Sliberberg Gazetteer: Uncover Its Whimsical Wonders

Good afternoon Wayfairers. The release of the Liberation of Sliberberg is imminent. As special treat I releasing an extended version of the Gazetteer included as the final chapter of the book. One might argue that it is a needed upgraded given the changes to the setting since the last Sliberberg Gazetter was publish but still you are getting no less than 30 pages worth of lore, strange sights and quest hooks to use your games.

The New Sliberberg Gazetter

A crowded street corner in The Grand Fey Marketplace, generated using Google Imagen3.

The Sliberberg Gazetteer

Sliberberg is well known throughout the multiverse as one of the few cities in the Feengrenze. It is also known for the remarkable coexistence between fey folk and the various species of mortal folk that call the city home. While folks from both Feywild and the Material Plane call the Feengrenze home, the folk of either do not integrate into one society as well as in Sliberberg. This incredible mixing of worlds has given the city a siren call that draws folks from all over the Feengrenze to the town, seeking to follow their dreams. The city is also known for its often whimsical wild magic shenanigans. It is a city where incredible things happen every day. Buildings get up and walk down the street. The time of day can change by walking down a street. Talking animals abound. These strange wonders give the city its nicknames of the Half-Fey City and the City of Dreams.

History

The city was founded 500 years ago by survivors of the tiny kingdom of Old Mountainheart. Tucked away in the mountains of a distant world on the Material Plane, Mountainheart was very small by that world’s standards; it was barely larger than what would be considered a duchy in other worlds. Worse, it was surrounded by much bigger rivals on all sides, with only the mountains keeping Mountainheart from being overrun. With his kingdom beset by enemies on all sides, the last King of Old Mounainheart, Edward von Mountainheart, traveled into the Feengrenze to seek the one thing that could help save his kingdom: magic.

A Deal with an Archfey

Now, in this world, magic was exceedingly rare. Usually, those who wielded magic or magic items had entered into a contract with an otherworldly entity. So when Edward von Mountainheart traveled through the Feengrenze to the domain of the archfey Ailénach An Draíocht, the Queen of Enchantments, he sought some power or boon that would allow him to triumph over his enemies. However, Queen Ailénach, having foreseen that Edwards’s firstborn son would be a king of legend in a dream, decided to give him something much more valuable than some borrowed powers or a magic sword. She offered him a marital alliance in which her future daughter would marry his son, the terms of which to be sealed by an eightfold blood oath. Edward readily agreed and returned home with the force of powerful spellcasters and tomes of occult and arcane lore. With their aid, Old Mountainheart did not merely defend itself from its enemies but grew wealthy from trade with the Feywild and training of some of this world’s first wizards.

As fate would have it, Fredrick and his wife would bear a son named Fredrick and Queen Ailénach a daughter named Aoibheann. First introduced at a young age, the pair were inseparable from the time they could walk. Eventually, their friendship bloomed into romance. However, things took a darker turn after the pair turned 19. By that time, the power and wealth that Mountainheart had at its disposal had twisted King Edward’s heart and made him desire more power. He conquered a neighboring kingdom and decided to wed the conquered kingdom princess to Fredrick to ensure his new subjects’ loyalty.

Downfall of Mountainheart

When news reached Queen Ailénach’s court, she could not believe it. Breaking an eightfold blood oath was unthinkable for any fey. The two monarchs exchanged messages for months, with Queen Ailénach begging Edward to reconsider. Eventually, the letters started to turn angry and, in the case of Queen Ailénach, less and less coherent. For months, Queen Ailénach lived in delusional denial, convinced that this whole affair was some kind of mistake.

Things came to a head the day that Fredrick’s new bride arrived. Queen Ailénach chooses this day to go to Old Mountainheart in person in one last desperate attempt to make Edward change his mind. However, the moment she laid eyes on Fredrick’s new prospective bride, Queen Ailénach completely lost it. With the truth Queen Ailénach tried so hard to deny, looking her straight in the face, Queen Ailénach started incoherently ranting at everyone about Fredrick and Edward being oathbreakers. She tried to beat the princess to death with a candelabrum. Queen Ailénach was ejected from the kingdom and returned to her domain in the Feengrenze. There, she found Aoibheann had not returned from the Material Plane. She lost it when she saw via scrying magic that her daughter still loved Fredrick, and the two had eloped. The sight of her daughter choosing the man she considered an unfaithful oathbreaker was the last straw for Queen Ailénach. She used her magic to summon a flood and whimwhirl of biblical proportions to scour the Mountainheart from the face of the world. In the space of a single night, a wall of water and magic 200 feet high tore down the Mountainheart’s picturesque valleys, destroying everything in its path and sweeping away the people and remnants of the kingdom.

Rebirth

It is unknown how so many of the people of Old Mountainheart survived the whimwhirl or why those who did wash up upon the shores of the Island of Tír na Caillte, the largest island in the Feengrenze. Some believe that the land or a powerful archfey intervened on their behalf, and some say that Ailénach brought them here to torment them even further. It is known that when those survivors looked at themselves, they saw they were transformed; their bodies were covered in fur, and they had acquired the features of animals, including claws, whiskers, and, in a few cases, horns. The people of Mountainheart would have likely despaired at the prospect of being stranded on an alien shore. Still, Prince Fredrick, now transformed into a hulking beast-man, rallied his people to start anew in this unfamiliar land.

For the first two decades, Sliberberg was a quiet market town nestled between the harbor and what is now known as the Old Castle. However, the city’s fate changed dramatically when a gnomish prospector unearthed feysilver in the cliffs below the Old Castle. The news of this discovery spread like wildfire, attracting prospectors from all the species that call the Feengrenze home. The sudden influx of settlers highlighted the city’s strategic location, where the navigable Silverflow River meets an excellent deep-water harbor. Over a few decades, Sliberberg evolved from a sleepy town to a bustling trading city, a hub where ships from the Feyglimmer Sea would load cargo from the realms farther inland. The city’s rapid growth and economic boom brought a new wave of excitement to its streets.

A rivalry as old as the hills

However, as Sliberberg and his kingdom grew, Fredrick retreated from public life. Aoibheann had disappeared during the whimwhirl that cast him and his people into the Feengrenze, and the long decades and, eventually, centuries of searching for her were starting to take their toll. He descended into a never-ending cycle of grief. The city and his kingdom would grow haphazardly and chaotically. At the same time, he was stuck in a never-ending cycle of denial, anger, bargaining, and depression, constantly looping back to the beginning and never quite hitting acceptance. While Fredrick collapsed in on himself, Queen Ailénach grew madder by the day. Seeing the man and kingdom, she tried to destroy not only survive but rebuild itself only about 100 miles overland from her domain, which filled her with rage. For centuries, she unleashed increasingly unhinged plots to destroy Fredrick and  New Mountainheart, and each failure drove her more and more insane. 

Recently, King Fredrick was overthrown in a coup by his high marshall, Murtagh. Murtagh ruled for a little more than half a year before he was deposed and killed by a successful revolution. Details are still sketchy on what happened next; some say that Fredrick abdicated the throne or was whisked away to the Hexmires by his old enemy, and some say Fredrick has returned to the throne and his old pining ways. Still, other more tantalizing reports state that Aoibheann has returned and used her archfey magic to help a resistance led by Fredrick overthrow Murtagh.

Geography

Sliberberg is located on a picturesque harbor on the coast of Tír na Caillte, where the feysilver rich foothills of the Sliver Highlands meet the sea. Sliberberg sits on and gets its name from the Sliber berg, a low mountain with gently sloping sides and a rounded top. Along the south side of the Sliber berg is the Silverflow River, a large and slow-moving navigable river that travels far into the highlands. Along the mountain’s north side, Sliberberg Harbor sneaks inland through the dramatic Sliber Gorge.

People of Sliberberg

At first glance, the coexistence of mortal folk awakened animals and fey in Sliberberg may seem implausible. Yet, this unique society thrives in  New Mountainheart. Humans, goblins, satyr, and pixie children play together in the streets while awakened animals work alongside hobgoblins and dwarves in various businesses. The Old Fort, the city’s law enforcement and defense center, accommodates centaur knights, pixie watchmen, and other unconventional body shapes. This harmonious blend of fey, mortal, awakened animals, and other stranger beings is a testament to the centuries of work that has ensured the peaceful coexistence of all inhabitants of  New Mountainheart, regardless of their origins and shapes.

The Sliberberg Compact

A large part of  New Mountainheart’s continued success as a melting pot between fey and mortal is the Sliberberg Compact. Not a code of laws in the traditional sense, the compact is an informal set of customs, norms, and taboos that all city residents follow. In a sense, it is a middle ground between the mindset of the fey and mortals. Children learn about the compact from their parents and are expected to follow it. Even species that are less inclined to be good, like hags, think twice about breaking one of the tenets of the compact. The tenants are as follows.

  • Promises and oaths are as binding as any written contract. Breaking a promise is considered a grave offense.
  • Hospitality is considered sacred. All city residents are expected to be good hosts to their guests, and any guest is expected not to abuse said hospitality.
  • Generosity is expected to be recuperated. If someone helps you, you are expected to repay that help when they need it; however, keeping a tally or demanding repayment is seen as crude.
  • Both parties are expected to reach a fair and mutually beneficial arrangement in barter and trade. Haggling is considered an art form, and the knowing use of deceptive trade practices is frowned upon.
  • It is considered a significant breach of etiquette to borrow something without permission. Likewise, a borrower should be honest with the borrowee about the exact nature of their lending.
  • Manipulation of dreams without consent or theft of dreams, while not strictly illegal, is considered a grave taboo.
  • Using gifts to indebt the receiver to the giver is considered harmful. Conversely, it is expected that gifts given are thoughtful and have sentimental value to the giver.
  • All life is sacred, including plants and animals. It is considered taboo to cut down a tree or harm an animal without good reason.
  • City residents are expected to treat each other with dignity and respect regardless of their species and origin. Bigotry of any kind is not tolerated.
  • While light-hearted mischief is acceptable and a celebrated part of the city’s culture, malicious pranks that cause harm are unacceptable.
  • Magic should be treated with respect, and those who can wield magic are expected to do so responsibly.
  • Fey pacts, bargains, and contracts are treated with the utmost seriousness. Weaseling out of a pact or bargain is considered one of the most dangerous taboos.

