Dimitri's Rest: Key Locations

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Dimitri’s Rest Key Locations

Dimitris’ Rest is divided into two districts by a bluff


that cut across the town. The area north of the bluff is
known locally as Hightown. This district was the first
area settled. Most of the well-to-do live here, and the businesses that cater to them are
located here as well. To the south of the bluff lies Lowtown,
which tends to be newer and poorer. In the event of
a serious threat, people retreat up to Hightown—the
bluff and the town walls completely ring this part of
Dimitri’s Rest and are well guarded, making it highly defensible. The map of the town
walls appear to show broken sections; these are merely areas of damage, which have been
repaired. While there are no gaps, the repaired sections are weaker than the rest of the
walls.

1. Raahmants’ tower
This old fortification was built on a small island in the Delimbyr to guard the city
from any waterborne attack from the north. It was originally built and occupied by
Haorik Raahmant, the Tiefling adventurer. It fell into poor repair since the inheriting
branch of Haorik Raahmants’ descendants have fallen on hard times, and the small
fortress now is little more than an stone shell that is drafty and damp. A great-niece lives
there now with her collection of cats, spirits, and her own madness. Caeliece the sallow is
her name; this sorcerer is desperate for a way to increase her fortunes, but she has failed
Amon Zul too often, and is suspected of betraying his secrets. She is unable to find
adventuring work as a result – no one in town trusts her. However, she has contacts and
black market acquaintances, and can be very useful in the right situations. Town children
often dare one another to travel out to the island – only the bravest ever do. Stories of
ghosts are common, as are a number of unexplained deaths over the years.

2. Upper Quays
Boats proceeding down the Delimbyr must stop here and
offload their cargo, which is then portaged through
the town to the Lower Quays and loaded onto boats
below the falls. Likewise, cargo heading in the other
direction is carried up to these quays and loaded
aboard boats bound upstream.
A surly dwarf pugilist named Barstomun Strongbeard
runs the porters’ guild, and he is rumored to take cut of
any wages paid to laborers carrying cargo up or down
around the falls. Barstomun and his thugs are rumored to be responsible for a number of
merchants avoiding Dimitri’s Rest altogether.
3. Five-Arch Bridge
Dwarf artisans from the citadel of Hammerfast built
a fine stone bridge over the Delimbyr two hundred years
ago. Although the bridge was destroyed when Dimitri’s’ Rest
felt the effects of the Spellplague, the great stone piers supporting it remained intact, so a
few years back the people of the town laid a new
timber trestle over the old stone footings, with a removable drawbridge in the middle.
The new bridge can be broken down, denying an enemy the use of it.
A small toll house guards the western side of the
bridge. Five Dimitri’s’ Rest guards under the command of
Sergeant Thurmina are detailed to this post. They collect a
toll of 1 cp per head (and 1 sp per mount) making use
of the bridge in either direction. Thurmina is a gruff
woman who has been known to turn a blind eye to odd
cargo moving over the bridge when paid to do so.
The river current begins to pick up on the south
side of the bridge. Boats (or swimmers) venturing far
from the banks are in danger of being carried over the
falls.

4. Black Dragon Inn


A fine new building constructed of fieldstone and
strong timber, the Black Dragon Inn stands on the west bank
of the river. Merchants from Waterdeep or Loudwater
make up the clientele, along with travelers
who happen to be passing through. A good room with
two single beds goes for 5 sp per night. The Black Dragon Inn
also boasts a lively taproom, which is popular with the
folk who live in the vales on the west bank of the river.
The proprietor is a charming half-elf named
Erandil Zemoar who showed up in Dimitri’s’ Rest one day
about two years ago, and was hired by the Zul Trust to manage the Inn. The place is full
of knick-knacks from the adventures of the founder of the towns’ adventuring party; the
manager won his job mostly from familiarity with the tales and songs of those
adventures. There are rumors that Erandil has unsavory habits, and that he pockets a large
amount of the Inns profits. There is much gossip in town, locals are surprised that the
great wizard can be so easily taken in by this blackguard.

