
Lesser Market(aka The Cap, Upper Market District, The High Warrens)
Map Key
1. Watchwarren. Staged between 2 portcullises, this warren houses 50 kobolds, part of the upper defenses of the city. Included in their number are Utesk – Captain of the Watchwarren Guard (f kobold, LE, Fi5), Uzekt, Lieutenant, Spellguard of the Watchwarren (m kobold, LN So7), 1x Fi4, 3x Fi3, 4sxFi2, 20xFi1, and 10x Ro1. This Watch serves as a backup muster to the Long Patrol, though only about ten have access to personal dire weasel mounts. Besides the warriors, there are 10 additional servants, clerks and trainees. Unlike Middleton, the Watchwarren guards provide city watch services as well as guarding the entrance.
2. High Dungeon. This is where the majority of prisoners of the city are stored, as opposed to lawbreaking kobolds and slaves. Unlike the rest of the dungeons in the city, some of the chambers here are large enough to accommodate L sized creatures, and aren’t totally cramped for M sized creatures, and several common cells exist to throw numbers of similar beings into at once.
3. Black Cap Tavern. The Black Cap Tavern is the largest and usually busiest bar in the city, open 24 hours to host those with curfew passage rights, including the Long Patrol and the city Guard. Its entrance is carved in giant mushroom motif, and many of the chairs and stone tables are likewise carved to resemble mushrooms.
4. Whitestone Market. The market's floor is set with polished pink and white marble tiles, while the ceiling is full of stalactites, cave moths and constellations of glow worms. Whitestone Market is the largest single cavern in the Lesser Market District, but tends to sell mostly mundane goods and services – weapons, furniture, clothing, foodstuffs, alcohol, curative drugs and charms, and raw materials for craftsfolk and construction services. The natural lighting of the cave isn’t augmented in any way by the district, though individual merchants are quick to use torches, magic, glimmerstone or glowstone devices to show off the quality or color of their wares.
5. Tail Road. This tunnel curls around and crosses back on itself before descending at an angle that requires stairs to traverse easily, with a central slope cut out for drainage between two sets of steps. Tail road is the longest housing tunnel in the Upper Market district, with many small, relatively primitive family caves carved into the walls. Here, a few kobolds (10% of the district population) still follow more bloodline style family practices of laying their eggs in secret and raising their own young instead of communally. The Allwatcher seems to know of this and allows it, as its not specifically forbidden, but it is considered a ‘perversion’ by the majority of the rest of the kobolds of the city.
6. Skulk Lane and Skulk Market. This short tunnel houses a few seedy porches to small dwellings. Though kept unlit at all hours, its considered one of the safer avenues in the city – at least for the locals. Visitors have a tendency to disappear unless they have business in the large cave the lane opens onto. Skulk Market is the city’s only 24/7 market, with wooden stalls set up in a shanty town style labyrinth. Glimmerstone lights the floor here and there, marking out the various paths, through the market. Here, one can find alchemical supplies and apothecaries that will sell poisons and even some actual magic potions, blessed by the city's more underground deities.
7. Warehouse Lane. Where the woodsmen and foragers store their various supplies gathered from surface trips. While few residences are here, there are several small caves where hired guards, usually no more than four, sometimes as few as one, are stationed to protect the warehouses and keep track of who comes and goes. At the end of the lane is a large family warren run by Sukazz of Duskfang (m kobold, LE Ro7) who serves as the District’s Governor, though he leaves the majority of the day to day adjudicating to Utesk of the Watchwarren Guard.
8. Beckonflow. This stream feeds the communal bathing cave in #9, and cuts through various other caves and passages before becoming part of a waterfall pouring out of a culvert beneath the Serpent’s Road. Where it flows across major caves, small brick bridges cross it. Occasionally trout can be seen swimming in it, but for the most part, the water’s clear snow meltoff. During the summer, the water dies down to a minimal trickle, just enough to keep the city watered.