As a result of these customs and taboos, the people of Sliberberg are unusually accepting of strangers and exceptionally fun-loving people.

The Green City

As a side effect of the compact strong emphasis on protecting nature and peaceful coexistence, gardening is a cherished pastime in the city among the fey and mortal residents. The city has so much greenery that, from certain angles, the city has a distinct green hue. No matter where you go to the town, greenery abounds, even in the underground neighborhoods under the hill. The brick walls and iron fences of Kronenhöhen and Alteburg hide stunning gardens, often including semi-natural features. In the lower ward, window boxes adorn practically every window, small gardens can be found on street corners, and ivy covers almost every building. The green also extends to the buildings, with giant elven trees used as apartment buildings and shopfronts. There are gardens in wards where one would expect gardening to be impractical, like Underberg and the Schwarzrauchgasse. Underberg is filled with fungus and crystal gardens, and the residents of the Schwarzrauchgasse keep little plots on rooftops and back alleys.

The Wild Magic

Perhaps Sliberberg’s strangest and most whimsical aspect is the pervasive fog of wild magic that envelopes the city. While wild magic zones are a dime a dozen in the Feengrenze, what sets Sliberberg apart is the behavior of the wild magic in the city. Most wild magic zones are unpredictable and dangerous at the best of times. Usually, entering one is a quick way to get oneself turned into a plant, set on fire, or become a man of glass rather than flesh. However, the Sliberberg wild magic zone bucks this trend of dangerously random transformations and unpredictable spell effects. The things wrought by the sudden bursts of wild magic tend to be small and rather humorous in hindsight: buildings sprouting chicken legs and going for a walk down the street, a street block shrinking down to one foot long in one dimension for a single minute, and people forced to act in bizarre ways are just a few of the things the wild magic is known to do.

Another thing about a city’s wild magic is its nature. While often random, it has been known to unleash its silliness in such a way as to be beneficial to people, often to someone in dire need. Stranger still, many wizards and artificers have noticed that the magic seems all too willing to let itself be put to work. It is possible to coax the city to repeat specific beneficial wild magic effects using runes, magic circles, and chants, and a whole industry has sprung up around using wild magic to enlarge gardens, slow spoilage, and other minor tricks. Also, creating magic items and potions is easier in the city, as if the wild magic is helping the artificers and alchemists work.

The behavior of Sliberberg’ss wild magic is a mystery that has puzzled many. Local legend suggests that the Feywild parts of the Feengrenze, unable to tolerate King Fredrick’s gloomy nature, create wild magic incidents around the city to cheer him up. Others speculate that the wild magic is somehow connected to the White Lady of Sliberberg, a legendary apparition of a young eladrin noblewoman with brown hair and wearing a wedding dress that can be found wandering the city in the middle of the night. The enigma of Sliberberg’s wild magic continues to captivate and intrigue all who encounter it.

Government

On paper, the city of Sliberberg is governed by a Lord Mayor and a council of 12 aldermen elected by the gentry and guilds of the town. Before the coup, the elected mayor was Elthorin Faelar, an autumn eladrin renowned for his kind nature and dedication to pacifism. However, with Fredrick disinterested in politics, it has become common for the various peerage members to lean on Elthorin or the gentry and guilds to schmooze the aldermen to get some law or concession passed.
Beneath the lord mayor and the aldermen, there were a myriad of minor officials, such as the chief engineer, the keeper of the records, and the secretary of the treasury. These minor officials generally worked in cramped offices within the labyrinthine halls of City Hall.

Law and Order

With a large population of magic users and the city constantly bombarded by wild magic shenanigans, keeping the peace in Sliberberg would always be arduous. Still, the city watch has tried to ensure crime does not pay too well for centuries.

Compared to contemporaries in other worlds, the city watch of Sliberberg is a unique entity, closer to a modern British-style police force than a traditional city watch. Watchmen are easily recognizable by their blue and white tunics with prominent badge numbers, batons, and kettle-style helmets. Depending on the neighborhood, they make preventive patrols throughout the city in groups of two to ten. The Watch maintains a cadre of dedicated detectives responsible only for conducting investigations and other specialized divisions for public order, magical crimes, and riot control. On top of all this, the Watch is expected to follow a strict code of conduct that holds accountability first and foremost, adding to its unique structure.

The watch headquarters is in the Old Castle, which also contains the watchman training school, the city jail, and the city’s primary courthouse. The Watch maintains over a dozen watchhouses throughout the town, all easily identifiable by the blue lantern with the city’s coat of arms emblazoned.

Despite all these resources, the Watch has historically been forced into an uphill battle regarding crime prevention. In a city where the unexpected is the norm and magical anomalies abound, the demands placed upon the City Watch far exceed those faced by their counterparts in more conventional urban centers. However, the specialists required to deal with magic and magic crime are expensive, and the city and national governments have historically underfunded the Watch. The boys and girls in blue and white do their best, but there are only so many watchmen and so much city to patrol that certain parts of Underberg and Schwarzrauchgasse are effectively left alone.

Wards of Sliberberg

The City of Sliberbeg has six wards: Kronenhöhen, Alteburg, Lower Ward, Dock Ward, Underberg, and Schwarzrauchgasse . Each ward describes its location around Sliber Hill. 

Kronenhöhen

Perched atop the Sliber berg, Kronenhöhen glistens like the rarest of gems. The ward is reserved solely for the realm’s peerage and the wealthiest merchant princes. Its broad avenues, adorned with lush greenery, lead to charming squares brimming with fountains and verdant life.

Lining the streets and squares are a colorful collection of mansions, townhouses, and palaces. The peerage of the realm has long taken advantage of the lax building codes and the abundant wild magic of the city to flaunt their wealth in the form of extravagant architecture. The avenues are lined with completely unfunctional fairytale castles in miniature, gothic palaces of translucent crystals, psychedelic assemblages of elven domes, spires and arches, and castles made from living trees. Behind the brick walls, the iron fences, and towering hedges surrounding most of these fanciful estates are equally stunning gardens. Like most city residents, gardening is the favored pastime of the oldest noble families of the city, and many will spend upward of a thousand gold a year to craft multi-acre sanctuaries of trees, water features, and flowerbeds. The nobles also like to integrate natural or pseudo-natural features into their gardens, often using space-enlarging spells to fit ancient groves, towering waterfalls, and fields of wildflowers.

Kronenhöhen Points of Interest

Castle Sliberberg

Perched atop the mountain like a crown upon a monarch’s brow, Castle Sliberberg’s high white towers and red roofs embody the fairytale splendor of Sliberberg. This breathtaking fairytale castle is the residence of King Fredrick and Queen Aoibheann and houses vital government offices, including the chancellor’s office and the exchequer’s office. 

The castle was built 420 years ago as a birthday gift for King Fredrick. However, it quickly became Fredrick’s self-imposed prison and a source of heartbreak. As a child, Fredrick dreamed of building such a castle with his beloved Aoibheann, but its completion without her marked the beginning of his centuries of heartbreak. Isolated within its walls, Fredrick languished in grief, awaiting the return of his lost queen.

The scars of Murtagh’s reign linger in the castle’s halls. The usurper stripped away much of the interior’s whimsy, replacing it with martial austerity, and the final battle left its grounds battered and bruised. Yet, joy has returned to the castle. With Aoibheann’s return, Fredrick is no longer the shadow of the man he once was, and the couple has adopted an open-door policy. No matter how great or humble, any citizen can come to the castle to petition its two archfey rulers to intervene on their behalf.

Darkthorn Manor: 

At the edge of Kronenhöhen is Darkthorn Manor, a brooding gothic mansion belonging to the count Darkthorn. The mansion has a sorted reputation. The young count Caelan Darkthorn is known for throwing extravagant parties and having magnetic charisma. However, rumors swirl around him about the tragic death of his parents and the sudden disappearances of the pretty young maids who work the estate. The truth is Caelan is none other than the shadow, a notorious kidnapper preying on women in Alteburg and the lower city. He whisks them away to a dungeon/ pleasure palace built in a dungeon under the palace. The watch would probably have caught him by now, but he has caught the attention of the Grazzat, who has gifted him with powers without Caelan noticing.

The Radiant Court

At the center of the Kronenhöhen is the Radiant Court, a grand plaza named because it is the site of the three oldest and most revered temples in the SLiberberg.

The Cathedral of the Radiant Sun, dedicated to Pelor, the god of the sun, healing, and renewal, is a radiant gothic-style cathedral built of limestone with massive stained-glass windows that bathe the sanctuary in light.

The Temple of the Platinum Dragon is the temple to Bahamut, the god of good-aligned dragons and justice. It is an imposing structure made of local granite with massive statues of the Platinum Dragon himself and a roof that, from a distance, seems to be made from platinum dragon scales.

The Temple of the Builder’s Hand, the temple of Erathis, the goddess of civilization, invention, and law, is a much simpler temple compared to its siblings on the court. It embodies a simple sort of elegance that gives it an undeniable beauty all its own.

The plaza itself is a beautiful sight, with its large central magical fountain and intricate fresco work on the pavement.

The Street of Villainy’s Reward

Located just outside the castle, this broad avenue is filled with statues depicting hags, thieves, redcaps, dark knights, warlocks, and various assassins froze in various moments of terror. Many of the statues have crests or coats of arms of Queen Ailénach, and for a good reason, every statue on the street of villainy’s reward was once a living neerdowell that was petrified by Aoibheann magic. The petrification works slowly enough that most creatures will not notice the effect until their legs stop working, hence the terrified poses. All the petrified villains are still alive, so if the players need to question one of them, they can cast greater restoration on them.

