d100 CITY CONTENTS [Edit:] Complete & Available for Download!!

90. The Merikulia Imports Trading House: This low-lying terra cotta building is surrounded by well-shaded areas and an ochre brown wall. The inside of the building is a series of rooms, each of which has the walls covered in tile mosaics and the majority of the floorspace taken up with sculpted and terraced pools of varying depths and combinations of features. (water temperature variances, waterfalls, current, depth, etc.) All of these pools are linked together via underwater passageways, with some rooms only accessable through these watery corridors. The Merikulia Imports Trading House specializes in trading in corals, sunken tresures, and rare or beautiful seashells. Their clientele are the rich and artisans who cater to the rich. It is run by a Merfolk clan who always station a family or two of Merfolk to both run the Trading House affairs and to represent the clan to the surface dwellers.

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Coming Soon:
The Fabulous Bolistche Gardens
Koss and his Marvelous Musicians
See it all here in this very thread!
 
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91 Kiva's Bakery - This shop is first noticed by the wonderful smells drifting out in the street. during the day a large table just inside the window displays honey donuts, flakey pastries and cinnimon swirls. a small metal fence in the window blocks potential thieves, especially short ones - children and halflings entering the shop are watched closely.
Kiva is kind hearted and day old pastries are sold for half price, and at two days they are handed out at the back door after closing. Kiva is a retired 3rd lvl monk and has fast hands and sharp eyes - improved grapple and combat reflexes make her a hard target. All the nieghborhood loves her and she knows many of the kids by name, and since she has been around a while, a lot of the low level thieves. She is always willing to trade gossip with customers, and has a ready, if distracted smile.
 

92. The Fabulous Bolistche Gardens: This small cottage is surrounded by a large garden that has all manner of flowering plants and trees in it. There are even greenhouses for special plants that need special protection or temperatures. The owner of the establishment is Jenna Bolistche, a retired adventurer (human, lvl 4 rogue, lvl 2 Druid) whose life was forever altered when she met a Dryad in a distant grove of trees outside the ruins of some forgotten city. Jenna instantly fell in love with the Dryad and ended up staying in the grove for 6 months, talking with the Dryad and learning the woodland ways. Since she couldn't stay with the Dryad forever (though she was sorely tempted to) and the Dryad was unable to leave the grove, Jenna decided to console herself with her newest love: flowers. Giving up forever a live of dangerour treasure-seeking, she moved to the city and opened her gardens. These days, Jenna's favourite topic is new and rare plants. The Bolistche Gardens are open to the public (2 cp per person), and she also sells seedlings as well as cut flowers (prices vary).

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Coming Soon:
Koss and his Marvelous Musicians
See it all here in this very thread!
 

93. A House of Musicians: This building is shabbily painted in a variety of mismatched colours and is in need of minor repairs. The front door is usually open and fragment of music can be heard from within. The house consists of a simple kitchen and many bedrooms. Some of the bedrooms were obviously once other types of rooms, but were converted as the occupancy levels rose. At any given time there are anywhere from 10 to 20 people living in this house, all of whom are either aspiring musicians or are dating one of the residents. The technical owner of the house is Koss Weatherin, a human male in his 50's. He was once a popular lutist and even would play for the highest nobles of the city. Now, he rarely plays at all and prefers to teach music theory to whomever will listen, especially young pretty girls... The remainder of the residents are a mix of amateur and skilled, aspiring or declining musicians of all types. Many of them are holding down other day jobs until their music career takes off. Some of them have been doing this for many years. On average, about 10% of the people living there are especially good musicians and will soon be moving on to greater things. The remaining 90% are of moderate to poor skill level and are the most easily enticed to persue some else with sufficient convincing.

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Coming Soon:
The Washerwoman's Guild
See it all here in this very thread!


SEVEN. MORE. LEFT. Come everyone, this is the home stretch! Let's make 100!
 

GREAT!!

Much thanks to you!

I was trying to find new ideas but really was unable to. This thread must reach its completion!
 