One of the Black Dragon Inn’s current notable guests is an expatriate


noble from the south named Serim Bar’Raahmant, who
claims to be the third son of a
southern noble with little prospect to inherit. He claims his family are distantly related to
the famous Haorik of local legend. He has been viewing land parcels, evidently to build a
small manor somewhere nearby.
He is currently looking for capable associates to help
him, and is interviewing most nights at the bar.
Another recent guest was Fazzo Gallpaunch, a tall, thin and sallow character with a
permanent leer pasted to his face. He claimed to be a trade representative of the Salovetta
Company, and a steady stream of goods did arrive for him to forward: however, this evil
necromancer was actually behind the string of highway robberies, using a crew of
Kobolds and a group of skeletons he animated. He fled the area just ahead of the ‘Guard
unit sent to arrest him. There is currently a 500 GP reward for his capture, dead or alive.

5. Knight’s Gate
Dimitri’s’ Rest’s northern city gate is known as Knight’s
Gate, because the Lord Warden’s riders normally
come and go from the city by this road. The gate consists
of strong outer doors of iron-reinforced timber
and an inner portcullis between a pair of small stone
towers. The portcullis is normally lowered at sunset,
and the gates close only in times of danger.
The gatehouse barracks accommodates five Dimitri’s’ Rest
guards plus Sergeant Nereth, who commands
this gate. He is a stiff-necked fussbudget who rigorously
enforces all rules; the guards stationed here can’t
stand their sergeant.

The Town Walls


Dimitris’ Rest’s Hightown is guarded on two sides by a wall (the
river and the bluffs protect the other two sides). It consists
of two parallel barriers of stone block with a few feet of
fill between them, and stands about 20 feet tall. Every
hundred yards or so, a small tower strengthens the wall.
Two pairs of sentries (Dimitri’s’ Rest guards from the castle) walk
the wall tops at night, but unless danger is imminent, the
towers are left locked and aren’t manned. The gatehouses
are permanently garrisoned.
6. Silver Unicorn Inn
For many years, the Silver Unicorn has billed itself
As “the Pride of Dimitri’s’ Rest”, charging high rates for its
attentive service and well-appointed rooms. The renown
of the Black Dragon Inn, known widely for its parent location in Waterdeep, pulls many
travelers into the town, and the Silver Unicorn’s catches a lot of overflow; and the
discriminating patrons are always pleased and few fail to return. The owner, a stern
Halfling matriarch named Wisara Osterman, strongly disapproves of the new manager
of the Black Dragon, and she will give details of all she knows to any interested ear.
She’s certain that there is something shifty about Erandil Zemoar, but can’t put her finger
on it: she would like to hire some group to look into the matter, but the right circumstance
has yet to come up. She is also suspicious of the owner of the Dancing Dragon, as well.
While she has never seen the elf out of his inn, she has seen many foul characters slink
into the place in the deep of night.
A room in the Silver Unicorn costs 2 gp per night.
7. Halfmoon Trading House
The Halfmoon family is a large, far-flung clan of
halflings who keep small trading posts in several settlements
throughout this part of the Delimbyr river area. This is the largest
and most important of those establishments. It’s under
the care of Selarune Halfmoon, a friendly Halfling
who dispenses a never-ending stream of advice to his
customers, such as, “It never rains but as someone
gets wet!” or “A nail ain’t afraid of a hammer with no
handle!” No one knows what he’s talking about most of
the time, but Selarune is more sly than he lets on and
keeps a close eye on events all around the town.
The Halfmoon Trading House is an excellent place
to buy any of the mundane tools, gear, supplies, or
clothing mentioned in the Player’s Handbook. Selarune has seen the new manager of the
Black Dragon having heated talks with shifty looking half-orcs, late at night on the road
south.

