Townhouses N18
19. Redmark Observatory N19
River District:
1. Brass Helm Armory R1
2. The Night Raven (Inn) R2
3. The Grinning Ghost (tavern) R3
4. Gansworth Manor R4
5. Temple to Aleyssia R5
6. The Black Goat (tavern) R6
7. The Boars-Head (Inn) R7
8. The Patrician (gambling hall/brothel) R8
9. City Watch Station
10. The Green Dragon Inn R10
11. Lefty’s (inn/ tavern)
12. The River Rat (tavern) R12
Slums District:
1. The Brass Dragon (Inn) S1
2. Shemric’s Blades S2
3. The Cracked Tooth (tavern) S3
4. Colby’s Warehouse S4
5. Talworth Stables S5
6. Knight’s Delight (Brothel) S6
7. Tanner’s Guildhall S7
8. the Happy Heretic (tavern) S8
9. The Painted Lady (Inn) S9
10. City Watch Station S10
11. Stokeworth Manor S11
12. Galloping Ghost (tavern) S12
13. Temple to Ixion S13
14. Hansford House S14
15. Madame Griselda’s Boarding House S15
16. The Red Lantern (Brothel) S16
17. The Golden Key (tavern) S17
18. The Tall Man (Inn) S18
Thieves District:
1. The Phoenix Boarding House T1
2. The Blind Beggar (tavern) T2
3. Harlad Jewelry T3
4. the Red Lion (tavern/inn) T4
5. Skagen’s Pawnshop T5
6. The Silver Garter (Brothel) T6
7. Cobbler’s Square T7
8. Madame Serena’s Fortune-telling T8
9. The Broken Dagger (Inn) T9
10. Penrose Brewery T10
11. City Orphanage T11
12. The Jagged Edge (tavern) T12
13. Ellival Manor T13
14. Merchant’s Guildhall T14
15. The Exchange (Merchants' Trade Union) T15
16. Warehouses T16
17. The White Dragon (Inn) T17
18. Vesper’s Goods T18
19. Temple to Lehr T19
20. The Lady Luck (Gambling Hall) T20
21. Residence T21
22. Durskan the Locksmith T22
23. The Grinning Gargoyle (inn/tavern) T23
24. City Watch Station T24
25. Sour Grapes (tavern) T25
26. Iron Gate T26