#94. Green Meats (Butcher Yard)

Description: Green Meats is a butcher yard run by Darden Green. It has a small lower floor through which one can enter the small second floor, the stockyard, or the small root cellar. The lower floor contains cuts of meat, sausages and the like. The upper floor houses a beat-up desk and some chairs. Darden sells meat downstairs, but upstairs is where he does most of his business deals; negotiating prices on livestock and game with herders and hunters. The stockyard is surrounded by a fifteen foot tall fence and is accessible only by a heavy gate or through the ground floor of the business. Grates in the yard allow gore to run off into the sewer.

Owner: Darden Green is a tree trunk of a man. He stands five feet and five inches tall with a thick torso and solid arms and legs. He is bald, pale skinned, and almost always sweating. He’s almost never seen without his bloody apron, but he does take off his laborer’s cap when negotiating a business deal (usually to mop his sweaty brow when a deal isn’t going his way). He has dark, mean eyes and a cruel, thin-lipped mouth. Despite this, he can turn on the charm when he wants to. He is utterly contemptuous of women and can only tolerate children long enough to send them on an errand; cheap labor, he likes. He keeps an iron-bound club in the store for tenderizing would-be thieves and always has at least one knife secreted in his apron. He is never without his large meat cleaver (of masterwork quality). He’s not as strong as he looks.

Other Notables: None to speak of, Darden Green keeps to himself unless he’s making a business deal. The company he keeps consists of two things; A striped cat that named Skulk that guards his office, and a vicious guard dog chained in the far corner of the stockyard named Chance.

Hooks:
1. People disappear often enough in town that some wags insist there may be more than four-legged animals in the sausage. The fact is, Darden is always looking for an easy buck, and body disposal isn’t something he’d turn his nose up at. Having grates that lead directly to the sewer behind his tall stockyard fence, and away from prying eyes, can only facilitate such skullduggery. What do you expect from a man who doesn’t know why people suggest that he change his shop’s name?

2. There are always some people who believe that there are fell creatures lurking in the city’s extensive sewers, but not many take such talk seriously. Having said that, it’s a fact that strange noises can sometimes be heard coming from the drains in Darden’s stockyard. A steady supply of blood and entrails would be enough to attract all sorts of creatures; if they are down there, it’s only a matter of time before they come out of the sewers looking for more. Not even Darden knows what is making the noises.

Darden Green, 39, male human, Exp3; CR 2; Size M (5 ft., 5 in. tall, 195 lbs.); HD 3d6-3; hp 15; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (10 flat, 11 touch); Attack: +2 melee, +3 ranged; SV Fort 0, Ref +2, Will +4; AL LE; Str 11, Dex 12, Con 9, Int 15, Wis 13, Cha 16.
Attacks: +2 (1d6, Club); +4 (1d4, Cleaver, Masterwork); +2 (1d3, Unarmed)
Languages Spoken: Common, Gnoll, Orc.
Possessions: Cleaver (Masterwork), Club
Skills: Appraise +5, Bluff +11 (Persuasive), Diplomacy +15 (Negotiator), Gather Information +4, Handle Animal +6, Intimidate +12 (Persuasive), Knowledge (local) +7, Listen +7, Profession (Butcher) +7, Sense Motive +9 (Negotiator), Spot +7
Feats: (Armor Proficiency: light, Simple Weapon Proficiency), Negotiator, Persuasive, Weapon Focus: Cleaver (as dagger but Slashing instead of Piercing)
 
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Just to show that I too can write to an "expanded format" standard if warrented... :p

95. The Washerwoman's Guild:

Description: This unlikely orgaqnization has it's headquarters in a large one-story stone building with lye vats in the back. The vats are where things such as sheets, linins, blankets, tablecloths and even sails are soaked to remove stubborn stains. Inside the building are several large rooms, each dedicated to specific types of washing. The bulk of the washing is of ordinary clothes which is washed in hot water and beaten by a team of energetic half-orc women. The more delicate nobles' clothing (usually embroidered silks and the like) are cleaned in cold water and gently hand scrubbed.

Owner: The proprietor is one Elsie Gotternheim, a stout Human woman of near Dwarven proportions. She rules with an iron fist over both the 20-30 women under her employ, as well as over all other washerwomen in the city. Nearly all the washing that is done outside of ones own household is either done by Elsie's washers or by washerwomen who "voluntarily" join her Washerwoman's Guild. Membership in the Washerwoman's Guild affords the benifits of Guild prices for supplies, contacts and referals for customers, and additional protection by the City Watch. Also, The Guild acts as a lobbying force within council.