8. Helmstone Keep
The seat of Lord Warden Faren Dimitrison, Helmstone
Keep is an old castle that sits atop a steep-sided hill
overlooking the town. This walled compound was built just after the Wizards tower was
finished, employing the same force of talented masons. The outer bailey includes
barracks
housing up to sixty Dimitri’s’ Rest guards. At any given
time about twenty or so are off-duty. Other buildings
in the courtyard include a stable, an armory, a chapel to Torm,
a smithy, and several storehouses. The keep is the large
D-shaped building at the north end of the castle.
Faren Dimitrison is a balding, middle-aged human
with a keen mind and a dry wit. He is a busy man and
sees to local matters personally, so adventurers calling
on him are likely to wait a long time for a short interview.
However, he is eager for news of other towns in
the Vale (and farther lands as well) and never turns
away someone who brings him news or waits to see
him.
.
Lord Dimitrison’s wife is Lady Allande Dimitrison
(female human wizard 4). She is a cool and reserved
woman ten years younger than her husband. A student
of the arcane arts, she uses her powers to advise her
husband. They have four children; the eldest, Ernesto,
is currently away in the south, living in the court of
another ruler.
The scions of the cleric Dimitri of Helm, the lords warden rule, but they consult
heavily with the wizard Amon Zul. While few know it, the wizard has the ability to
overrule the lords’ decrees, and even replace the ruling house from among the other
branches of the family, should he deem it necessary. They hold the lordship in ward for
the wizard.
9. The Tombwood
Along the southern slopes of Moonstone Hill grows
a large thicket that has never been entirely cleared.
Within its tangled paths lies the old castle cemetery
(now heavily overgrown), as well as a battle-mound
dating back centuries. Students from the Wizard tower are seen creeping to and from the
woods on certain dark, starless nights.

10. House of the Sun


When Dimitri’s’ Rest was a younger city, it supported several
good-sized temples located in the Hightown districts.
With the deity’s depopulation in the era of the Spellplague, several of these were
abandoned. The House of the Sun, a temple
dedicated to Amaunator, stands lonely in this small block. The place also includes tended
shrines to Kord and Bahamut. Recently, a zealous dwarf priest
of Amaunator named Grundelmar came to Dimitri’s’ Rest from
Waterdeep and reestablished this old temple. Grundelmar
is loud and opinionated, a real fire-breather
who goes on and on about smiting evil wherever it
might lurk.

11. House Azaer


A small, well-off trading company, House Azaer is
owned by the tieflings of the Azaer family. They
import goods (including arms and armor) from Waterdeep,
Baldurs Gate, and the lands to the south, and
organize caravans up to Luskan several times
a year. House Azaer is an excellent place to purchase
nearly any mundane equipment from the Player’s
Handbook, although its prices are a little on the high
side.
Amara Azaer is in charge of the house business
in Dimitri’s’ Rest, and spends her time on the premises.
Though young, the Tiefling is quite sharp and doesn’t
miss an opportunity for profit in running the Azaer
business.
12. The Delimbyr Falls
Here the Delimbyr River descends nearly 200 feet in
three striking shelf-like drops. On the small island in
the middle of the falls stands the statue of the
human hero named Dimitri, holding up his hand as
if to challenge enemies approaching from downriver.
Local legend tells that Dimitri slew a number of dragons, including one whose lair
was hidden in caverns beneath the falls.

13. Temple of Tempus


This large, impressive stone temple is finished with
Dimitri’s’ Rest’s native marble. Its chapel is a large rotunda
with a 30-foot-tall dome. The temple of Tempus is the
largest and most influential temple in town. The place
also includes shrines to Ioun and Moradin.
High Priest Dirina Mornbrow oversees two lesser
priests and several acolytes—townsfolk who spend part
of their day tending the temple. Dirina is a woman
of about sixty who is convinced of the superiority of
Tempus’s dogma, and disappointed that more people
in Dimitri’s’ Rest don’t pay proper reverence to “our city’s
patron god.” She is familiar with several divination
and restoration rituals and can aid adventurers with
ritual magic at need—for an appropriate gift to Tempus,
of course. She has limited access to the following ritual
scrolls: Hand of Fate (1), Cure Disease (4), Raise Dead
(1), Remove Affliction (2).

14. The Bluffs


Dimitri’s’ Rest is divided in half by a great cliff snaking
northwest to southeast across the town. The bluffs
average 150 to 250 feet in height. They are not strictly
vertical, but are too tall and steep to be easily climbed.
Someone leaping (or pushed) off the upper edge would
fall and roll about 2d6 [ts] 10 feet before sliding to a
stop, likely on a precarious ledge.

