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Epic Level Handbook

Epic Level Handbook

Epic Level Handbook

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the many merchants’ guilds (grouped according totype of goods bought, sold, or traded). The guildsnoted here are not nearly all the guilds that can befound in this quarter, but are the most prominent.Other, “unofficial” guilds (such as the Garrote) existelsewhere in the city, but their membership and theirgathering places are secret.Other types of guilds in the Guild Quarter includethose devoted almost exclusively to a certain class. Infact, a member of any class can find a guild devoted to hisor her calling, as can prestige classes that are associatedwith organization.It is within the Guild Quarter that most moneylendersply their trade. Although a few establishments arewilling to exchange a bit of coin of one realm (or plane)for another as part of a transaction, only the moneylendershave the kind of cash reserves (or the contactsto create such) to handle larger sums for exchange.They usually charge 5% to 7% for this service, dependingon the state of the economy (the mercanes neverallow the exchange rate fees to grow too high, though;they don’t want to see the business of exchanging coinbe conducted somewhere other than Union). The moneylendersalso lend money, of course, and charge 10%to 15% per month for such services. They almost alwaysrequire some form of collateral for loans, making theoccasional exception for trusted friends and prominentfigures.Temple of the Twilight CalmThe Temple of the Twilight Calm is a place of meditation,training, and camaraderie for fighting monks. It isn’tdevoted to any single deity, and all who follow the studyof unarmed combat are welcome in its walls,The “temple” is located in the Guild District on SublimeAvenue. Carved from blocks of nonnative stone, itsgrand edifice is large, but contains peaceful halls lit withscented candles. Monks of all orders are welcome to stayfree of charge, so long as they pay their respects toMaster Od (LN male mercane Mnk24), who establishedthe place. Master Od has the respect of many in the city,even other mercanes.HIGH QUARTERThe High Quarter is the exclusive domain of the mercaneswho run the city, their families, and theiresteemed guests. The bridge leading from the MilitaryQuarter to the High Quarter is closed to the generalpublic and carefully guarded by a score of Union Sentinels.Within the quarter, the residences are sprawlingaffairs, protected by high walls and copious magic. Mostof the residents of Union take this part of the city forgranted, but rumors abound concerning the true natureof the High Quarter.Some people believe the estates are merely a front, andthe homes actually house planar gates that are used tobringing in goods for distribution and sale in the city,thereby bypassing the public (nonmagical) gates. Othersbelieve the mercanes are merely very private beings whodo not mingle well with others not of their kind. Whateverthe case, few have been beyond the bridge leading tothis quarter of the city.The truth about the estates lies somewhere in between.The mercanes are a very private people, and their residencesdo serve as the creatures’ homes. However, theyalso utilize powerful magic to maintain portals to otherplaces, from where they acquire a portion of their tradegoods. Doing this allows them to keep the cost of transportingsome of their wares to a minimum.Although the Union Sentinels guard the causewayfrom the Military Quarter into the High Quarter openly,the mercanes employ a number of other methods of privacyand protection. The entire floating island is underthe effect of powerful warding magic to keep unwelcomevisitors from gaining entrance, even from the air,by teleportation, or by dimensional travel. The perimeteris encased in a spherical permanent wall of force. Thisprotective barrier even stretches down into the rock ofthe island to prevent tunneling up from below. The wallhas been specially shaped to allow an opening at thegate, but that is the only entrance. Forbiddance spells (ascast by a 30th-level LN cleric) line all the boundaries,preventing extraplanar travel into the quarter. Notknown to skimp on security, mercanes also employadamantine golems (see Chapter 5) to patrol the groundsof their estates.MAGIC QUARTERIt is in the Magic Quarter where most truly exotic businessis conducted. Magic of all types and potencies isexchanged here. Sorcerers willing to sell their spellcastingability for a time, wizards willing to craft magicfor purchase, fences with stolen goods looking for abuyer all make their way here (or have permanent establishmentsset up) to do business. Of course, the sale ofmagic has its price, and gold flows freely here. Every shopin the quarter is heavily protected, and the Union Sentinelspatrol this part of the city with as much vigor asthey do the Military Quarter.Not every business in the quarter deals in magic alone,however. Many of the shops offer supplies for laboratories,components, mundane texts, magical texts, golembuildingconstituents, glassware of every grade and size,servant fiends, body parts purported to be from deadgods, and more. There are a number of translation services,for those adventurers are trying to discover what iswritten on the old map or scroll they brought back fromtheir latest adventure. Soothsayers and fortunetellersoccasionally ply their trade here (although they are farmore welcome, and thus more prevalent, in the MarketQuarter), and sages dealing in every imaginable sourceof knowledge have their shops in the dozens here in theMagic Quarter.Not everyone who lives in this quarter is a direct participantin the market. Some who live in the district havedone so just to be near a ready source of supplies forCHAPTER 6:AN EPICSETTING259

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