Other Notables: Guild members are represented in council by Elsie's council representative, Elojwyn T'Marquiesse, a Half-Elven woman of great eloquence and determination who has successfully pushed through lower lye and salt prices, and an increase in the protection afforded guild members by the City Watch. All the influencial members of the ruling class have their washing done by Elsie's Washerwomen of the Washerwoman's Guild, and this influence has been put to good use by both Elsie and Elojwyn in securing their political dominence. They are even slowly making grabs at non-laundering jobs in an attempt to bring them under the auspices of the Washerwoman's Guild. Elojwyn is never seen in public without both her face hidden behind an embroidered veil or her faithful female Bugbear bodyguard J'Racca by her side. J'Racca was taken in by the Washerwoman's Guild when she was found as a young cub, beaten, bleeding, and apparently left for dead in an alleyway. After being nursed back to health by Elojwyn, she regained full health with one exception, J'Racca is completely mute and can't make any sounds save whistles or clicks. She is fiercely protective of Elojwyn and Elsie and never leaves Elojwyn's side at day or night.

Hooks:
1. While technically it isn't illegal to operate as a washerwoman within the city, such "independents" are strongly "encouraged" to accept the invitation of the Washerwoman's Guild. This usually works, however there is a furtive movement afoot to found a "Free Worker's Alliance", an association of non-guild affiliated tradespeople from a number of different trades, including washerwomen. Should this plan be discovered by any of Elsie's people, they will surely want to squelch it and will likely bring in other Guilds as this could threaten the entire guild structure. Suspecting that such a movement exists, Elojwyn is already campaigning in Council to make operating a business for which there is an established guild illegal within the City. She has already gained the support of a number of the other guilds who see this as a beneficial way to solidify their power structures as well.
2. As part of Elsie's plans to expand the power of the Washerwoman's Guild, she intends to bring other clothing aspects under her domain. She has been in long discussions with the tiny Embroiderer's Guild to convince them that their concerns would be better represented if they were members of a larger group such as the Washerwoman's Guild represents. She is also bringing pressure on the Tailor's Guild, the Weaver's Guild, and the Cooper's Guild to form deeper alliances with the Washerwoman's Guild. (They are large enough that she can't simply take them over from the outside...)
3. A number of the single human washerwomen who regularly work in Elsie's Washinghouse have been showing up to work late and with conspicious bruises. They won't talk about it, claiming to have "fallen down stairs" or "tripped on the way to work". Elsie isn't pushing things, but has quietly put the work out to some of the heftier Half-Orc women that she'd like for them to follow some of these women to find out what is going on.
4. Elsie has never been married, and officially never had any children. However, 20 years ago when she was a "young slip of a thing" she did conceive and bore a child. Being unable to care for the infant girl at the time, she gave her up for adoption. Now, Elsie is just beginning to feel her own mortality and would like to find out the whereabouts of her erstwhile daughter. However, having an illigitimate daughter "somewhere" could spell political disaster for her and possibly even weaken the Washerwoman's Guild, so she is eager to find someone who can conduct this search in a discrete fashion.
5. Nothing is truely known about Elojwyn. She arrived on the doorstep of Elsie's 9 years ago and quickly worked her way up the ranks from assistant scullerymaid to Elsie's right arm and poolitical representative. Here shrewd mind and natural aptitude for certain political delicacies has become invaluable to Elsie over te years. Yet, no one with the possible exception of J'Racca knows anything about her past, her family, or even what her face looks like. Elsie doesn't pry, nor takes kindly to anyone else making any insinuations about Elojwyn's desire for secrecy, yet such a total blankness regarding her past is at times unsettling. No one in the city ever knew her before she landed on the doorstep of Elsie's, it's as though she simply didn't exist before then.
6. Rumours have begun to circulate that there's more going on within the Washerwoman's Guild thanjust washing clothes. There's a growing amount of covert and underhanded activities happening - most of which both Elsie and Elojwyn are totally unaware of. If this rumour is true and there are secret illegal activities happening under the name of the Washerwoman's Guild, then Elsie and Elojwyn may have internal problems to deal with soon!


