
Welcome to Sliberberg, the half-fey city where the extraordinary is just another Tuesday. Nestled within the Sliber Highlands of the Märchenweltgrenze, this bustling metropolis serves as a melting pot where the boundaries between the material world and the Feyrealm blur into a delightful mishmash of whimsy and wonder. Here, amidst the enchanting chaos, anything can happen, and usually does.
Situated precariously between the shimmering expanse of the Feysea and the fringes of one of the most potent wild magic zones in the mortal realms, Sliberberg occupies a unique position where the fantastical and the mundane collide in spectacular fashion. It’s a city where a stroll down the cobblestone streets might lead you to encounter a disembodied thought floating past, followed by a cat engaged in a duel with a mouse, all while dodging a salesman peddling bottles of nothingness.
In Sliberberg, the bizarre is embraced, the peculiar celebrated.Here, fey and mortals alike revel in the unpredictability of everyday life, finding joy in the absurd and the whimsical. Whether you’re a seasoned adventurer seeking thrills or a wide-eyed newcomer eager to explore, Sliberberg offers endless opportunities for adventure, intrigue, and, of course, a healthy dose of the unexpected.
Geography
Nestled within the enchanting landscape of the Sliber Highlands, Sliberberg sprawls across a series of rolling hills that cascade down from the majestic Sliberhorn Mountain to the sparkling shores of the Feysea. Located in the southern reaches of the highlands, the city enjoys a picturesque setting where verdant hills meet the tranquil waters, creating a tapestry of natural beauty and urban charm.
At the heart of Sliberberg lies the towering prominence known as the Sliber Berg, the largest of the hills that form the backbone of the city. Perched atop this imposing elevation is the upper city, a bustling hub of activity where grand estates and noble residences overlook the bustling streets below. From this vantage point, residents and visitors alike are treated to sweeping vistas of the surrounding landscape, with the azure expanse of the Feysea stretching out to the horizon.
As the city descends from the heights of the Sliber Berg, its streets narrow and wind their way through the undulating terrain, following the natural contours of the land. In places where the hills steepen, stone staircases carved into the earth provide passage between the different levels of the city, adding to its unique charm and character. Quaint alleyways and hidden passageways crisscross the labyrinthine streets, inviting exploration and discovery at every turn.
Beyond the confines of the upper city, Sliberberg spills out across the surrounding hillsides, with clusters of homes and businesses clinging to the slopes in a haphazard fashion. Each neighborhood has its own distinct personality, from the bustling markets of the lower city to the quiet enclaves tucked away in the shadow of the Sliberhorn.
To the west, the Sliberflus River cuts through the heart of the city, its gentle waters providing a lifeline for trade and commerce. Bridges span its width, connecting the various districts of Sliberberg and serving as vital arteries of transportation and communication.
And looming over it all, the Sliberhorn Mountain stands as a silent sentinel, its rugged peaks and craggy slopes a reminder of the untamed wilderness that lies just beyond the city’s borders. Yet despite the challenges posed by its rugged terrain, Sliberberg thrives, a beacon of civilization amidst the wild and the wondrous.
History of Sliberberg
The storied history of Sliberberg is as rich and colorful as the tapestry of the Märchenweltgrenze itself, woven with threads of magic, betrayal, and redemption. From its humble beginnings as the capital of the alpine kingdom of Mountainheart to its recent liberation from the clutches of tyranny, the city has weathered the storms of fate with resilience and determination.
Founded over 1200 years ago during a time reminiscent of the early Middle Ages, Sliberberg emerged as the jewel in the crown of Mountainheart, a small kingdom in the mountain system known as the Wirbelsäule, serving as the seat of power for generations of monarchs. Under the reign of the wise and benevolent King Edward von Bergherz, the city flourished, its streets bustling with merchants, scholars, and artisans from far and wide.
However, the tranquility of Sliberberg was shattered around 500 years ago, when King Edward’s ambitious alliance with the high fey enchantress Gisela took a dark and tragic turn. Bound by a pact forged in desperation, King Edward’s son, Prince Fredrick, was promised in marriage to Gisela’s daughter, Sophia. For years, the alliance held firm, but when King Edward sought to secure a new marital alliance with neighboring kingdoms, he callously broke off the engagement, triggering a cataclysmic chain of events.

Enraged and grief-stricken, Gisela’s mind unraveled, and with the aid of the fey Sovereign Fionnuala, she rent a gaping wound in the fabric of reality itself, unleashing twin torrents of magic and water upon the Wirbelsäule. In the wake of this devastating catastrophe, known as the Drowning of the Wirbelsäule, the Märchenweltgrenze was born, forever altering the landscape and destiny of Sliberberg.