15. The Catacombs


The limestone bluffs between Hightown and Lowtown
hold a number of caves, which the folk of Dimitri’s’ Rest
have used as burial crypts since its beginning. As caves fill
up, they are walled off and forgotten about. Naturally,
stories abound in town about treasure hoards hidden
away in the crypts, and the restless undead that guard
them.
Grave Delights
As you walk the path to the catacombs, you can continue past them, to a unique
gathering place. Set in the face of the cliff face in the city’s necropolis, Grave Delights
caters to people of the magical persuasion. The builders converted the
tavern from a mausoleum and added macabre bone furniture
and skull decorations. Elaborate candelabras, flickering with
blue and gold faerie fire, illuminate the commons area, and
enchanted, floating skulls guide patrons to their seats. A fire pit
at the center of each table keeps the chill of the cold mausoleum
away and doubles as a food warmer. Cloying incense—cloves,
roses, and other things–hangs in the air and clings to the food.
Grave Delights serves simple meals: several varieties of broths,
soups and stews, as well as rolls of dark rye bread. The bar
features wines, liquors, and a staggering variety of teas. The
tavern sets a plush arrangement of pillows and couches by the
table’s circular fire pit for familiars and waits on them exactly the
same as their masters.
Grave Delights also supplies alchemical and material
components for spellcasting, and many visitors spend time
perusing their well-stocked warehouse. The staff invites
customers to stay a while and conduct research (parchment
and ink are free upon request), and they actively encourage
open discussion of arcane matters among patrons.
The proprietor, Scherezade, keeps the clientele in line with
a captive efreeti she refers to as “Father.” Scherezade allows
anyone to enter her establishment, but stoutly disallows any
magic to be performed on the premises, especially conjuration
or necromantic spells. Scherezade’s detractors derisively refer
to her as “Half-Dead,” and she does fit the part. Her left side
is gray and withered, giving the sunken half of her face a
ghoulish look.

16. Torms’ Temple


The third of Dimitri’s’ Rest’s temples is devoted to Torm.
The townsfolk regard Torm as their special
patron, and over the years they have given generously
to the temple. The temple occupies a commanding
position atop the bluffs, and its white minarets can be
seen from any corner of Lowtown.
The leader of the temple is High Priest Ressilmae
Sledgehanded, a wise and compassionate elf who finished
adventuring decades ago and retired to a contemplative
life. He is a musician of great skill who happily
tutors the local children, even those who are poor and
can’t afford to pay for their lessons. He has limited
access to the following ritual scrolls: Cure Disease (2),
Raise Dead (1), Remove Affliction (1).

17. Dimitri’s’ Rest Stables


Lannar Thistleton owns this business, providing travelers
with tack, harness, stabling, shoeing, wagons,
and just about anything dealing with horses, mules, or
ponies. He keeps a larger corral about a mile outside
of town, and at any given time Lannar has several
riding horses, draft horses, or mules in his paddock
near Wizard’s Gate. The Halfling is an excellent source
of rumors, since he sees the travelers coming or going
by the roads. He is a friendly fellow of about forty,
with a large brood of children at his home out in the
countryside.

18. Zul Gate


Dimitri’s’ Rest’s eastern city gate is known as Zul Gate,
because it’s the gate most convenient to the Wizards
Tower. The road to the east travels a few miles into the
surrounding hills, linking a number of outlying farms
and homesteads with the town.
The gate resembles Knight’s Gate in construction,
and is similarly watched by a detachment of five
guards and a sergeant. The leader of this detachment
is Sergeant Murgeddin, a dwarf veteran who fought
in the Bloodspear War and was present at the Battle
of Gardbury, where Dimitri’s’ Rest’s army was defeated.
A friendly drink goes a long way toward loosening
Murgeddin’s tongue about that long-ago war.

19. Naerumar’s Imports


Considered the finest of Dimitri’s’ Rest’s retail establishments,
Naerumar’s Imports deals in gemstones,
jewelry, art, and magic trinkets. The owner is Orest
Naerumar, a Tiefling who displays impeccable manners
and discretion. Orest corresponds with relatives
and colleagues in several towns and cities outside
the Delimbyr Vale; given a few weeks, he can order in
low-level magic items or other items of unusual value.
Similarly, Orest purchases interesting items such as
these, since other dealers in distant towns or cities
might be looking for them.
Orest doesn’t ask questions about where characters
in his store found the goods they’re selling to him,
but he is not a fence—if he knows that something was
obtained illegally, he declines to purchase it.