Elsie Gotternheim, female human Com3/Exp3: CR 4; Size M (5 ft., 10 in. tall); HD 3d4+6 + 3d6+6; hp 31; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +6 (+3 Base, +3 Str) melee, or +6 (+3 Base, +3 Dex) ranged; SV Fort +6 (+2 Base, +2 Con, +2 Great Fortitude), Ref +5 (+2 Base, +3 Dex), Will +3 (+4 Base, -1 Wis); AL LN; Str 17 (+3), Dex 17 (+3), Con 14 (+2), Int 16 (+3), Wis 9 (-1), Cha 9 (-1).
Languages Spoken: Common, Goblin, Orcish, Dwarven.
Skills: Appraise +12 (+6 Rank, +3 Int, +3 Focus), Craft (Soapmaking) +7 (+4 Rank, +3 Int), Craft (Tailoring) +8 (+5 Rank, +3 Int), Craft (Embroidery) +5 (+2 Rank, +3 Int), Craft (Alchemy) +11 (+5 Rank, +3 Int, +3 Focus), Craft (Jeweler) +8.5 (+5.5 Rank, +3 Int), Decipher Script +7 (+4 Rank, +3 Int), Handle Animal +4 (+5 Rank, -1 Cha), Hide +3 (+3 Dex), Jump +4 (+1 Rank, +3 Str), Knowledge (Local Politics) +9 (+6 Rank, +3 Int), Knowledge (History) +4 (+1 Rank, +3 Int), Listen -1 (-1 Wis), Move Silently +3 (+3 Dex), Profession (Washerwoman) +5.5 (+6.5 Rank, -1 Wis), Spot -1 (-1 Wis), Survival +5 (+6 Rank, -1 Wis), Swim +7 (+4 Rank, +3 Str), Tumble +5.5 (+2.5 Rank, +3 Dex)
Feats: Great Fortitude, Run, Skill Focus (Craft (Alchemy)), Skill Focus (Appraise).
Possessions: She has many things of value, most noteably her collection of treatises on ancient wars between the elder races. Reading such ancient tomes has become a passion for her as she's gotten older.
Notes: Elsie genuinely believes that she's working for the good of everyone. While not above using strongarm tactics and more to acheive her goals, she feels that her goals are in the affected peoples best interests and that such methods are only necessary when they don't realise the benifits that allying with her can bring. She's very proud of the orgabizationthat she's made from nothing, and has great plans to make it even larger and more powerful. Her only regret in life is not having a certain someone to share her achievements with and to pass it on to.

Elojwyn T'Marquiesse: female Half-Elf Nob1/Rog4: CR 4; Size M (5 ft., 6 in. tall); HD 1d8 + 4d6; hp 19; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +2 (+3 Base, -1 Str) melee, or +5 (+3 Base, +2 Dex) ranged; SV Fort +1 (+1 Base), Ref +8 (+4 Base, +2 Dex, +2 Lightning Reflexes), Will +4 (+3 Base, +1 Wis); AL LN; Str 9 (-1), Dex 15 (+2), Con 10 (+0), Int 15 (+2), Wis 12 (+1), Cha 17 (+3).
Languages Spoken: Elven, Common, Orcish, Goblin.
Skills: Appraise +8 (+6 Rank, +2 Int), Bluff +10 (+7 Rank, +3 Cha), Craft (washerwoman) +9 (+7 Rank, +2 Int), Diplomacy +7 (+2 Rank, +3 Cha, +2 Racial), Disguise +9 (+6 Rank, +3 Cha), Escape Artist +8 (+6 Rank, +2 Dex), Gather Information +9 (+4 Rank, +3 Cha, +2 Racial), Hide +2 (+2 Dex), Knowledge (Nobility and Royalty) +6 (+4 Rank, +2 Int), Listen +4 (+1 Wis, +1 Racial, +2 Alertness), Move Silently +9 (+7 Rank, +2 Dex), Perform (Oratory) +10 (+7 Rank, +3 Cha), Ride +6.5 (+4.5 Rank, +2 Dex), Search +3 (+2 Int, +1 Racial), Spot +4 (+1 Wis, +1 Racial, +2 Alertness)
Feats: Alertness, [Evasion], Lightning Reflexes.
Possessions: Etheral Returning Dagger of Wounding, Hat of Disguise.
Notes: Elojwyn sometimes uses her Hat of Disguise to spy on people who may have information useful to the Washerwoman's Guild. When she engages in such missions, she first drugs her faithful servant J'Racca, as her very presence would be a dead giveaway...