9. Lizardrock Cave. This cave is dominated by a large pool warmed by magic heat rocks in the center of the pool and is used for communal swimming, bathing, and lounging on large heat-rocks where the weary can relax their muscles and prepare for the next day. Several brown trout and golden carp live here permanently, nibbling at swimmer’s toes. While people may keep what they catch, spear and fishing pole fishing aren’t permitted, unless there’s a food shortage.
10. Spider Lane. Upscale residences, as well as the location of The Nesting Web, a tavern tailored for M sized patrons, and generally where drow or duergar ‘guests’ are housed when visiting the city, and not guests of any specific clan or faction of Kreviatizhekh. Some wealthier kobolds do come to the tavern for upscale food and drink. The proprietor is Erazzil (f kobold, CE, So5/Ro2/Cl2 Lolth), who owns and dominates a small number of attractive slaves of kobold, elven, goblin and (grey) dwarven heritage for extremely well paying customers to ‘use’, though this is a fairly well kept secret, except among regular, trusted customers. Kobold regulars usually know only of the kobold pleasure slaves, not the others, which are usually reserved for drow guests.
11. The High Way Path. This is a secret path known by the Watchwarren Guards and Long Patrol members for alternate access to the surface. The path is just big enough to allow a single file kobold, or his or her dire weasel mount, with a tight squeeze, though a series of switchback tunnels, to emerge roughly half a mile above and north the opening of the Central Chimney of Kreviatizhekh, into a wide pool filled grotto behind a waterfall.
12. Sawmill and Smithy. This cave and its adjoining rooms function as a communal saw mill and blacksmith for official city use. Several of the merchants of Kreviatizhekh have special permission to use the facilities when threat of attack from beyond the city is low, but are given a small usage tax for the privilege. Smoke from the forges and steam from the machinery is carefully channeled through to exits near the base of a cataract, where it can be absorbed, dampened by the mists of a waterfall. During the dead of winter, mill activity is minimal, but the forges continue to pump heat into the land above, helping melt some of the water needed for the city, though the smoke and steam does risk the city’s detection on clear winter days, so the forges are allowed to function during curfew, and not during the relatively short daylight hours.
Map Key
1. Watchwarren. Staged between 2 portcullises, this warren houses 50 kobolds, part of the upper defenses of the city. Included in their number are Utesk – Captain of the Watchwarren Guard (f kobold, LE, Fi5), Uzekt, Lieutenant, Spellguard of the Watchwarren (m kobold, LN So7), 1x Fi4, 3x Fi3, 4sxFi2, 20xFi1, and 10x Ro1. This Watch serves as a backup muster to the Long Patrol, though only about ten have access to personal dire weasel mounts. Besides the warriors, there are 10 additional servants, clerks and trainees. Unlike Middleton, the Watchwarren guards provide city watch services as well as guarding the entrance.
2. High Dungeon. This is where the majority of prisoners of the city are stored, as opposed to lawbreaking kobolds and slaves. Unlike the rest of the dungeons in the city, some of the chambers here are large enough to accommodate L sized creatures, and aren’t totally cramped for M sized creatures, and several common cells exist to throw numbers of similar beings into at once.
3. Black Cap Tavern. The Black Cap Tavern is the largest and usually busiest bar in the city, open 24 hours to host those with curfew passage rights, including the Long Patrol and the city Guard. Its entrance is carved in giant mushroom motif, and many of the chairs and stone tables are likewise carved to resemble mushrooms.
4. Whitestone Market. The market's floor is set with polished pink and white marble tiles, while the ceiling is full of stalactites, cave moths and constellations of glow worms. Whitestone Market is the largest single cavern in the Lesser Market District, but tends to sell mostly mundane goods and services – weapons, furniture, clothing, foodstuffs, alcohol, curative drugs and charms, and raw materials for craftsfolk and construction services. The natural lighting of the cave isn’t augmented in any way by the district, though individual merchants are quick to use torches, magic, glimmerstone or glowstone devices to show off the quality or color of their wares.