20. Raahmant Estate


This is the home of the self-styled “lord” Kaproth Raahmant,
a wealthy landowner who collects rents from
scores of farmers and herders living in the countryside
nearby. Kaproth is a brusque, balding Tiefling of about fifty
who makes a show of loaning money in good faith and
exacting only what the law allows—but somehow he
has quietly bought up dozens of free farms over the
years and turned their owners into his tenants. He is currently engaged in a legal battle
with the “Cloven Heart” band of adventurers, over claims on the treasure they seized
beneath his lands.

22. Amon Zuls’ Tower


This lonely structure is a tall, seven-sided spire of pale
green stone that doesn’t match anything else in the
town, with tall columns of dragon bone supporting the corners. In the days before the
wall went up, this was
the seat of Dimitri’s’ Rest’s. Now it serves its original purpose only: that of a mages’
school—teaching a group of a few dozen
or so wizards and arcane scholars, as well as rooms for the same number of guests and
retainers, and extensive research facilities. Defensive enchantments
and wards defend the place, and there are many portals within, allowing entrance without
ever entering the town proper.
The tower is the property of Amon Zul the
wizard, the “High Septarch of Dimitri’s’ Rest” and
master of the school, whose membership now includes
himself and a rather large group of
apprentices as well as a few hundred graduates, who occasionally return to further their
studies. Nimozaran the Major Domo expects any potential new students to pay a
hefty initiation fee, unless he has some special reason to encourage a person to join &
study, or they are a member of the extensive group who enjoy Zuls’ patronage. It is
rumored that the wizard uses the school as a recruiting ground for his quiet war with
Shade enclave. He can teach a large number of rituals, including Comprehend Language,
Eye of Alarm, and Enchant Magic Item to all who would pay the library fee; one need not
be a student to study ritual magic here.

23. Hegareg’s Gravel Grove


Referred to as Hegareg’s, or just “the Grove”, this lively and
pungent tavern has been here almost as long as the Wizards tower. It originally sat
outside the town walls and
catered to the people of the wilds, those druids and rangers
who had reason to visit the urban world. Hegareg’s has
always welcomed the trusted mounts and animal companions
prohibited in hightown, making the Gravel Grove smell more like
a stable than a tavern. Today, the town’s new walls enclose
Hegareg’s, which now sits uncomfortably amid the
homes and businesses of the “New Quarter”.
The presence of these animals prompted months
of negotiating between Hegareg and the city leaders, as well
as a few painful and one-sided brawls between his patrons and
the new residents, who didn’t appreciate the hygiene of the
Grove’s animal friends. In the end, Hegareg won the right to
issue passes for the animals, and he takes personal responsibility
for the behavior of his customers. He pays youngsters to
stand with the guards at the Kings gate, primed to run to
Hegareg’s for an animal pass when an arriving patron requires
it. The wealthy New Quarter residents still pinch their noses
at the smell, gnash teeth, and complain under their breath, but
the deal is done–and they just have to live with it.
Hegareg’s rings with the shouts of old friends and the bellows,
grunts, and calls of every animal imaginable. Companion birds
fly freely through the rafters. The staff struggles to keep the
place reasonably clean, but the floor is often slick with mud and
animal droppings. Hegareg serves fresh feed and raw meat to his
animal customers, as well as traditional fare for their humanoid
companions. The tavern sports an open floor plan, and light
pours in through wide openings in the wood slat roof and walls.
The structure provides little more than modest protection
against rain, wind and cold, but the patrons of Hegareg’s Gravel
Grove do not seem to mind.

23. (General) “The Groves”


The Groves’ are how the town refers to the neighborhood surrounding Hegaregs tavern.
These buildings near the Kings Gate are mostly shops and businesses; lightmans’ candles
and lamp shop, Ourbokkens’ fine musical instruments, Mad Pfenny’s Cathouse, and
Oddmans’ wonderous items all are located here. Most of the businesses are also lived in,
with rooms above or in back of the showrooms. Right across the street from the tavern is
Tenna’s rooming house, where those staying in town longer than a few days can rent
rooms by the month.