Despite the destruction wrought by the Drowning, Prince Fredrick and the resilient but transformed inhabitants of Sliberberg rose from the ashes, rebuilding their shattered city amidst the chaos and confusion that followed. However, Fredrick’s heart remained heavy with grief and guilt, his spirit haunted by the memory of Sophia and the role he played in her fate.
For centuries, Sliberberg endured as a city state under Fredrick’s erratic and melancholic rule, its streets teeming with a vibrant tapestry of life and intrigue. Yet the shadows of tyranny loomed large over the city when it fell under the oppressive yoke of Vasrock, the Hobgoblin nationalist and pawn of Fionnuala’s machinations.
In a dark chapter of Sliberberg’s history, Vasrock’s reign of terror cast a pall over the city, plunging it into a long night of oppression and despair. But hope flickered in the hearts of a band of heroes, whose bravery and sacrifice would ultimately lead to Vasrock’s downfall and the dawn of a new era for Sliberberg.
With the city liberated and Prince Fredrick’s soul finally finding solace, Sliberberg stands poised on the brink of a new chapter in its history. Guided by the light of friendship and the revelation of Sophia’s rebirth as Fionnuala’s daughter, Maeve, the people of Sliberberg look towards a future filled with promise and possibility, as they continue to write the next chapter in the saga of their beloved city.
Government of Sliberberg
At the helm of Sliberberg’s governance stands the esteemed Lord Mayor, Eamon Fairbreeze, a venerable elf and knight of the realm whose wisdom and kindness have endeared him to the hearts of all who call the city home. For the past 430 years, Lord Mayor Fairbreeze has faithfully served the people of Sliberberg, guiding the city with a steady hand and a compassionate spirit.
Born of noble lineage and tempered by centuries of experience, Lord Mayor Fairbreeze embodies the ideals of leadership and service, his gentle demeanor and grandfatherly air earning him the admiration and respect of citizens from all walks of life. Whether offering sage counsel to his fellow council members or walking the streets to greet his constituents, Lord Mayor Fairbreeze is a reassuring presence in times of peace and a stalwart defender in times of crisis.
Assisting Lord Mayor Fairbreeze in the day-to-day affairs of governance is a council of twelve aldermen, each chosen through a democratic process overseen by the heads of the city’s guilds and the resident knights. Representing a diverse array of interests and backgrounds, these aldermen work collaboratively to address the needs and concerns of Sliberberg’s populace, ensuring that the city thrives under their collective stewardship.
Law and Order in Sliberberg
In the vibrant and eclectic city of Sliberberg, where magic flows as freely as the mountain breeze, maintaining law and order is a complex endeavor that requires a delicate balance between tradition and innovation. In addition to addressing the usual array of crimes that plague urban centers, Sliberberg’s laws also take into account the unique challenges posed by magical malfeasance, ensuring that justice is served for all citizens, both mundane and magical.
At the forefront of law enforcement in Sliberberg stands the City Watch, a dedicated corps of officers tasked with upholding the peace and safeguarding the well-being of the populace. Sporting distinctive Kettle-style helmets and blue-and-white tunics over chainmail, the watchmen are a familiar sight on the city streets, patrolling in groups of two to ten and ready to respond to any emergency with efficiency and professionalism.
Empowered by the authority of the Lord Mayor and the council of aldermen, the City Watch operates with a level of organization and discipline more akin to a modern British-style police force than a medieval city watch. With approximately 600 watchmen on duty at any given time, the city’s streets are kept relatively safe and secure, ensuring that citizens can go about their daily lives without fear.
The City Watch is vested with the authority to immediately apprehend suspected criminals caught in the act of committing a crime and to investigate crimes reported by concerned citizens. Suspects may be detained in one of the ten watch houses scattered throughout the city, each identifiable by a sign bearing the watch coat of arms, or transported to the city jail located within the formidable walls of the watch fort.
Depending on the severity of the crime, suspects may face trial before one of the city’s seven magistrates or be brought before the city courthouse at the watch fort for more serious offenses. Upon conviction, offenders may be subject to a range of punishments, from fines and restitution to imprisonment in Anvilhold prison, the notorious prison and mine in northern reaches of the Sliber Highlands
However this has been a struggle until relatively recently, the watch have often found themselves hampered by insufficient resources and inadequate support from both the city and national government.
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. With a need for specialized personnel and a larger force than would be typical for a city of its size, the watch has historically struggled to maintain order, often teetering on the brink of chaos.
This precarious balance was thrown into sharp relief during the year-long occupation of the city by Vasrock the Goblin Nationalist. Vasrock gutted the old watch and filled it with loyalists to his caused lead by one of his top commanders. In the aftermath of the occupation, the City Watch found itself depleted and demoralized, its ranks decimated by the purges enacted by Vasrock’s regime.