5. Tail Road. This tunnel curls around and crosses back on itself before descending at an angle that requires stairs to traverse easily, with a central slope cut out for drainage between two sets of steps. Tail road is the longest housing tunnel in the Upper Market district, with many small, relatively primitive family caves carved into the walls. Here, a few kobolds (10% of the district population) still follow more bloodline style family practices of laying their eggs in secret and raising their own young instead of communally. The Allwatcher seems to know of this and allows it, as its not specifically forbidden, but it is considered a ‘perversion’ by the majority of the rest of the kobolds of the city.
6. Skulk Lane and Skulk Market. This short tunnel houses a few seedy porches to small dwellings. Though kept unlit at all hours, its considered one of the safer avenues in the city – at least for the locals. Visitors have a tendency to disappear unless they have business in the large cave the lane opens onto. Skulk Market is the city’s only 24/7 market, with wooden stalls set up in a shanty town style labyrinth. Glimmerstone lights the floor here and there, marking out the various paths, through the market. Here, one can find alchemical supplies and apothecaries that will sell poisons and even some actual magic potions, blessed by the city's more underground deities.
7. Warehouse Lane. Where the woodsmen and foragers store their various supplies gathered from surface trips. While few residences are here, there are several small caves where hired guards, usually no more than four, sometimes as few as one, are stationed to protect the warehouses and keep track of who comes and goes. At the end of the lane is a large family warren run by Sukazz of Duskfang (m kobold, LE Ro7) who serves as the District’s Governor, though he leaves the majority of the day to day adjudicating to Utesk of the Watchwarren Guard.
8. Beckonflow. This stream feeds the communal bathing cave in #9, and cuts through various other caves and passages before becoming part of a waterfall pouring out of a culvert beneath the Serpent’s Road. Where it flows across major caves, small brick bridges cross it. Occasionally trout can be seen swimming in it, but for the most part, the water’s clear snow meltoff. During the summer, the water dies down to a minimal trickle, just enough to keep the city watered.
9. Lizardrock Cave. This cave is dominated by a large pool warmed by magic heat rocks in the center of the pool and is used for communal swimming, bathing, and lounging on large heat-rocks where the weary can relax their muscles and prepare for the next day. Several brown trout and golden carp live here permanently, nibbling at swimmer’s toes. While people may keep what they catch, spear and fishing pole fishing aren’t permitted, unless there’s a food shortage.
10. Spider Lane. Upscale residences, as well as the location of The Nesting Web, a tavern tailored for M sized patrons, and generally where drow or duergar ‘guests’ are housed when visiting the city, and not guests of any specific clan or faction of Kreviatizhekh. Some wealthier kobolds do come to the tavern for upscale food and drink. The proprietor is Erazzil (f kobold, CE, So5/Ro2/Cl2 Lolth), who owns and dominates a small number of attractive slaves of kobold, elven, goblin and (grey) dwarven heritage for extremely well paying customers to ‘use’, though this is a fairly well kept secret, except among regular, trusted customers. Kobold regulars usually know only of the kobold pleasure slaves, not the others, which are usually reserved for drow guests.
11. The High Way Path. This is a secret path known by the Watchwarren Guards and Long Patrol members for alternate access to the surface. The path is just big enough to allow a single file kobold, or his or her dire weasel mount, with a tight squeeze, though a series of switchback tunnels, to emerge roughly half a mile above and north the opening of the Central Chimney of Kreviatizhekh, into a wide pool filled grotto behind a waterfall.
12. Sawmill and Smithy. This cave and its adjoining rooms function as a communal saw mill and blacksmith for official city use. Several of the merchants of Kreviatizhekh have special permission to use the facilities when threat of attack from beyond the city is low, but are given a small usage tax for the privilege. Smoke from the forges and steam from the machinery is carefully channeled through to exits near the base of a cataract, where it can be absorbed, dampened by the mists of a waterfall. During the dead of winter, mill activity is minimal, but the forges continue to pump heat into the land above, helping melt some of the water needed for the city, though the smoke and steam does risk the city’s detection on clear winter days, so the forges are allowed to function during curfew, and not during the relatively short daylight hours.
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