24. Dimitri’s Fine Arms


The dwarf Teldorthan Ironhews is the town’s weaponsmith
and armorer. He is a garrulous old fellow who
spends his time trading stories with his customers
with a pipe clenched in his teeth, while his apprentices
(two of whom are his sons) do the work. Make no
mistake—Teldorthan is a master armorer, and under
his supervision his apprentices turn out work of exceptional
quality.
Teldorthan has in stock (or can soon manufacture)
just about any mundane weapon or armor found in the
Player’s Handbook, although he advises beginners to try
a hammer: “If you can drive a nail, you can kill an orc!
You can drive a nail, can’t you?”

25. King’s Gate


Dimitri’s’ Rest’s southern gate was destroyed in the attack
that devastated the city after the Spellplague, and the repair work is easily seen, the
stonework clearly not of the same quality as the rest of the wall. One of the two paired
towers
is patched with brick and mortar, and the mechanism of the gate requires four men to
haul on it to secure the massive iron bound doors.
Despite its lack of functionality, the King’s Gate is
still used as a guard post by the Dimitri’s’ Rest guards. Sergeant
Gerdrand is in charge here; he is a tall, lanky
man who doesn’t say much, answering questions with
a grunt or a shake of the head.

26. The Market Green


The majority of Dimitri’s’ Rest’s folk live above the bluffs in
Hightown and walk down to do business on the streets
of Lowtown, which bustle with commerce. This wide
square is an open, grassy meadow where Dimitri’s’ Rest’s
merchants and visiting traders do business in good
weather. The town’s children gather here for games of
tag or kick-stones.

27. Sandercot Provisioners


The largest general store in Dimitri’s’ Rest, Sandercot’s deals
in just about anything—food, clothing, stores, rope,
tools, gear, leather goods, and more. Compared to the
Halfmoon Trading House, Sandercot’s has slightly
cheaper prices but goods of somewhat lower quality.
The owner is Nimena Sandercot, the widow of the
late and unlamented Marken Sandercot. Marken associated
with brigands and ne’er-do-wells, making a tidy
sum by buying up goods stolen from his neighbors. His
widow is rumored to have continued the practice. Nimena puts on an
air of rustic charm, but when it’s time to talk “backroom
business” she is ruthless, grasping, and greedy.
She has three young sons, all of whom are quickly
learning the family business.
Nimena is a willing fence for anything someone
cares to sell, but she won’t pay a copper more than she
has to.
27b. The Moldy Corvus
They carved the oaken sign above the entrance to this tavern
in the likeness of a green dusted crow on its back, spindly
legs contorted in death. It sets just east of Sandercots’. The bar and tables within were
fashioned from the salvaged planks of local shipwrecks and
are not comfortable. All the furniture has been stained black
with squid ink. Maidenheads, carved to look maniacal and
agonized, dot the walls, transforming the inn’s common area
into the demented trophy room of some demonic humanoid
hunter. Intermittently, candlelit amber globes hang from
nets tacked to the raftered ceiling, ensuring a shadowy and
intimidating ambience.
The local constabulary understands that this drinking spot
appears so imposing in order to hide its former purpose.
Originally, the local thieves guild controlled by an associate of the Wizard Amon Zul,
built The Moldy Corvus as a front for fenced goods and as a regular meeting place for
nefarious scheming with non-guild members. The authorities
shut the Corvus down, until Deglas Minth, a retired gnomish
actor, took it over.
Despite the tavern’s utter lack of beauty, tourists arrive from
far and wide for a good laugh and the thrill of quaffing ale
where murders and heists were once planned as often as ale
slid down the bar. At the Corvus, patrons have a chance to feel
like heinous scoundrels. Deglas Minth encourages boisterous
play-acting by both staff and guests.
There are rumors that a guild of thieves still operates out of some hidden part of the
building, but there is no evidence to support this. However, more than one local can tell
firsthand of strange doings around the ‘Corvus. And, more than one stranger has
disappeared into the place, never to be seen again.