Alteburg

There is a large and ancient fortress on the southern slope of Sliber Berg. The fortress existed long before the city’s founding and when the Old Mountainheartians arrived on the island. When the town was first founded, they turned it into King Fredrick’s residence and seat of power, pending the construction of a proper castle. Today, the so-called Alteburg serves as the headquarters of the city’s garrison and the city watch. Over the centuries, the ward surrounding it has filled with those seeking the security provided by the watch headquarters and had the wealth to outbid everyone else for the land. The gentry, poorer peers of the realm, and well-to-do merchants and professionals populate the ward.

While to an outsider, the ward might seem a monolithic blob of wealth and prestige, in truth, there are divisions along class and economic lines. At the highest part of the ward and hugging Kronenhöhen is Herrenviertel, a neighborhood dominated by poorer peers of the realm, the local gentry, and the wealthiest merchants in the city. The streets here are designed to emulate the broad avenues of Kronenhöhen. Said streets are lined with townhouses and mansions that try to emulate palaces of the highest ward in the city, albeit with more restraint and often changing to reflect the changing styles of the city.

Lower down on the mountain is Zollstock. Surrounding the small dimple in the mountain where the Alteburg sits, Zollstock is dominated by doctors, lawyers, merchants, and other professionals. The streets here are just big enough for two carriages to pass each other, and their layout starts to take on the characteristic maze-like quality the city is known for. Along the main thoroughfare, those streets are lined with upscale apartment buildings, townhouses, and upscale boutiques, inns, jewelers, and eateries.

Squeezed between the ward’s wall and Herrenviertel is Nachtglanzviertel, the city center for culture. Originally the site of Elmwood Hall, the neighborhood is now dominated by high-end bars, art galleries, music halls, and small theaters. Artists and bards of all backgrounds and levels of talent flock to the neighborhood to gain inspiration and present their latest works to anyone who will take a moment to appreciate them. It is a favorite pastime to stroll through the neighborhood to see or hear its creative residents’ latest works.

On the western side of the ward is Pixie Court. Pixie Court is an odd mix of fairground, public park, and neighborhood. Pixie Wood, home to Countess Rósín Dubh and her court of various tiny fey, is in the eastern part of the park. Around the miniature castle and fountain where she makes her court is a neighborhood filled with homes of pixies, sprites, and leprechauns along picturesque footpaths. The pixies and awakened animals who inhabit the park are well known for their fun-loving nature, and they will play with the younger visitors, making the park a popular spot for young families.

Alteburg Points of Interest and Permenant Oddities

The Alteburg

Perched on the southern edge of the ward, the simple fort known as the Alteburg predated the city for several centuries. When the Old Mountainheartians arrived in the city after the Whimwhirl had destroyed their kingdom, they found the Alteburg in ruins. Desperate for protection, they rebuilt it using local stone, restoring its walls and halls to serviceable strength. It served as King Fredrick’s residence until the completion of Castle Sliberberg, at which point the King entrusted the Alteburg to the city watch.

Today, Alteburg still serves as the city center for law enforcement. Within its 3-acre walled compound lie the watch headquarters, barracks, armory, city courthouse, jail, and mint. Despite the opposing nature of the structure and the buildings within the compound, it has an open door policy; any citizen who needs to do business with the watch or the court is allowed to enter the alteburg and is free to roam about without escort so long as they do not try to enter the mint, the barracks or the armory.

The current city watch commander is Commander Tamsin Ironshoal, a third-generation Sliberberg resident and longtime officer of the city watch. Nicknamed Klippevegg or cliff face in dwarfish, and the name fits her skin is the color of shale, her hair is the color of basalt, her face has rugged blocky features that resemble a rock face, and she is known for her stoic, no-nonsense personality with rock hard morals.

Serving as Commander Ironshoal’s superior and lord justice of the Sliberberg Criminal Court is Sir Maxwell Hoots, a 6-foot-tall awakened Great Horn Owl. Known for his wisdom and fairness, His Honor Sir Hoots rarely speaks more than necessary, leaving many to wonder how he rose to the esteemed position of Lord Justice.

Arnold’s Pub

Arnold’s Pub is the center of the latest craze among the more rebellious members of the city’s middle class, high-speed snail racing. The phenomenon has attracted a large subculture strangely similar to that of the greasers from Earth’s 1950s, complete with leather jackets, blue jeans, and rebellious music.
The snail races occur every night and start and end at Arnold’s Pub. They go through a randomly selected loop of Alteburg. The players can try their hand at snail racing. A player can climb on board a snail and make a DC 15 animal handling check to guide the snail along the course. The players win the race if they get a natural 20 on the check.
The pub itself is a cozy yet raucous establishment, filled with mismatched furniture, neon snail-themed decor, and walls covered with odd bits of memorabilia

Bardic Dueling Stages

There are multiple stages throughout Nachtglanzviertel where the local bards engage in bardic duels. The bardic duels are a flyting session (a form of Nordic proto-rap insult conquest) between the participants. Each contestant takes turns delivering a rap that insults the other until one cannot think of anything to say. Bard duels often take a turn for the abused if they go on long enough. Any character with the bard class or proficiency in performance can participate in a bardic duel. The player and his opponent make opposing performance checks, and the highest roll wins. Winning a bardic duel grants the participant an inspiration die

The Court of Muses

Nestled in the heart of the Nachtglanzviertel, the Court of Muses is a serene cluster of small temples where the clergy live in harmony and devote themselves to the divine inspiration of art and beauty. It has become a haven for creatives grappling with writer’s block or seeking a spark of genius.

The court features shrines to deities such as Oghma, the inspirer of artists; Sune, goddess of beauty and passion; Lliira, goddess of joy and celebration; and Alobal Lorfiril, god of music and the arts, alongside other patrons of creativity and beauty from across the multiverse. These shrines encircle a central open-air theater, where the clergy from each shrine regularly stage plays, host musical performances, and showcase visual art. These events are offerings to the gods, with the faithful hoping to receive divine favor through renewed creativity.

The current commune leader is the high priest iof Lliira, a disguised copper dragon named Orlaez, known for their wit, humor, and playful encouragement of the temple’s visitors.

The Cryptic Cafe

This small cafe in Nachtglanzviertel is cozy, with a beautiful terrace overlooking the marketplace below and a well-stocked newsstand. However, to order an item from the menu, you must create a riddle with the order as the answer. Depending on how well the players crafted their riddle, there is a 1 in 4 chance that the order will turn out wrong. The cafe is a favorite hangout for creatives and bards who like to show off their poetic prowess by crafting complicated riddles.

Éaladha an Leamhán

Éaladha An Leamhán is the oldest treant in the city. She is well over 400 years old and very senile. She typically spends her day wandering Pixie Court, searching for her long-dead pet squirrel or telling incoherent but strangely enough wholly true stories about the good old days. Despite her oddness, she is a pleasant old woman. She considers herself an excellent hostess, often citing her massive collection of pixie and sprite residences that hang from her boughs. 

Echoes in a Bottle

Echos in a Bottle is a small, dimly lit basement shop selling bottled music and empty music bottles. The music starts to play when the bottle is opened, and when the song is done, it returns to the bottle. Bottles with music cost about 1 to 6 gp, and empty bottles cost 75sp. Among the bottles are Stairway to the Upper Planes by Iron Airship, Here Comes the Dawn by The Ladybugs, and Blue Elf Shoes By Elvish Prestcot. The shop is owned by a normally laid back satyr with dreadlocks by the name of Spencer Gillies. Spencer tends to get evasive when asked where he gets his stock from, especially considering that many of the musical acts are utterly unknown in the city.

Erlking House

Of all the townhouses in Zollstock, Erlking House is probably the most infamous. Named after the initial eladrin owner, the house has changed hands dozens of times since its construction, usually in the wake of tragic unexplained deaths, mental breakdowns, or murder. Legend has it the Erlking family had connections to devil worship and that the house is haunted by the spirit of the original owner and everyone else who has died in the mansion since.

The property’s current owner is Leopold Nachtgeist, a licensed necromancer and occultist of dubious reputation. His presence has restrained the house’s haunting; however, the doors to the cellars are barred with the strongest locks that a man can buy and covered with sealing wards and talismans. When asked why he has sealed the basement, Leopold only responds that he is too old to deal with the things in the basement.

Elmwood hall

Elmwood Hall is the city’s largest venue and the brainchild of Panthor Silverhoof. It combines a music hall, opera house, and theater. The hall uses the same magically shaped trees that form the roof of Market Grove Bazaar to form the structure of the theater, giving it a unique atmosphere. There are multiple shows every day in the main hall and the black box theater. The theater puts on an extravagant concert, opera, or play every night. Panthor Silverhoof is known to hire adventurers for various odd jobs, such as providing security for star actors, tracking down missing members of a performance, or locating hard-to-acquire props. 

Flat House

The mansion known as Flat House exists in a space where objects do not have depth. As a result, the house, its grounds, and its residents take on a form reminiscent of paper cutouts. The transformation can also affect the players if they enter the mansion grounds and revert to their normal form when they leave it. 

The floating Stream

Floating over the roofs of Alteburg and Steinufer, this Stream is considered one of the most fascinating oddities in Sliberberg. Starting from a spring in Pixie Court Park, it floats through the air over the city’s roofs in a tube about 5 feet in diameter to the Sliverflow River about 400 feet below. It is a favorite pastime of the city for more daring youths to ride the Stream from Alteburg to the Sliverflow.

The Four Barber’s memorial

Off one of the paths in the Pixie Court is a quartet of statues depicting barbers. Whenever someone stops by the memorial, the statues come to life and start singing in barbershop quartet fashion. They never sing the same song twice.