However, out of the ashes of adversity arose an opportunity for reform and renewal. With the support of the newly liberated city and the goodwill of its grateful citizens, the watchmen were finally granted the resources and autonomy they so desperately needed to rebuild their organization from the ground up.
Under the leadership of a determined and resourceful watch commander, the City Watch embarked on a sweeping program of reform, recruiting fresh recruits, training new officers, and investing in state-of-the-art equipment and infrastructure. With a blank check from the city coffers and a mandate to restore law and order to Sliberberg, the watchmen spared no expense in their quest to rebuild their shattered organization.
The Diverse Citizenry of Sliberberg
In the bustling streets of Sliberberg, a vibrant tapestry of life unfolds, woven from the threads of countless species and cultures that call this city home. With a population of around 50,000 individuals, Sliberberg boasts a rich diversity that reflects its unique position as a crossroads between the mortal realm and the Feyrealm.
At the heart of Sliberberg’s citizenry are the denizens of the mortal realm—humans, halflings, dwarfs, and other familiar races who have made their homes amidst the hills and valleys of the city. They bring with them the traditions, customs, and values of their respective cultures, contributing to the rich tapestry of life that defines Sliberberg.
Yet, alongside these mortal inhabitants, the city also plays host to a colorful array of fey beings, whose presence infuses Sliberberg with a sense of enchantment and wonder. Centaurs roam the streets alongside fairies, goblinoids, satyrs, leprechauns, and stranger creatures whose forms defy description. Drawn to the city by its unique blend of magic and mystery, these fey beings have woven themselves into the fabric of Sliberberg’s society, adding their own unique perspectives and talents to the mix.
Trade and Economy
As the nexus between the material world and the enchanting realm of the Fey, Sliberberg stands as a vibrant hub of commerce and industry, where goods and wares from both realms converge in a bustling marketplace of wonder and opportunity. Situated at the crossroads of trade routes that span the northern Märchenweltgrenze, the city serves as a vital port of entry for goods flowing between the mortal realm and the Feyrealm.
At the heart of Sliberberg’s economic engine lies its strategic position as one of the primary portals connecting the two worlds. A constant stream of luxury goods, exotic treasures, and enchanted artifacts flows into the city from the Feyrealm, carried by caravans and ships that traverse the Feysea to reach the bustling docks of Sliberberg. From there, these goods are transported through the Glimerstone Pass into the Great Valley and onwards to markets in the mortal realm via the High Oak and Serpent Root Passes.
Conversely, Sliberberg also serves as a vital gateway for commodities flowing from the mortal realm into the Feyrealm. Raw materials, crafted goods, and magical artifacts crafted by the skilled artisans of Sliberberg are in high demand among the denizens of the Feyrealm, who prize the quality and craftsmanship of mortal-made goods.
In addition to its role as a trading hub, Sliberberg boasts a thriving manufacturing base, with artisans and artificers specializing in the creation of magic items of every description. From enchanted weapons and armor to potent potions and mystical trinkets, the workshops and forges of Sliberberg’s craftsmen hum with the energy of creation, their products sought after by adventurers, nobles, and fey alike.
To facilitate and regulate this bustling trade, Sliberberg is home to a network of professional guilds, each specializing in a particular trade or craft. These guilds oversee all aspects of commerce and manufacturing within the city, setting standards of quality, resolving disputes, and ensuring fair wages and working conditions for their members.
Defenses
Historically, the city relied on a combination of ancient enchantments and magical barriers to safeguard its inhabitants from harm, but in the wake of recent events, sweeping changes have been implemented to bolster its defenses and ensure the safety of its citizens.
At the heart of Sliberberg’s defenses lies the formidable network of city walls, comprised of two distinct barriers designed to repel even the most determined of attackers. The first line of defense consists of the ancient city walls, which have been reinforced and fortified over the centuries through powerful enchantments. Capable of withstanding the onslaught of a rampaging dragon and reflecting magical attacks back upon their casters, these walls serve as an impregnable barrier against all but the most formidable of foes.
Beyond the city walls, a magical forcefield envelops Sliberberg, extending outward for a mile and a half in all directions and anchored by massive stone monoliths. Activated only in times of imminent threat, this impenetrable barrier serves as a first line of defense, protecting the city and its inhabitants from the ravages of war and invasion.
In addition to its defensive barriers, Sliberberg has taken steps to strengthen its military forces and fortify key strategic positions. Under the leadership of King Fredrick and the newly reinstated government, a new force of city guardsmen has ben established to ensure constant vigilance along the inner wall. Fortified batteries of catapults and ballistas now stand watch over the harbor, ready to unleash a hail of projectiles upon any would-be invaders.