28. “The Waterfront”


The Waterfront neighborhood is a mixture of warehouses, rooming houses, shipping
offices, and rowdy public hophouses. While the town guard is seldom seen here unless
serving a warrant, the local dockworkers union employs groups of toughs to keep order in
the streets. Violations of the peace will be sentenced to work details or fines, unless the
matter is so grave that the official Law must be brought in. Barstomun Strongbeard is
the head of the Porters Union, and also is a sort of unofficial sheriff of the Waterfront
area. The feisty, tough little Dwarf is likely to punch first and ask questions later. While
he will never forgive an armed assault inside the city walls, he is unlikely to hold a
grudge over a fistfight.

28a. Lucky Gnome Taphouse


The Lucky Gnome is widely regarded as the cheapest
and coarsest of Dimitri’s’ Rest’s drinking establishments. It
caters to the porters and laborers who work the nearby
docks, and fistfights are a nightly occurrence.
The owner of the Lucky Gnome is an unsavory
character named Kelson.
It is generally known that Kelson runs the River Rats, a
small street gang that plagues Lowtown, from the back
room of his tavern. While the Rats’ have three nights of “Patrol” duty, they have been
accused of extortion and protection rackets.

28b. The Dancing Dragon


Located just south of the Lucky Gnome Taphouse, a hexagonal tower with six levels,
the Dancing Dragon Inn rises
above the surrounding cityscape like a dark finger stretching
to the sky. The roof is covered with tiles of shiny black slate
and the exterior walls are built out of black granite flecked
with green. The interior levels contain open mezzanines,
cored by a central shaft that leads up to the covered roof,
where it lets smoke out and light in. The builders decorated
the inn with red lacquer coated ash wood and placed a circular
bar and a large grill for cooking at its center. Newcomers to
the Dancing Dragon often complain of an acrid odor, to which
they quickly grow accustomed.
The proprietor, Oo Loong, is an outspoken, bitter elf, with pale skin and
sunken black eyes that glitter, and a permanent scowl is pasted
to his face. He dresses in black satin robes and is known as a
savvy business monger with his ear to the ground. Despite
his outward bitterness and forbidding demeanor, Oo Loong knows all the local thieving
guilds and mercenary groups, and his establishment is a
common meeting place for their ilk. Visitors that cross the
proprietor of the Dancing Dragon Inn disappear or turn up,
mangled and broken, in very public places. The city guards
have never pinned anything on Oo Loong, despite their best
attempts, because Oo Loong never leaves the Dancing Dragon
Inn.
Many speculate on why he never leaves his inn, but very
few people know the truth. Locals also know that Oo Loong
frequently hires adventurers, but for what purpose is unclear. He is careful not to hire
locals for such errands, and theses groups never stay long after completing their missions.
Town legends recount the tale of the arrival of the inn: just after the great Spellplague,
the Inn shot up in its present location, overnight. While it is generally assumed that the
wizard must have some awareness of this situation, he has avoided making any public
acknowledgement of the Dancing Dragon Inn or its owner.

29. Lower Quays


Keelboats and similar craft put in here to unload
their cargo and portage it up to other boats above
the falls. As described above for the Upper Quays,
the porters’ guild jealously defends its monopoly
on moving cargo around the falls, and it frequently
attempts to intimidate local merchants into paying for
portage services—whether needed or not. In addition
to the porters’ guild, another gang of troublemakers
lurks around the Lower Quays: the River Rats. These
street toughs and thieves look out for the chance to
pilfer from the warehouses or roll a drunk in a dark
alleyway.
Boats belonging to a number of different travelers
tie up here, the most common of which are the keelboats
of the Halfling Swiftwater Clan. The Swiftwaters
carry cargo all the way down to the Delimbyr’s mouth,
hundreds of miles downriver. They’re more than willing
to take passengers for a small fee. Irena Swiftwater
is the matriarch of the clan. She is a sharp merchant
who passes herself off as an absent-minded reader of
fortunes and maker of minor charms.

29a. Western Shore below the falls


The shore along the western bank is dotted with large, runescribed boulders. These
serve as binding-stones, allowing the Wizards’ Tower to secure the western side of the
town using bound water elementals. As the magic is a Compact rather than a true
Binding, it takes 5 minutes for the full wall of water to be raised.

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