The Golden Hand: 

A gentlemen’s club in Herrenviertel renowned for its commitment to luxury, the Gold Hand is an institution for the city elite. For a monthly membership price of 100gp, one can partake in an array of amenities, including bars, gaming parlors, and a sprawling library, as well as access to several official functions hosted by the club and access to the city’s elite. However, recent rumors have cast a shadow over The Golden Hand’s prestigious reputation, alleging the presence of gladiator fights for the elite operating clandestinely in the club’s basement.

The Guild of Clockmakers Clock Tower

For reasons nobody can discern, the clock tower at the guild of clockmakers in Nachtglanzviertel stops time every hour on the hour in a 100-ft radius around the tower until the clock finishes striking the hour. Nobody is sure why the clock does this, but some speculate it has to do with the fact that only a family of clockmakers has been allowed to maintain the clock for centuries.

Goldspire bank

The city’s only bank is located in a temple-like marble edifice on Zollstock’s High Street. Players can save money in the bank (gaining interest at a rate of 2% per in-game month) or take out a loan (up to 500 gold pieces per character level, with a monthly interest rate of 5% that compounds monthly).

The Golden Sequoia Hotel

The Golden Sequoia Hotel is the city’s most expensive and luxurious inn. Located in a massive semi-petrified sequoia tree hollowed out to form hallways, suites, and chambers, the Golden Sequoia has rooms ranging from 10 to 100gp per night. The hotel also features an exclusive steak house on the first floor, which is reservation only. Patrons must be of either noble birth or be able to afford a 50gp retainer to stay at the inn.

High Street

A broad avenue that runs from Pixie Court Park around the edge of the Old Castle and ends at Summit Street, High Street is Zollstock’s primary commercial area. It is a one-mile-long street densely packed with high-end boutiques, stores selling luxury goods, and well-known eateries, as well as several of the other locations in this gazetteer.

Jester’s pavilion

A small square in Nachtglanzviertel attracts jesters and fools from all over to perform here. Nobody knows why the fools come, but the citizens flock here to watch the free entertainment. However, if one of the players is inclined to humor and jokes, they will have to pass a DC 15 Wisdom check or else be compelled to join the show.

The Lovebird’s Terrace.

The Lovebird’s Terrace is a strange high-end restaurant at the edge of Zollstock and Herrenviertel. The terrace has no staff, no kitchen, just seating for couples with menus and a tiny pot on each table. The menu skews high-end, with Italian and French dishes featured prominently. To order, one simply places the payment for the food in the pot, and the food appears. Players have an advantage on charisma checks to romance a date to this restaurant.

The Magic Wardrobe

The Magic Wardrobe is a store on Zollstock’s High Street that sells high-end designer clothes with a unique twist: the clothes on the rack choose their wearers. The moment somebody enters the store, the clothing unhooks itself from racks, flies through the air, and dresses the prospective buyer. The clothing chooses the best outfit for a person depending on their needs and looks. When wearing the clothing picked out by the store, players have an advantage on charisma checks.

New Mountainheart Merchant Guild Hall

The New Mountainheart Merchant Guild Hall is a monument to wealth and power, designed to resemble a temple to commerce. Its marble-columned façade gleams in the sunlight, crowned by a gilded dome that rivals the city’s finest shrines. Exquisite statuary of coins, scales, and treasure chests adorn the building, leaving no doubt about the guild’s devotion to prosperity. Inside, plush carpets, dark mahogany paneling, and glittering chandeliers create an atmosphere of quiet luxury while the faint scent of polished brass and incense lingers in the air.

The hall serves as both a meeting place for the guild’s elite and the office for its officers, each suite more lavish than the last. At its heart is a grand meeting chamber where the guild’s affairs are decided under the watchful gaze of its current guild master, Aoife Goldspire. The leprechaun is known for her sharp mind, gilded tongue, and the guild’s unapologetic belief that people are valued by the coins in their pockets.

Though rare, adventurers may find themselves summoned to the guild hall for contracts requiring discretion, such as securing rare commodities, recovering stolen goods, or eliminating threats to the guild’s profits. Few leave such meetings without feeling awed and unsettled by the wealth and influence radiating from this temple to trade.

Pixiewood

Located on the northern side of Pixie Court, Pixiewood is a 7 acre semiwild grove that serves as the residential side of the park. At the center of Pixiewood is the Fountain Castle, the home of Countess Rósín Dubh and where her court of fey smallfolk meet. From this central point numerous footpaths lined with charming dwelling places of pixies, sprites, and leprechauns wind through the trees. The residents of the woods are famed for their playfulness and mischief ways and their love of children. However, despite the charming and whimsical air of the Pixiewoods, it has been known that people disappear in the woods despite their small size. Mostly, the people in question tend to be the boorish and brutish type, but residents’ favorite playmates have been known to disappear from the park, too.

The Prancing Mane

The Prancing Mane on Zollstock’s High Street is Sliberberg’s only store dedicated to serving the beauty needs of unicorns and awakened equines. The salon offers mane and tail styling, hoof treatments, including shoes, and high-quality oil rubs. The boutique offers a variety of saddles and equine accessories for purchase. It is not publicized and only available on request, but the store also offers the ultimate unicorn experience to non-equine customers. For a fee of 10 gold pieces, the treatment polymorphs the receiver into a unicorn for 1d12 hours.

The Street of Many Songs

Behind Elmwood Hall in Nachtglanzviertel, the residents of the Street of Many Songs, for reasons nobody knows are magically compelled to start singing showtune-style songs with dance choreography every daylight hour on the hour. It is common for people to come to the street to simply watch the impromptu performances. However, it is advised not to get too close because the magic can compel others to start singing. A player who gets too close must pass a DC 10 Wisdom check or join the show. It is said that any child born on this street is destined to be a star of musical theaters.

.The Lower ward. 

The lower ward is squeezed between the harbor, the river, and Alteburg. Sliberberg is at its most energetic and manic here. Here, the streets snake across the foot of the mountain, only going for up to two blocks before turning. In some places, the roads are so narrow that pedestrians struggle to squeeze by if someone parks a wagon in the street. Stairs between adjacent streets on different elevations are commonplace.

At the ward’s center is the Grand Fey Marketplace, the city’s primary commercial district. Along the bustling, narrow streets of the Grand Fey Marketplace, there are a riot of shops selling everything and anything. A common trend among the stores is that their architecture is modeled after the item being sold; for example, a bookstore may look like a pile of books, or a seamstress shop may look like a dress. Most of the merchants and tradesmen who own the shops live in apartments above the stores.

Silbermond is just north of the marketplace in a somewhat less chaotic area. Named after the Silver Moon Coven, one of the city’s earliest immigrant groups, this neighborhood is steeped in history. It’s the home of the bulk of the city’s magic users. It has buildings that tend towards humbler architectural styles, with half-timber structures in the alpine style and New England colonial-style brick buildings being the most prevalent. The streets here are quieter than in the rest of the lower ward, adding to the neighborhood’s charm. Notable landmarks in Silbermond include The Silver Moon Cafe and Bakery, the Coláiste Draoidheil, and the Feysilver Library.

South of the Grand Fey marketplace is Steinufer. The neighborhood was initially named after the outcrop of rock on the shore carved away for stone where the neighborhood now stands. Steinufer has long been a relatively quiet residential neighborhood for the working class. The rowhouse and apartment building-lined streets are known for being peacefully quiet during the day. Most residents work in the Grand Fey Marketplace, the docks, or Schwarzrauchgasse.

Lower Ward Permenant Oddities and  Points of Interest

Alley of Misbegotten Toys

In Sliberberg, it is relatively common for toys that get lost, discarded, or forgotten to be granted life and sentience by the city’s magic. When this occurs, they inevitably find their way to the alley of the Misbegotten Toys. Located between GleamSpark Toys Emporium and The Fey Hobby Stop, the alley is a short street 1 block long, whose only tenant is a second-hand toy store and fix-it shop. The store is run by Wilburt, the oldest and by far largest misbegotten toy in the city; he is a mechanical centaur. He was once a gift for King Fredrick from a past member of the GleamSpark clan of toymakers. The king was never interested in the contraption, and the palace staff discreetly disposed of it. The city, however, had different plans, and his mechanical body was granted a semi-balance of life. He has spent his day rescuing the city’s other misbegotten toys and fixing anything patrons bring to his shop. Wilbur is a master tinker and said to be able to fix anything and everything. It is said that any toy that leaves the alley in a child’s arms returns to its former nature.

The A-mazing Alley

A-mazing Alley is one of the city’s better-known permanent oddities. The street, in reality, culdesac in Silbermond, exists in a fold-in space that’s 8 times bigger on the inside than the outside, curves and branches unpredictably, and the layout changes daily. The alley has six known entrances located all over the lower ward. Ironically enough, the alley just so happens to be home to many cartographers, geographers, and astrologers.

The Coláiste Draoidheil

In the heart of Slibermond lies Coláiste Draoidheil, Sliberberg’s premier institution for the magical arts and the city’s only public college. It is a small magic arts college that hosts courses for wizards, bards, and artificers. The 14-acre campus is known for its classic New England-style architecture and well-kept grounds.

While the Coláiste’s library is modest compared to the sprawling FeyGlimmer Library nearby, it offers a critical advantage: it exists firmly in normal space. Students and researchers can navigate its shelves without fear of getting lost in an interdimensional maze or angering a sentient book. The library houses a wealth of magical tomes, historical treatises, and practical guides, making it an indispensable resource for both the college and the community. The library is open to all students and faculty for research, and members of the public can access its collections with prior approval.

The current dean of the Coláiste Draoidheil is Gwilym Cwmwllyd, a portly, kind, and jolly hobgoblin known for peppering his language with English colloquialisms. He is a former battlemage who served in the Royal Mage Corp, albeit. He never saw actual combat.