At the Pleasant Meadows battery, the city guard maintains a strong presence, supported by additional troops quartered at the watch fort. In times of war, Sliberberg can muster a formidable fighting force, including 700 guardsmen, 340 knights from the various noble houses, 800 members of the city watch, 100 mages from the esteemed Coláiste Draoidheil, and numerous resident mages, along with 4800 militiamen drawn from the city’s populace.
The wards of Sliberberg

The Upper Ward
Perched atop the Sliber Berg itself and sheltered by the ancient city walls lies the Upper Ward of Perched atop the SLiber Berg itself and sheltered by the ancient city walls lies the Upper Ward of Sliberberg—a realm of opulence and grandeur befitting the city’s elite. Here, amidst the winding streets and manicured gardens, the rich and noble-born of Sliberberg make their homes, each residence a testament to the wealth and status of its occupants.
At the very top of the Sliber berg stands the Castle Sliberberg, a magnificent edifice of gleaming stone towers, where the ruling family of Sliberberg holds court and presides over the affairs of the city. Surrounding the palace are the residences of the city’s eight dukes, each a sprawling estate of grandeur and extravagance, where generations of noble bloodlines have lived and flourished.
But it is not only the nobility who call the Upper Ward home—wealthy merchants, successful artisans, and esteemed scholars also reside within its bounds, their mansions and townhouses rivaling those of the aristocracy in splendor and sophistication. From high elf-style mansions with tall spires and delicate arches to palaces of pure crystal and towering castle keeps straight out of fairy tales, the architecture of the Upper Ward is a testament to the boundless creativity and imagination of its residents.
Amidst the opulent residences and stately manors of the Upper Ward, the city’s civil buildings stand as monuments to the principles of governance and justice that guide Sliberberg. Here, in the shadow of the royal palace, the city’s main cathedral rises skyward, its towering spires reaching towards the heavens in a testament to the faith and devotion of the city’s inhabitants.
But for all its grandeur and magnificence, the Upper Ward is not without its secrets and intrigues. Behind the façade of wealth and privilege, whispered rumors and clandestine dealings abound, as the city’s elite vie for power and influence amidst the glittering halls of their luxurious estates.
Neighborhoods of the Upper Ward
Within the illustrious Upper Ward of Sliberberg lie three distinct neighborhoods, each with its own unique charm, character, and inhabitants, collectively contributing to the tapestry of opulence and prestige that defines this exclusive enclave.
1. Kronenhöhen: Nestled amidst the verdant northern slopes of the Sliber Berg, Kronenhöhen stands as a testament to the power and influence of Sliberberg’s noble elite. This prestigious neighborhood is home to fourteen large city estates, each belonging to various dukes and counts who wield considerable sway over the affairs of the city. The estates of Kronenhöhen are sprawling and luxurious, with manicured gardens, ornate fountains, and grandiose architecture that speaks to the wealth and status of their owners. Here, amidst the tranquil beauty of their ancestral homes, the nobility of Sliberberg hold court, hosting lavish soirees and glittering galas that are the envy of the city.
2. Ritterholm: True to its name, Ritterholm is a bastion of chivalry and nobility, home to the gentry and the wealthiest merchants in Sliberberg. Here, amidst the winding streets and picturesque squares, the city’s elite gather to see and be seen, their opulent townhouses and elegant manors serving as symbols of their status and influence. The architecture of Ritterholm is grand yet refined, with stately facades adorned with intricate carvings, soaring towers, and sweeping balconies that overlook the bustling streets below.
3. Wachehalten: Named for its proximity to the watch fort, Wachehalten is a neighborhood of contrasts, home to a diverse array of smaller townhouses and mansions belonging to merchants, artisans, and other wealthy individuals. Here, amidst the shadow of the city’s defenses, the residents of Wachehalten live in relative comfort and security, their homes adorned with colorful awnings, flowering vines, and ornate ironwork that speaks to their prosperity.
Gazetteer
Castle Sliberberg:
Perched majestically atop the northwest and tallest part of the hill and spanning over four sprawling acres, Castle Sliberberg stands as a testament to both grandeur and whimsy, its fairytale-like appearance a striking contrast to its impracticality as a fortress. Originally gifted to King Fredrick in a desperate attempt to alleviate his grief and loneliness, the castle’s lavish design and opulent surroundings failed to bring solace to the troubled monarch until the arrival of Princess Maeve.
Today, Castle Sliberberg serves as the regal residence of King Fredrick, Queen Maeve, and their beloved infant adoptive daughter, Princess Bridget. Within its hallowed halls, the royal family holds court, their presence lending an air of enchantment to the castle’s magnificent surroundings.