J'Racca: female Bugbear War4: CR 5; Size M (6 ft., 10 in. tall); HD 3d8+6 + 4d8+8; hp 49; Init +4 (+4 Dex); Spd 30 ft.; AC 17 (+4 Dex, +3 Natural); Attack +12/+7 melee, or +10/+5 ranged; SV Fort +7, Ref +8, Will +2; AL CG; Str 22, Dex 18, Con 15, Int 15, Wis 11, Cha 8.
Languages Understood: Common, Elven, Goblin, Orc.
Skills: Climb +15, Craft +4.5, Gather information +0, Hide +6, Innuendo +2, Knowledge (nature) +3, Knowledge (religion) +4, Listen +3, Move silently +6, Search +5.5, Spot +3; [Alertness],
Feats: Blind-fight, Combat reflexes.
Possessions: Very little in the way of possessions, she lives a very ascetic existance.
Notes: Her only devotion and purpose in life appears to be the protection of Elojwyn. While she is mute, she is far from stupid and understands a surprising number of languages for a Bugbear. She is uncomfortable around other Bugbears, as she knows nothing of their culture or customs. She loves eating fruit of all kinds She dresses as unobtrusively as possible in plain coloured clothes that are usually a dark brown, blue or green. J'Racca secretly wears brightly coloured clothing underneath her plain clothes - it's her way of feeling pretty despite being a brutish looking Bugbear. When they are alone in their private quarters, she can easily spend hours gazing at the ethereal beauty of Elojwyn and daydreaming of what could have been had she been born an Elf...

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FIVE. MORE. LEFT.
Come everyone, this is the home stretch!
Let's make 100!
 

96. Leather Head

Cardin Vatarack, a huge muscular man with long, straight, sandy brown hair and blue eyes runs a leatherworking shop in this long, flat, non-descript, one story building. The front room is filled with shoes, saddles and harnesses and smells horrible due to chemicals coming from the back room. Cardin has what looks to be terrible rope burns around his neck and wrists. He rarely speaks but when he does it is but a hoarse whisper. Several children of various ages apprentice in his shop and are very loyal to Cardin because if it were not for him they would be on the street.
Cardin’s history is a sad one before he setup his shop in the city that he will only tell people that have gained his friendship. Many years ago he lived with his tribal people to the north with his wife and child. An orc attack wiped out their camp and his wife was slaughtered before his eyes. He was knocked into submission and dragged behind a horse to be used as a slave, he remembers seeing his son walking beside him but does not know if this was a dream or not. He was left to die after he caught a fever and was cut loose to fed the carrion. For years after that he searched in vain for his son and slew every orc or half orc he came across. He settled into this city and now has little hope of knowing what really happened to his son.
 

I think we've had enough darkness and such. I don't think this one has been done yet, but it might not be people's cup of tea.

#97
A small, elegant building stands in a good neighborhood, not quite shabby enough to be called poor, not quite good enough to be rich. The building reflects the perfect looks of the owner, being a white wooden house with blue shutters and well-made but simple furnishings. This is the home of [insert name], a half-celestial...shoemaker. While he is well known for intervening in ugly bar brawls and muggings, and gives much money to those poorer than him, he is like the ashes of a fire--his father and mother, a celestial and a great paladin, the fire and he the ordinary ashes. Other than his Good nature, golden skin, wings, and sparkling sky-blue eyes, [insert name] is unremarkable.


Note: I didn't mention a name because name styles vary widely, at least mine tend to, so why supply something thats going to get replaced anyway?
In case you're grasping for names, try www.squid.org
 
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