The Enchanting Caravan Emporium

Located next to the Silver Moon Bakery and Café, the Enchanting Caravan Emporium is the city’s largest magic item store. The store is run by Fariad, a jolly Qaldiran native with a permanent smile plastered on his face. On any given day, the store has every item on Arcana-common, Implements-common, and Relics-common table in the Dungeon Masters Guide in stock with at least 1d6 of each item. He will also stock 1d10 items from the Arcana-Uncommon table, with at least 1d4 items in stock, and the Implements-Uncomon table in stock. Fariad also usually has 1d8 Carpet of Flying in various sizes in stock.

Crackpots Limited

Crackpot Emporium is a talent service in Slibermond that matches people with the finest crackpots, nutcases, and eccentrics the city has to offer. For a fee of roughly 8gp paid upfront, the players can hire a crackpot’s service. Despite the reputation of the people employed by the service as being insane, every crackpot employed by Crackpots Limited has expertise in one very specific and usually pretty weird field.

The business is owned and run solely by Blair Pearson, an enthusiastic and slightly unhinged human woman who insists she can communicate with plants despite possessing no magical abilities. Her shop is a chaotic blend of potted ferns, files, and diaries about her conversations with her “friends.”

The Feyglimmer Library

About 300 years ago and 15 years after its original opening, Sliberberg suffered a glancing hit from a freak whimwhirl. Fortunately, the whimwhirl bounced off the Sliberberg and dissipated in the harbor 20 minutes before doing any real damage. Unfortunately, the spot it bounced off of was the Feyglimmer Library, and the direct hit left the building, and its occupants permanently changed.

The inside of the Feyglimmer is known for its surreal nature, the whimwhirl warped space inside leaving the interior looking like one of Mc Escher’s lithographs with shelves on the ceilings, walls, and even floating in the air. A convoluted network of staircases connects various sections of the library.

The occupants of the library were also warped by the whimwhirl. The head librarian, Cornelius Cramp, was transformed into an animated but stationary crystal pillar at the library’s entrance. He is known for being a grumpy and impatient individual who hates being turned into a glorified card catalog. He spends his days shouting angrily at visitors when they break the rules and giving directions to various library sections. Most other librarians did not fare much better; they were turned into animated books or anthropomorphized furniture collections.

The library’s book collection is extensive, and nobody, including the librarians, knows how many books there are. Like the librarians, the books were transformed; they now have lives of their own and will fly off if they do not like the one reading them or how they are being handled. Due to the warped nature of the library’s interior, the library has a potentially infinite number of wings containing books from all over the multiverse, including paradoxically books that were never or have yet to be published. It is rumored that there are whole tribes of the descendants of people who got lost in the library.

Friendly Otto’s organ sales and repairs

Friendly Otto’s is a dark, dusty, old store in a back alley in The Grand Fey Marketplace. The store has organs, calliopes, and organs in glass jars. The store is run by a Knockenmann named Otto. Otto is an expert on all things organs, both musical and otherwise. He does not see any difference between musical instruments and certain body parts; they are just collections of pipes and airways. Despite his look, slightly insane air, and screwy personality, he is a fully qualified surgeon and can patch the players up to full health for 10gp and a slight risk of whistling when they talk.

 Gearrthóg street

Gearrthóg Street is aptly named. It is a short 1 block street that connects Silver Moon Way in Slibermond to North River Street along the Silverflow River in Steinnufer. 

GleamSpark Toys Emporium:

Located on the east side of Market Grove Bazaar, GleamSpark Toys Emporium is famous throughout the city as the best toy store in town, famed for its massive selection of toys, all made on-site to the highest standard of quality, and charming window displays. The store has been the longtime property of the GleamSpark clan of Lepercauns, who make all the toys in the massive showroom on site. The family is known for working a little magic into each toy, but some troubling developments have recently occurred. A few children have been acting strangely after buying toys from the shop, all made by one of the nephews of the current clan, patriarch Alaric GleamSpark. Alaric is concerned by these developments and young Ruben’s strange behavior after disappearing for a few days and has been considering hiring adventurers to look into it.

The Gossiping Alley

A short alley in the Grand Fey Marketplace between a tailor and a hairdresser shop constantly whispers bits of gossip spoken in a 70-foot radius. If the players place their ears on the wall, they hear a random bit of gossip.

Hagris’s Emporium of Knowledge and Skills

Hagris’s Emporium of Knowledge and Skills offers people a unique opportunity to learn new abilities, located in a small, nondescript building just off Market Grove Bazaar. The store is owned and operated by Hagris, a hobgoblin mystic and martial artist known for his aloof personality and mysterious history. For the hefty sum of 200 gold pieces, patrons can purchase a magic scroll that, when read, grants the reader a feat or skill proficiency from Player’s Handbook. However, due to Hagris’s philosophy, which values surprise as a key part of life, all the scrolls are unlabeled; even he does not know what a scroll contains until the purchaser reads it. He also has not perfected the transfer process, so there is a 1 /6 chance that the skill proficiency or feat will change into another skill proficiency or feat after d8 uses. 

Hagris is known to offer discounts to those willing to part with their feats or skill proficiencies as “raw materials” for his store. However, this comes with a tradeoff: any skill check related to the feat or skill proficiency transferred is made with a disadvantage for a period of 1d8 days. Moreover, Hagris often hires adventurers to track down individuals possessing rare abilities or monsters exhibiting specific skills, ensuring a constant flow of unique offerings in his ever-evolving emporium.

Instant Fitness Club

The Instant Fitness Club is a small fitness club in the Grand Fey Marketplace that offers the chance to become buff in a minute. For a price of 20gp per participant, the player can choose to train strength, dexterity, or constitution. Once the players pass into the club proper, have them make a constitution check DC 15 and describe them being put through a grueling fitness program that seems to go on forever. Players who succeed on the check receive two levels of exhaustion; players who fail take 1d12 damage. Regardless of the result, they gain a single point in the chosen stat. The players can only use the service once to increase their stats, and further training results no stat increases.

The Iron Oak Inn & Adventure Guild:

 The Iron Oak Inn & Adventure Guild is a three-story alpine-style half-timber building on the border of Slibermond and The Grand Fey Marketplace, known for its popularity with adventurers, wanderers, and mercenaries. Owned and operated by Laird ‘iron fist’ MacThomais, a grizzled and retired hobgoblin feyblade knight errant of little renown. Despite his advanced age and prosthetic right hand, he remains a powerful and skilled fighter who does not tolerate funny business in his establishment. He and his wife, the still formidable former barbarian Morag MacThomais, The Inn boasts a lively taproom decorated with trophies brought back from adventures by past patrons and guild members. Upstairs, the inn has 2 large standard rooms where patrons can get a bed or 2 sp per night and 12 private rooms available for 10sp per night.

In addition to serving as an inn, the Iron Oak Inn is also the site of the Iron Oak Adventurers Guild run by Laird. The guild operates out of the back room of the pub, with Laird serving as guild master and his son, a warlock of the archfey of middling skills named Torcull, serving as the deputy and bookkeeper. While small and unofficial, the guild aspires to represent all adventurers in the city. To that end, it aggressively seeks to expand its membership, often badgering adventurer patrons to join the guild. The guild also manages the large bulletin board that serves as the taproom’s primary draw for adventures; on any given day, dozens of job requests from a wide swath of citizens are posted on a large corkboard expanse.

Market Grove Bazaar.

At the center of the ward is the Market Grove Bazaar. This 3-acre bazaar-style marketplace is among the city’s most cherished landmarks and a significant feat of arcanorganic engineering. The marketplace is a grove of two-story tall trees that have been sculpted to form a set of vast vaulted halls. Within these halls is an extensive marketplace where almost anything imaginable can be bought.

Master Thistledown’s Shop of Wonders.

Located next to the Feyglimmer Library, Master Thistledown’s Shop of Wonders is the home and workshop of Master Thistledown, the great gnome clockmaker and chronomancer. Inside his quaint, three-story tall brick shop are clocks and watches of all descriptions, including magic clocks that Master Thistledown creates in his workshop on the second floor. He also sells a small number of magic items that control time. On the third floor is Master THistledown’s residence, which he shares with his adoptive granddaughter, Sugarplum the Pixie. Sugarplum is a sweet girl who seems stuck in a permanent childhood state for unknown reasons.

MindHarbor Memories:

Located in the north corner of the Market Grove Bazaar, this unassuming storefront is the city’s only government-sanctioned dealer in memories and memory manipulation services. The store is run by Lili Gearailteach, a chatty, feywild gnome with thick glasses who insists that all her patrons call doctor Gearailteach and her daughter Doilidh, a neurotic who suffers from various forms of OCD. Out front is a showroom with shelves with rows of well-organized memory bottles with little labels describing the contents of the memories inside in cramped handwriting and empty memory bottles. Doilidh runs the sales counter, although she prefers to stay in her room researching soap and hand sanitizer, and rumor has it that her mother has tried on multiple occasions to cure her OCD through memory manipulation. Outback is a clinic where Lili will extract or insert memories for either a fee or a commission on the sale. She claims she sources all the memories herself and takes great pride in her workmanship in removing and packaging memories.

Oblivion

Oblivion is a small storefront in Slibermond that offers something unique: the chance to experience complete and utter nothingness. The store is the brainchild of one Rallius Doom, a lanking tiefling who seems to be completely unflappable and seemingly never blinks. The small storefront contains eight large metal boxes with a hatch. Each of the metal boxes is a nothingness experience tank. For a fee of 1 gp, the players can spend an hour in the tank. Each player who experiences the sensation of nothingness makes a Wisdom check DC 17. On success, the player gains one die of inspiration from the calmness of oblivion. On failure, they take 1d6 psychic damage as the lack of stimuli induces a panic attack.