In addition to its role as a palace, Castle Sliberberg also houses the offices of several of King Fredrick’s ministers, who work tirelessly to govern the realm and ensure the prosperity of its citizens.
Surrounding the castle, the gardens of Castle Sliberberg bloom in vibrant splendor, their beauty rivaling that of the most enchanting fairy tales. Lush greenery, colorful flowers, and sparkling fountains create a serene oasis within the bustling city, inviting visitors to lose themselves in its tranquil embrace
Cathedral of Déantóir Gach Ní
Standing proudly at the heart of the city’s bustling plaza, the Cathedral of Déantóir Gach Ní rises majestically, a testament to faith and reverence in the presence of the Worldshaper. Revered by the fey as Déantóir Gach Ní—the Maker of All Things—the cathedral serves as a beacon of spiritual guidance and contemplation for all who seek solace within its hallowed halls.
Constructed in the timeless style of Gothic architecture, the cathedral’s soaring spires and intricate stonework evoke a sense of awe and wonder, drawing the eye skyward in homage to the divine. Yet, woven amidst the classical elements are subtle nods to the fey, with delicate motifs and ethereal carvings adorning its façade, paying homage to the mystical origins of the world and its myriad wonders.
Within the cathedral’s sacred confines, the faithful gather to offer prayers and praises to Déantóir Gach Ní, seeking blessings and guidance in their lives. At the helm of the clergy stands High Priest Elandor, a venerable high elf whose unwavering devotion has guided the faithful for over a century. With wisdom born of age and experience, Elandor presides over ceremonies and rituals, imparting the teachings of the Worldshaper to all who seek enlightenment within the cathedral’s sanctified walls.
City Hall:
Situated at the heart of the Upper Ward, City Hall stands as a symbol of governance and administration in Sliberberg. The moderately large building, constructed in the traditional alpine architectural style, commands attention with its imposing presence in the central plaza. Inside, the first floor houses a spacious meeting hall, where matters of city governance are deliberated and decisions are made by the lord mayor and the council of aldermen. Upstairs, a series of offices accommodate the lord mayor, his secretary, and the city archivist, providing space for administrative tasks and record-keeping.
Descending into the basement, visitors will find an extensive archive of public records, meticulously maintained and preserved for posterity. Here, documents detailing the city’s history, laws, and regulations are stored, offering a wealth of information to those who seek it. With a 50% chance of encountering Lord Mayor Eamon Fairbreeze or any of the city’s aldermen at any given time, City Hall serves as a hub of civic activity, where the business of governance is conducted with diligence and integrity, ensuring that the needs of the city and its citizens are met with efficiency and care.
Darkthorn Manor:
Standing as a brooding testament to both opulence and dread within the Upper Ward, Darkthorn Manor is the ancestral home of Caelan Darkthorn, the young and enigmatic Count of Dealgdorcha. Renowned among the city’s elite for his extravagant parties and magnetic charisma, Caelan casts a beguiling spell over those who flock to his lavish gatherings. However, beneath the veneer of aristocratic charm lies a darker truth—Caelan is none other than the notorious Hillside Butcher, a serial killer whose shadowy exploits have long haunted the city’s streets.
Surrounded by whispers of scandal and intrigue, Darkthorn Manor is shrouded in gothic splendor, its towering spires and ominous gargoyles casting twisted silhouettes against the night sky. Within its hallowed halls, secrets both ancient and sinister lie hidden, their echoes reverberating through the corridors like the whispers of the damned. Beneath the mansion’s facade of luxury lies a labyrinthine dungeon of Caelan’s own creation, extending deep into the hillside and intertwining with the pre-city catacombs below. It is here, amidst the chilling embrace of the darkness, that Caelan indulges his darkest desires, his soul stained with the blood of his victims.
Unbeknownst to Caelan, his vile deeds have drawn the attention of the Duke of Ruin, Leviathrax, who has unwittingly bestowed upon him supernatural powers that further fuel his insatiable thirst for blood. Darkthorn Manor stands as a haunting symbol of both decadence and depravity, its walls steeped in the blood of the innocent and the damned alike, a monument to the darkest depths of human nature.
Erlking House:
Nestled within the Upper Ward, Erlking House bears the weight of its storied past, steeped in legend and mystery. Named after its initial fey owner, the house has exchanged hands numerous times throughout its history, each transition marked by whispers of hauntings and dark deeds. Legend has it that the restless spirits of the merchant’s family, as well as their unfortunate victims, linger within its shadowed halls, their presence casting an eerie pall over the property.