The Painted Pitchman

The wall-painted billboard on the main street where The Great Fey Marketplace meets Steinhaffer has been there for centuries, and the living-painted pitchman has been there nearly as long. He has promoted hundreds of different products over the years. Currently, he is promoting Waxsters Qaldira coffee, which is guaranteed to keep you awake all day. When the players get within 20 feet of the advertisement, the Painted Pitchman comes to life and starts a sales speech about Waxsters Qaldira coffee. If the players are willing to listen to his long and boring pitch, they can ask the painted Pitchman questions about going on along Main Street.

Planer Direction Post

A signpost at the Grand Fey Marketplace’s Silver Moon and Plain Street intersection is strange. The post is 12 feet tall and has arrows pointing to places in different planes of existence, like Mount Celestia, Bavoria, Mechanus, and Achron, and the arrows for Marigold Meadows and Whimsy Glade are slowly moving around the post. The signpost boards are correct; mostly, they point to portals to other planes and moving locations in the Feengrenze. Among the signs is one called Misfortune, which is pointing straight down. Any attempt to change the orientation of the sign fails. The flyer rack fills itself automatically with advertisements for nearby businesses.

The right shoe shop

The right shoe shop exclusively sells the right shoes. The owner, a Leprechaun named Lámhach Láimhe, exclusively makes the right shoes and angrily orders anyone who requests a left shoe out of the shop. Across the street is a shop that only sells shoes owned by his brother, Coiscéim. The brothers hate each other and have a long-running feud of unclear origins, but the brother’s shoes are of the best quality. 

The Sacred Word:

Located on the edge of the Market Grove Bazaar, this two-story tall brick bookstore is renowned as the premiere destination for vintage books and manuscripts. Helmed by the enigmatic and secretive elf witch, Serenwyn Llyr, the Sacred Word is more than just a bookstore is it also serves as the local branch of a secret society of the same name. The Sacred Word is a community of scholars dedicated to preserving the written word at all costs. Serenwyn is known to hire adventures to track down rare or lost books.

Second-hand Unpublished book

There is a small and musty stand in Market Grove Bazaar that sells unpublished books, that is, books that have yet to be published or written. The books look to be well-used, and some even look ancient. There are even a few written by the players. When asked where he got the books, Tabby, the halfling bookseller, shrugs and says that a Knockenvolk comes to town once a fortnight and gives him a new batch of books to sell.

The Sliberberg Sentinel Headquarters

Located in a second-story suite above a butcher’s shop called the Hog Heaven, the Sliberberg Sentinel is the city’s only official printer of broadsheets. It serves as one of two primary distributors of news and gossip in the city and publishes a new broadsheet every two days. The broadsheets are distributed via a small army of ragamuffins and orphans, often called the sentinel lads, for 40 a sheet.

The Sentinel is renowned for its sharp, biting coverage of city events and its notorious column, The Scoreboard. This column chronicles the latest scandals and excesses of the nobility in the local version of the Great Game, often portraying its participants as bumbling, out-of-touch nincompoops. The column is frequently accompanied by scathing political cartoons, much to its readers’ amusement (and occasional outrage). In addition to news and opinion pieces, the broadsheet provides ample space for classifieds and advertisements, cementing its place as a must-read for citizens of all stripes.

The Sentinel is run by Knockenvolk named Powell Two People (yes, that is his name), who serves as editor, owner, and leader of his team of freelance journalists. Unlike most Knockenvolk, he remembers quite a bit about his life, except for anything about who he was before the transformation, so he gave himself the Two People surname. His transformation also left him with some funny ideas about society that many would identify as real-world leftism. He is always seen wearing a red beret and commonly peppers his speech with revolutionary slogans. Despite his revolutionary flair, Powell has been, until recently, a paper tiger. Grown since Murtagh’s fall, thanks in part to regular donations from an anonymous benefactor. He is known for hiring adventurers to sniff out scandals among the city’s elite, paying handsomely for juicy leads. His long-running feud with the Town Criers’ Guildmaster, Thaddeus Broadclap, fuels a tit-for-tat war of sabotage and subterfuge. Powell occasionally employs adventurers to carry out the latest reprisal in their rivalry.

The Silver Moon Bakery and Cafe

The Silver Moon Bakery and Café is the city’s most famous bakery and café; it is also the headquarters for the Sliberberg branch of the Silver Moon Coven in the city and the residence of Tansy Fleetfoot. Despite looking like a rather normal example of Alpine architecture in Slibermond, the truth is the building is merely a front for a demi-plane containing a massive industrial bakery, a magical farm that can feed the entire city, a school for witches, and, of course, Tansy’s residence. Despite her penchant for being a hardass who does not tolerate excuses, laziness, ignorance, or poor craftsmanship, Tansy is a beloved figure in the community and, for extents and purposes, the unofficial Alderwomen for Slibermond. She also routinely hires adventures on behalf of the citizens of Slibermond and, on occasion, might take an adventurer under her wing for a little one-on-one tutelage in the finer points of magic.

The Society for the Humane Treatment of Awaken Animals Sliberberg Branch office.

The Society for the Humane Treatment of Awakened Animals (HTAA) is a well-regarded advocacy group dedicated to safeguarding the rights and welfare of awakened animals. While the Sliberberg branch is smaller than its counterparts in other nations, its workload remains steady thanks to the city’s high awakened animal population.

The branch is in a first-story suite in one of the city’s giant tree-building buildings along Slibermond Way. The office employs a dozen case workers, including a couple of awakened animals. Serving as head of the branch are the former elven circus performer turned animal rights advocate Mairead and his former partner at the circus, the sharp-tongued awakened parrot Chatterbeak.

The HTAA has a long history of hiring adventurers to aid case workers and investigate potential abuse or neglect of awakened animals.

Street of Divine Wisdom

Located in Slibermond, the Street of Divine Wisdom gets its name from the one dozen temples and churches dedicated to deities related to the magic that line its relatively short three block length. At one end of the House of Mystics, dedicated to Mystra, is one of the few public teleportation circles in the city, and they let anyone use it for a small donation. At the other end of the street, the temple of Aureon, the Hall of Lore, contains an extensive legal library and provides pro bono legal aid to those who request it.

While the temples on the Street of Divine Wisdom are known for having friendly rivalries with each other, the temples to Mystra and Aureon, the rivalry between the House of Mystics and the Hall of Lore, has grown increasingly bitter in recent years. At the heart of the feud are the two temples respective leaders: Selindriel Vontare, a mysterious and brilliant high elf Archpriestess of Mystra, and Thalros Unatir, the human Archpriest of Aureon, renowned for his unyielding conviction and strict sense of order. No one knows how the feud started, although there have long been rumors they were once lovers at some point in time. The two pontiffs

The feud escalates on their deities’ holy days when clashes between their temples become spectacles for the rest of the street. The constant clashes between Selindriel and Aureon have begun to cause concern among the other temples. The priests and priestesses of the temples of Ioun, Oghma, and Boccob have discussed trying to negotiate peace between the two archpriests, but no concrete action has been taken.

The Rose and Holy

The Rose and Holy is a gastropub and microbrewery favored by the students of the Coláiste Draoidheil. The taproom is renowned in Slibermond for its affordable yet hearty food, flowing drinks, lively camaraderie, and live entertainment, usually by students of the bard course at the Coláiste Draoidheil.

The Rose and Holly is also known as one of the best places in the city to pick up rumors due to all the traffic passing through the pub. If there’s a secret circulating in Slibermond, chances are someone at The Rose and Holly knows something about it.

The pub is run by the enigmatic Eladrin sisters Rós and Cuileann. They are Warm and gracious, but the sisters do not talk much about their past. On rare occasions, they display mannerisms that betray an upper-class education, unbefitting a pair of barmaids.

Town Criers Guild Guildhall

Located at the corner of Guildhall Row and Plain Street, the massive three-story brick structure of the Town Criers’ Guildhall dominates the area. This imposing building serves as the nerve center for Sliberberg’s town criers, who gather there each morning to receive the day’s official announcements before heading out on their rounds.

Anyone can purchase an announcement for as little as one gold coin, though the guild is notorious for charging extra for premium placement at the beginning of a crier’s list. This practice has earned the guild a reputation for favoring the wealthy and powerful, with its primary patrons being the city’s guilds, nobility, merchants, and manufactory owners. As a result, the announcements often glorify the aristocracy and uphold the status quo. However, adventurers and opportunists occasionally find useful tidbits hidden among the grandiose proclamations, such as requests for aid or hints at potential plot hooks.

The guild is led by Thaddeus Broadclap, a bombastic human with a barrel chest, a booming voice, and a love of fine cigars. Under his leadership, the guild weathered the Murtagh regime relatively unscathed by maintaining close ties with the regime. This arrangement earned them widespread disdain from the city’s population after Murtagh’s fall.

Thaddeus views the Sentinel and its owner, Powell Two People, as existential threats to the guild’s comfortable standing. Their ongoing feud is the stuff of city gossip, with each side using every tool to undermine the other. Recently, Thaddeus has begun hiring adventurers to tail Powell, hoping to uncover damaging secrets. His efforts have yielded one tantalizing lead: someone has been funding the Sentinel’s restoration and expansion after its shutdown under the Murtagh regime. Thaddeus is determined to unmask this benefactor and use the information to strike a decisive blow against his rival.

Weatherly Court

The weather in Weatherly Court in Steinhaffer is out of step with the current season. The weather in the street is the perfect example of the exact opposite of the current season: a constant blizzard in the summertime and dreary rain in the spring, for example.

Wisdom Is Us.

Wisdom is Us, a little unassuming store in The Grand Fey Marketplace that sells wisdom by the scroll. The store is filled with hundreds of little scrolls arranged in neat little racks along the walls. Each scroll contains a bit of wisdom in the form of a two to three-sentence anecdote. Each scroll has a magic seal that will not undo itself unless the scroll has been purchased. Usually, the anecdote is directly applicable to the buyer’s predicament. The dm is free to put whatever hints the players need in a bought scroll. Each scroll costs 3gp. When asked where the scrolls come from, the proprietor, a drowsy halfling cleric of Oghma named Quoder Freemoon, says they appear at night. The truth is that Quoder is possessed every night by an angel of Oghma and spends the entire night penning each and every scroll in the store.

You Need This

Located in a back alley in Slibermond, You Need This store sells whatever the purchaser needs most. The shop is run by the aged tiefling Damcis Free, who, for some reason, always appears impeccably dressed and speaks in a way that makes everything he says sound menacing. The players will find whatever non-unique, non-quest critical item they need the most after about 20 minutes of searching the shelves. The prices for the thing in question generally run the gamut from 150gp to 300gp.

Underberg Ward

Due to the extensive mining activity under the Sliberberg, the Underberg ward is a unique part of the city. It is a vast 3D maze of interconnected tunnels, caverns, and galleries stretching throughout the Sliberberg’s mass. The ward also has a distinct feel compared to the rest of the city, as if it were its little town within city limits. This is mainly due to the nature of its inhabitants. The dwarves, goblins, kobolds, gnomes, and occasional drow that call the ward home are a rough bunch of miners and metalworkers. They are self-reliant, look after themselves, and are less accepting of outsiders than the residents of other city wards.

The high crime rate also contributes to Underberg’s alien feel. The vast maze of tunnels that make up the ward has stymied any attempt by the Watch to comprehensively police Underberg. Also, most residents are likelier to keep their heads down or resort to using their fists than report a crime to the Watch. As a result, organized crime flourishes in the ward, and darker things also occur in those tunnels if the rumors are to be believed.

The ward has three main neighborhoods surrounding the goblin market, which sits in the dead center. The first is the Red Lantern Warrens, the city’s most notorious and lawless neighborhood. The Red Lantern Waren is a hotbed of nightclubs, bordellos, and gambling dens, all bathed in the crimson glow of the magical signs that mark each house of vice, hence the name. Many businesses here are fronts for the Syndicate and smaller affiliate gangs operating various illegal activities. 

The Burrows are a sprawling, maze-like residential neighborhood north of the Goblin Market. The name comes from the burrow-like nature of the home in the neighborhood. Here, the dwarves, goblins, kobolds, and other species that call the ward home reside. Despite the underground setting, the burrows still manage to be homely. The residences have intricately carved facades and gardens of fungi and crystals that line almost every tunnel.

Beneath the goblin market are the depths, a collection of quarries, stoneworks, mines, and foundries in narrow tunnels. During the day, the depths are a hub of activity as the bulk of the city’s residents carve their living from the roots of the mountain. During the night, it becomes eerie quiet. Nobody but the desperate and the deprave live in the depths, and rumors circulate about the things in those tunnels.

Underberg’s Permanent Oddities and   Points of Interest

The Catacombs

The catacombs form a broad dome at the top of the Underberg, a network of burial vaults, and narrow tunnels connecting most of the churches and temples in the city. This intricate system is the domain of the Faoghair clan of goblins, the city’s official keepers of the dead. The clan, a decidedly strange bunch that is almost all morticians and priests, is the only one that knows the way through the deeper parts of the catacombs, where they regularly patrol for signs of desecration. At the center of the catacombs in the House of Bones, a sprawling collection of Victorian Gothic Revival style vaults, chapels to every known afterlife-related deity, and morgues decorated ample heavy wood with bone motifs, velvet drapes, and paintings of past members of the clan.

The Goblin Market

The goblin market is a set of large interconnected chambers where merchants of all stripes hawk their wears. The market is famous for its almost complete lawlessness. The seemingly ageless market master Nib the Moneychanger has decreed only three rules for anyone who does business in the market: no fighting, no stealing, and no blatant fraud; anything else is allowed. The market is a strange mix of the weird, exotic, illegal, and mundane. Vendors selling strange goods from the Feywild can be found next to vendors selling edible fungus and vegetables. Vendors selling secrets and dreams often rub elbows with hags selling curses and sellers of secrets, all beneath magical neon and illusionary signs.

The House of Wolves

Located just off the goblin market, The House of Wolves is an opulent den of illicit dealings reserved for the criminal elite. This exclusive, members-only auction house caters to crime lords, pirate kings, smuggler kingpins, and morally dubious nobles who bid on rare goods and forbidden objects. High-value slaves, rare magic items, artifacts of dark power, dark secrets, stolen essences, and memories are all sold to the highest bidder.

 The House is owned and operated by the hobgoblin werewolf brothers Daithí and Darragh. Daithí, the charming and cunning auctioneer, delights in orchestrating the spectacle while his silent, muscle-bound brother Darragh oversees a security force of hobgoblins and lycanthropes.

The Stacked Deck

Shining like a lighthouse within the Red Lantern Warrens, with its flashy neon signs of coins, dice, and cards, the stacked deck tempts all who pass by to come in and test their luck. Beyond the casino’s polished doors lies a haven of opulence—fine rugs, plush velvet furniture, and gilded fixtures—where the clink of chips, the tumble of dice, and the murmurs of fortune create a symphony of indulgence.

Owned and operated by the Coiníní Marbh Syndicate, The Stacked Deck serves as their public face and headquarters. Behind the bustling gambling hall and the luxurious cabaret theater lies a secret warehouse filled with stolen and smuggled goods, as well as a private lounge for Syndicate enforcers. At the center of the stacked deck is the opulent office of Don Finnegan “Blackhand” O’Malley, a surprisingly intelligent and taciturn bugbear and ex-boxer with a blackened right hand, a rumored mark of an arch fey’s favor

The Summer Rose

The Summer Rose is a rough-and-ready dive bar in the Goblin Market with a surprising air of quiet restraint. Its creaking wooden walls, saloon-style doors, and dim lantern light seem at odds with the exotic, chaotic marketplace outside. However, the bar serves as the headquarters for the Sliberberg Bounty Hunters Union. While barely two years old, the Union is a mediator between bounty hunters and their clients, ensuring fair contracts while maintaining a fund covering its members’ medical, equipment, and legal expenses.

Despite its rough-and-ready appearance, The Summer Rose enforces a strict no-fighting policy, making it a rare oasis of calm in the bustling marketplace. This unusual peace is maintained by the Union’s formidable leader, Caitríona mac Uathach—better known by her alias Cassidy Rose. A fiery 19-year-old hobgoblin with flaming red hair and a no-nonsense demeanor, Cassidy rules the bar with an iron fist and a reputation for swift justice. Her tough exterior hides scars from a tumultuous upbringing under her late father, Count Cathan mac Uathach, but she channels that unresolved rage into protecting her Union and its members.

The dock ward and the harbor

While Sliberberg is blessed with an impressive natural harbor, it also had the unfortunate of sitting on a stretch of harbor coast dominated by a shallow rocky tidal flat that made it impossible for oceangoing trade ships to get within a quarter mile of the city. Worse, the massive boulders that dominated the tidal flat and pounding surf made it difficult for barges and tenders to ferry goods out to ships at anchor. So early in the city’s history, long stone wharves that reached out into the deeper parts of the harbor were constructed. These massive several thousand-foot-long and 300-foot-wide stone causeways allowed trade with oceangoing cogs and carvels, tamed the surf, and drew the merfolk and selkies who lived in the harbor. As the need for fisheries and warehouse space in the city grew and available space of the wharves started to shrink, piers were extended out from the sides of the wharves, and buildings on piling were constructed alongside them. This drew even more merfolk as the piers continued to be extended. A parallel community of merfolk and selkies sprouted under the city’s piers. Eventually, the first 500 feet of the city waterfront became a maze of piers and buildings on stilts of all descriptions and thus became the dock ward.

The dock ward has the smallest permanent population of any ward in the city. The year-round residents own the various inns, taverns, and other businesses catering to the multiple sailors and transients passing through the ward. Indeed, the ward has an impermanent and transitory feel to it. One step off the wharves and away from their sturdy brick custom houses and shops, the streets become progressively broken-down piers lined by wooden buildings in various stages of decay. These buildings change owners so fast that only some remember which businesses own which building.

Below the waves, however, a fascinating world unfolds. The merfolk and selkies of the duchy of the Coast and Isles have crafted their unique settlement, nestled in the shelter provided by the submerged ruins, boulders, and under the wharves and piers that make up the dock ward. The sheer size of the merfolk and selkie population living under the docks has led to the construction of accommodations for those with fins and flippers instead of feet in many of the stores and pubs of the ward.

The rest of the harbor is dotted with small harbor islands. Most islands are unpopulated except for the occasional lighthouse. Still, various harbor rat gangs are known to use the islands as supply depots and gathering points for piracy raids.

Dock Ward and Harbor Permanent Oddities and Points of Interest

The Door to Nowhere

Sitting at the edge of a pier in the dock ward is an ornate wooden doorframe better suited to a mansion than the docks without a building attached. On most days, the doorway is what it seems: an empty frame without a door or building attached to it sitting in a random spot in the docks. However, on nights when the full moon shines over the city, an ornate door appears in the doorframe. The door leads to a well-furnished flat in a pocket dimension. On new moons, a simpler door appears. The door leads to the infinite staircase.

Fish Market

Despite its name, the fish market off of Long Wharf is a more lively town marketplace than a place to just buy fish. The market has been built to accommodate selkie and merfolk customers. Most of the market is built on floating docks. Houseboats turned into shops can be found lining the edges of the docks. Anything you can find in a regular marketplace can be bought or sold in the fish market as well as fish. It is also one of the best places in the city to gather rumors from the merfolk and selkies. 

The Listing Brig

Sitting in a maze of rundown boarding houses and warehouses is the Listing brig, a rundown pub and inn. The brig, as it is affectionately called by the harbor rats that frequent it, is the favorite haunt of the members of the brigands, smugglers, and pirates that hang around the docks. The tavern leans into its reputation as a pirate bar that sells cheap beer and greasy food and encourages brawls every night. Molly Guinness, a brooding and hulking selkie woman of indeterminate age with a permanent lousy attitude, runs the brig. She tolerates a lot happening in her pub, but if you break something or try to walk out on your tab, she will not let you leave until you pay for it, and if you can’t, you will be lucky just to end up shanghaied.