Rumors abound of the merchant’s alleged association with dark forces, with whispers of devil worship and occult rituals shrouding Erlking House in an air of dread and foreboding. Yet, despite its grim reputation, the house has found a current occupant in the form of Leopold Nachtgeist, a licensed necromancer and occultist of dubious repute. Unfazed by the specters that roam its corridors, Leopold maintains a cautious distance from the house’s darker secrets, instead focusing his efforts on harnessing the supernatural energies that permeate its walls. With the cellars locked and warded against intruders, Leopold keeps his own counsel regarding the mysteries that lie hidden beneath Erlking House, declaring himself “too old to deal with them.” In the hushed whispers of the city’s denizens, Erlking House remains a place of fascination and fear, its secrets waiting to be unearthed by those brave enough to venture within its haunted confines.
Glimmerglow Tower:

At the northern edge of the Upper Ward stands Glimmerglow Tower, the mystical domain of Archmage Phineus Glimmerglow, one of the city’s foremost magical practitioners. Unique in its design, the tower is remarkably slender, just wide enough to accommodate a pair of double doors that lead into its enchanted interior. Within its walls lies a demiplane, where the true extent of the tower’s luxury is revealed. Lavish furnishings adorn the spacious chambers, while a sprawling garden teems with vibrant flora and a menagerie of shrunken magical beasts.
In the company of Phineus resides Connor, his promising apprentice, and Diamantbán, a white feydrake. Despite his diminutive stature, Diamantbán serves as a loyal companion to Phineus, adding a touch of whimsy to the tower’s enchanting atmosphere. Known for his generosity and expertise, Phineus often tutors young magic users he deems worthy, allows visitors to peruse his extensive library of magical tomes for a fee of 50sp, and offers the opportunity to collect rare materials from his enchanted garden in exchange for compensation. Glimmerglow Tower stands as a beacon of arcane knowledge and wonder in the Upper Ward, welcoming those who seek to explore the mysteries of magic in all its forms.
The Golden Hand:
Steeped in centuries of history and intrigue, The Golden Hand stands as a bastion of luxury and exclusivity within the Upper Ward. Originally built by the Flanagan family, the townhouse found new life under the enterprising goblin, Brogan O’Shadowclaw, a former adventurer with a penchant for the finer things in life. Transforming the manor into a gentlemen’s club and gambling venue, Brogan ushered in a new era of opulence and excitement, giving rise to The Golden Hand.
Today, The Golden Hand remains under the stewardship of the Adventure’s family, who have upheld its legacy as a haven for the highest tiers of society. The interior of The Golden Hand is a testament to extravagance, its decor bordering on the ostentatious, with gilded accents and plush furnishings adorning every corner. Membership to this exclusive establishment comes at a price—250 gold pieces per year—but grants access to an array of amenities, including bars, gaming parlors, and a sprawling library, as well as entrance to several official functions hosted by the club.
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. Though these rumors may tarnish its image, The Golden Hand remains a beacon of luxury and sophistication, drawing the city’s elite into its hallowed halls in search of excitement, camaraderie, and the thrill of the game.
Sliberberg City Watch Fort:
Nestled into the Upper City wall, adjacent to the King’s Gate, stands the formidable stronghold of the Sliberberg City Watch Fort. Serving as the nerve center of law and order in the city, this compact yet imposing structure houses a range of facilities crucial to the maintenance of peace and justice within Sliberberg.
Within the sturdy confines of the fort’s walls, visitors will find a small administrative building where the day-to-day operations of the watch are managed with precision and efficiency. Adjacent to this, the barracks provide lodging for the dedicated members of the watch, while a watch forensics lab in the basement aids in the investigation of crimes with cutting-edge techniques.
The heartbeat of the fort lies within the city arsenal, where weapons and equipment are meticulously maintained and prepared for use in defense of the city. Nearby, an L-shaped prison facility, capable of holding up to 100 prisoners, serves as a stark reminder of the consequences of crossing the watch. Finally, the city courthouse, situated within the confines of the fort, provides a venue for the administration of justice, where cases are heard and verdicts rendered under the watchful eye of the law.
At the helm of the Sliberberg City Watch Fort stands Commander Tamsin Ironshoal, a formidable dwarf renowned for her unwavering dedication to duty and unyielding integrity. With her hard-as-nails demeanor and no-nonsense approach, Commander Ironshoal commands the respect of her subordinates and instills fear in the hearts of wrongdoers throughout the city. Since her arrival in Sliberberg two decades ago, Commander Ironshoal has stood as a stalwart guardian of the city, ensuring that justice is served and order maintained in even the darkest of times.