The Phantom Carrack The Eternal Voyage

The Eternal Voyage is a ghostly trading carrack that shows up in the dock ward at 5 p.m. on Thursdays every second week. It takes about three hours to offload and take on cargo, and then it disappears again. The ship’s crew is in denial that they are dead and vehemently insists that they are alive.

Sliberberg Free Navy Anchorage

The Sliberberg Free Navy Anchorage is a modest set of docks off Long Wharf that serves as the base of operations for the fledgling Sliberberg Free Navy.

During the brief reign of the Usurper Murtagh, the local pirates and smugglers known as harbor rats suffered. They were forced to serve Murtagh’s lord admiral, the Pirate King Kraggath, and his Navy of cutthroats and pirates, where they were abused and forced to do smuggling work pro bono for the lord admiral. The various harbor rat gangs decided to join forces and elected Captain Riona Byrne, who then masqueraded as a man named Ryan Burns, to be their rat king. The Rat Confederacy allied with the resistance and helped restore Fredrick to his throne. Ultimately, the Rat confederacy fell apart when Murtagh was defeated, with the various crews scrambling to claim what remained of the Royal Navy.

However, Riona Byrne took the dissolution of the Royal Navy as an opportunity to go legit; she wanted a more stable future than piracy, and several former confederacy members agreed. Aided by several Navy deserted, hijacked the best ships in the Navy and sailed them out of the harbor. Over the course of a single weekend, the newly christened Sliberberg Free Navy transformed their vessels into a legitimate-looking fleet. It returned to Sliberberg, offering its services as pirate hunters and convoy escorts to King Fredrick and the New Mountainheart Mercantile Guild (NMMG).

The SFN offers a variety of services for enterprising adventures. Players can hire SFN ships and crews here for 50 gp per day. Commodore Byrne is always looking for skilled sailors and seasoned fighters; she often offers short-term contracts for extra hands for dangerous missions or big fights.

Stoneforge and Ironhelm Shipbuilding:

Stoneforge and Ironhelm Shipbuilding is the city’s only shipyard and remains constantly busy because of it. It is located on the southern side of the dock ward, where it meets the mouth of the Sliverflow River. The yard features two shipbuilding ways and three dry docks, which are constantly in high demand due to the sheer amount of traffic passing through the city. The shipyard can build or repair any ship from the Players handbook table, but there is usually a waitlist for slipway or drydock space.

The shipyard is owned by hobgoblins Isla Stoneforge and Niall Ironhelm. The Stoneforge and Ironhelm families have a long and sorted history on the Feysea, with multiple family members of both families being pirates, smugglers, privateers, and fly-by-night merchants. The families have been in a protracted feud for the last century, which Isla and Niall have long since tried to escape by marrying(Isla opted to keep her maiden name) and opening a shipyard. Despite washing their hands of the family feud, the pair has long sought to extradite members of both clans unwilling to carry on the feud from their respective families. They will often hire adventures to smuggle cousins away from their clans.

The Turtleback Curiosity Shop

The Turtleback Curiosity Shop is a small, almost shack-like structure on the back of a giant turtle. The houseboat shop sells nautical-themed trinkets and other oddities. It travels up and down the coast, setting up shop in various coastal villages. When it is in Sliberberg, it generally docks at the Fish Market. This shop is run by a little old human lady named Ethel Seaworthy. She is the stereotypical lovely old lady and can usually knit on deck when the shop is not open.

Turtle Island Light

At the entrance to Sliberberg Harbor sits Turtle Island, a small, rocky outcrop shaped eerily like a turtle’s shell. Though seemingly innocuous, the island is home to a lighthouse with a dark and disturbing history. Nearly all the lighthouse keepers who have tended its light have succumbed to madness, with many meeting their end in violent, unexplained ways. Only a few have managed to escape with their sanity intact. With so many lighthouse keepers going crazy while tending the lighthouse, the city opted to automate the lighthouse several decades ago. However, the automation of the lighthouse has not cut down on the rumors associated with the island, including but not limited to the fact that there is a hidden portal to pandemonium on the island. The only people who frequent the island are harbor rats, who stay far from the lighthouse.

Schwarzrauchgasse.

Schwarzrauchgasse is almost as old as the city, although it only recently became a ward. Originally called tannery row, it was a set of tanneries, stockyards, and slaughterhouses built on the far side of the Silverflow, far away from any noses that would object to the strong smell of manure, viscera, and chemicals said industries produced. Over the years, as the mining industry in the city grew, various foundries, alchemical plants, and other businesses that produced foul smells, loud noises, and choking smoke joined the tanneries. Eventually, this proto-industrial area developed a shell of tenements and rundown apartment buildings and was ultimately surrounded by a wall, thus becoming the Schwarzrauchgasse.

To this day, Tannery Row is a bustling activity hub and a testament to the city’s industrial prowess. The workshops, tanneries, and slaughterhouses operate day and night, producing continuous odors and noise. The area’s long-standing association with artificers’ art has led to the adoption of advanced, albeit complex, power tools and convey belts powered by a combination of human, animal, wind, and magic power. The manufacturing capability of Tannery Row is so exceptional that it facilitates the outward flow of goods produced by the proto factories via ships from the dock ward and riverboats and barges up the Silverflow River.

Surrounding Tannery Row and providing most of the laborers the factories require are the poor neighborhoods of Märtyrerrast and Dunkelwinkel. Of the two, Märtyrerrast is the more pleasant. It surrounds  The Sanctuary of the Resplendent Hand like a drowning man scrabbling at a piece of driftwood. The Sanctuary provides much-needed relief and medical care to the city’s poor, and as a result, most of the neighborhood residents are highly religious, with churches everywhere. The people in Märtyrerrast also seem to have a habitual need to keep up appearances unless they appear like those poor souls in Dunkelwinkel. They often prioritize things like soap and decent clothing over essentials like food to maintain appearances. As a result, while people of Märtyrerrast generally go starving, the neighborhood is cleaner and less run down than the rest of the ward. Dunkelwinkel, on the other hand, is the definition of slum. The buildings are decrypted tenements along decaying streets. The drolls haunt the back alleys, and other gangs engage in war in the streets.

Anchoring the seaward end of the ward is the Carrey Headlands. The towering clifts of this prominent point are home to the Carrey Batteries, the city’s primary defense against threats from the sea. A neighborhood has cropped up along the switchbacks on the steep road leading to the entrance to the fort. The neighborhood is home to families of the soldiers stationed in the fort and to numerous pubs and weaponsmiths, all of whom seek to deplete the soldiers from their salaries.

The Carrey Batteries

The Carrey Batteries are a massive set of fortifications built into the stony clifts of the Carry Headlands that serve as the city’s primary defense against seaborne threats and primary garrison for the city guard. It comprises 12 blocky stone ballista and catapult batteries along the headlands’ seaward and harbor ward edge. Below the surface lies a network of tunnels hewn from the living rock, connecting the batteries to barracks, armories, and supply bunkers. The underground complex can house 350 soldiers in modest comfort for up to four months, complete with provisions and secure defensive positions.

Comedy Factory

Comedy Factory, yes, that is the name of the factory that makes novelty goods, including whoopie cushions, x-ray specs, and fake vomit, for stores all over the multiverse. However, a strange quirk of the company is that almost constant slapstick comedy is happening inside the manufacturing plant. Crates are constantly dropping on toes, ladders are getting swung into bystanders, and the odd anvil or piano has been known to make a near miss every few days. It is common for workers in tannery row to come and watch the show on their lunch breaks from a safe distance.

Impossible ladder factory

There is a workshop in Tannery Row that makes absurdly long ladders, up to 300 feet long. Players can order these insanely long ladders for 2 to 6gp. However, the workshop is only 30 by 30 feet, leaving everyone puzzled about how they fit such long ladders.

The Sanctuary of the Resplendent hand

Dedicated to Ilmater, the Crying God of Toril, and located on a sprawling campus in the center of Märtyrerrast, The Sanctuary of the Resplendent Hand has long served the city as its primary place of healing for the lower classes. The Abbey’s campus consists of three main buildings: a gothic church to Ilmater, the free hospital, and the Cloister of Ilmater, where the monks and nuns reside.   The free hospital boasts a large staff of monk and nun doctors who can magically heal and cure wounds and are experts in various medical fields, including surgery and psychiatric medicine. Leading the medical team at the hospital is humble and devout human man Abbot Thalmarin Voss, who also serves as the hospital’s chief surgeon. All treatments at the hospital, except for the casting of raised dead, are provided for free thanks to Abbey’s sale of healing potions and medicine and a stipend from the crown. The Abbey also has an extensive garden where the ingredients used to make healing potions are grown.

The Wonderforge

Towering over the skyline of Dunkelwinkel in Tannery Row, the Wonderforge is a colossal, magically enhanced foundry. Housed in a sprawling brick edifice bristling with smokestacks and arcane glyphs, it employs dozens of skilled artificers and artisans crafting enchanted and mundane metal goods of the highest quality. It is one of the few manufactories and workshops in the whole isle of Tír na Caillte capable of manufacturing very rare and legendary magic items —available by special commission for a steep 20% markup.

Since its opening, the Wonderforge has been mired in controversy. Built during the reign of the usurper Murtagh, it was initially intended as a weapons and armor plant for the royal army. Its construction came at a high cost: entire blocks of tenements in Dunkelwinkel were razed to clear space for the foundry, displacing countless families. These two facts have not ingratiated the foundry to the people of Dunkelwinkel, who have been known to harass the workers and vandalize the property. These moral issues have been known to weigh heavily on the master artificer in charge of the plant, Aidan MacCogadh, and the goblin, who is known to spend his nights drinking to soothe his conscience.

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