Silverwing Keep:
Silverwing Keep is the enchanting abode of Duchess Kaida von Silberflügel and her adopted daughter, Ruby, a young red dragon. Kaida, a youthful silver dragon with a sweet and bubbly personality, has made the city her home in hopes of providing of both ingratiating herself to her new found peers in the Mountainheart nobility and providing Ruby with a nurturing environment in which she may overcome her red dragon instincts. The keep itself is a quaint fairytale-style fortress, tailored to accommodate the unique needs of a dragon. When venturing beyond its walls, Kaida often assumes the guise of a stunningly beautiful young woman, blending seamlessly into the fabric of city life. As a collector of historical relics, Kaida frequently seeks out adventurers to assist her in acquiring rare items for her collection, offering quests and rewards to those willing to aid her in her pursuits. With her close ties to Queen Maeve and a shared passion for antiquities, Kaida is a formidable ally and a captivating presence in the Upper Ward.
Encounter Table: Upper Ward of Sliberberg
Harmless Interactions:
- A group of noble children playing a game of tag, their laughter filling the air.
- A street performer entertaining passersby with mesmerizing illusions and feats of acrobatics.
- A flock of colorful fey creatures fluttering about, their delicate wings shimmering in the sunlight.
- A parade of servants carrying ornate furnishings and supplies for a grand event at one of the noble estates.
- A well-dressed couple engaged in a lively debate about politics and current events.
- A group of nobles out for a leisurely stroll, accompanied by their loyal hounds and trained falcons.
- A garden filled with exotic flora and fauna, tended to by skilled gardeners.
- A scholar engrossed in a study of ancient texts, oblivious to the world around them.
- A gathering of diplomats discussing matters of diplomacy and trade, their voices carrying across the plaza.
- A majestic unicorn grazing peacefully in a secluded garden, its presence a rare and wondrous sight.
Random Groups of Denizens:
- A contingent of guards escorting a visiting dignitary through the streets, their weapons at the ready.
- A group of aristocrats attending a private soirée, their laughter and music spilling out into the night.
- A procession of servants carrying luxurious goods to a noble estate, their faces obscured by masks and veils.
- A pair of dueling wizards engaged in a magical duel, their spells lighting up the sky with bursts of color.
- A squadron of griffon-mounted knights patrolling the skies above the city, ever vigilant for threats.
- A gathering of courtiers discussing the latest gossip and scandalous rumors, their voices hushed but eager.
- A troupe of dancers performing an intricate fey dance, their movements graceful and mesmerizing.
- A group of craftsmen repairing the ornate façade of a noble estate, their skilled hands working with precision.
- A delegation of fey ambassadors negotiating a treaty with the city’s rulers, their expressions unreadable.
- A trio of sorcerers practicing their arcane arts, their spells crackling with raw energy.
- A contingent of clerics conducting a religious procession, their voices raised in hymns of praise.
- A band of elite guards patrolling the streets, their vigilant gaze scanning the crowd for any signs of trouble.
Threatening Encounters:
- A pack of shadowy figures lurking in the alleyways between townhouses, their intentions unknown.
- A gang of rogue spellcasters causing havoc in the streets, their magic wreaking havoc on unsuspecting bystanders.
- A pair of disguised assassins stalking their prey through the crowded plaza, their blades gleaming in the moonlight.
- A swarm of fey creatures driven mad by wild magic, their erratic behavior posing a danger to all who cross their path.
- A group of hobgoblin mercenaries hired to cause chaos and disruption in the city, their weapons at the ready.
- A lone vampire lurking in the shadows, its hunger driving it to seek out unsuspecting victims.
- A band of disgruntled peasants protesting against the city’s rulers, their shouts and demands growing louder by the minute.
- A coven of hags plotting dark deeds from the safety of their hidden lair, their sinister plans threatening the stability of the city.
- A powerful archmage conducting a dangerous experiment in the heart of the city, their magic spiraling out of control.
- A nest of wyverns nesting atop one of the city’s tallest towers, their presence posing a deadly threat to anyone who dares to approach.
- A group of mind flayers seeking to infiltrate the city’s elite, their psionic powers allowing them to manipulate and control unsuspecting victims.
- A horde of undead creatures emerging from the depths of the catacombs, their hunger for flesh driving them to seek out living prey.
Lower Ward
The Lower Ward, the second-largest and second-oldest ward of the city, stretches from the seaside to the foot of Sliber Berg, encompassing a vast expanse that serves as the bustling commercial heart of Sliberberg. Here, amidst the ebb and flow of daily life, the pulse of the city beats strongest, fueled by the vibrant energy of trade and commerce.
At the heart of the Lower Ward lies the primary marketplace, a bustling hub of activity where merchants from near and far converge to ply their wares. Flanked by guild halls, inns, and taverns, the marketplace buzzes with the chatter of vendors and the laughter of patrons, creating a tapestry of sights, sounds, and smells that tantalize the senses.
Throughout the ward, the architecture is a testament to the city’s eclectic spirit, with half-timber and brick structures standing alongside buildings crafted from giant hollowed-out trees and oversized pumpkins. From the humble abodes of tradespeople to the enchanting workshops of mages, every corner of the Lower Ward tells a story of ingenuity and craftsmanship.
Amidst this rich tapestry of urban life, echoes of far-off lands in the Fey Realm are evident in the architecture, adding a touch of whimsy and wonder to the bustling streets. Here, in the Lower Ward, the boundaries between the mundane and the magical blur, creating a vibrant tapestry of culture and commerce that defines the very essence of Sliberberg.
Neighborhoods of the Lower Ward:
- Guildhouse Row: Nestled within the Lower Ward, Guildhouse Row stands as a testament to the craftsmanship and camaraderie of Sliberberg’s artisanal community. Here, the city’s guildhalls line the streets, their facades adorned with the emblems of their respective trades.
- The Grand Fey Marketplace: Surrounding the titular Grand Fey Marketplace, this neighborhood pulsates with the vibrant energy of trade and commerce. Merchants from across the realms converge here to showcase their goods, from exotic spices and rare artifacts to enchanted trinkets and mystical potions.
- Slibermond: Named after the legendary Silvermoon Coven of witches who first settled in this neighborhood, Slibermond is a haven for magic users and practitioners of the arcane arts.
- Steinufer: Situated along the docks, Steinufer is a predominantly residential area where the rhythm of daily life is intertwined with the ebb and flow of the tides. Despite its humble appearance, Steinufer is a vibrant community filled with the laughter of children, the chatter of neighbors, and the salty scent of the sea.
- Hillside: Recently gentrified and transformed into a high-class neighborhood, Hillside exudes an air of elegance and sophistication. Lined with expensive shops and pricy flats, this affluent enclave is a playground for the city’s elite, who flock to its streets in search of luxury and indulgence.

Gazetteer
The Anvil:
Nestled amidst the eclectic tapestry of Sliberberg’s bustling streets, The Anvil emerges as a welcome addition to the city’s vibrant nightlife scene. Stepping through its sturdy doors, patrons are enveloped in the warm embrace of camaraderie and conviviality, as the hearty laughter of dwarven revelers fills the air.
As the city’s sole purveyor of authentic dwarf spirits, The Anvil holds a special place in the hearts of connoisseurs and adventurers alike, offering a tantalizing array of libations crafted with the utmost care and expertise. From robust ales to fiery spirits, each sip carries with it the rich heritage and tradition of dwarven craftsmanship, ensuring a drinking experience like no other.
Managed by a cadre of seasoned dwarven brewers and distillers, The Anvil stands as a testament to the enduring spirit of camaraderie and kinship that defines dwarven culture. Whether seeking respite from the rigors of the day or simply eager to revel in the company of fellow adventurers, patrons of The Anvil are guaranteed an unforgettable experience steeped in dwarven hospitality and tradition
The Bohemian Coffeehouse and Bar:

The Bohemian Coffeehouse and Bar stands as a haven for the city’s creative spirits and free thinkers. Located just across the street from the illustrious Hillside Amphitheater, this high-end establishment exudes an air of sophistication and cultural allure, drawing in a diverse clientele of bards, artists, and playwrights eager to indulge in the pleasures of both caffeine and creativity.
With its cozy ambiance and eclectic decor, The Bohemian serves as the perfect backdrop for poetry readings, open mic nights, and spirited discussions that linger long into the night. Here, amid the scent of freshly brewed coffee and the gentle strumming of acoustic guitars, patrons find themselves immersed in a world of artistic inspiration and intellectual stimulation.
However, beneath the surface glamour lies a darker truth. Unbeknownst to most, The Bohemian harbors a secret underworld, its basement serving as a clandestine opium den operated by the nefarious Coiníní Marbh syndicate. Behind the facade of artistic expression and cultural exchange, a shadowy network thrives, ensnaring the unsuspecting in a web of addiction and deceit. Yet, for those willing to navigate the treacherous waters of intrigue, The Bohemian offers a tantalizing glimpse into the dual nature of Sliberberg’s vibrant artistic scene.
Branwen’s Celestial Jewelers:
Situated conveniently across the street from the Petite Pinnacle Emporium, Branwen’s Celestial Jewelers stands as a beacon of opulence and craftsmanship within the Grand Fey Marketplace of Sliberberg. Owned and operated by the venerable Branwen family, this esteemed establishment boasts a rich legacy as the oldest and largest goldsmith and gemstone dealer in the city, catering to the discerning tastes of patrons from far and wide.
Stepping through the ornate doors of Branwen’s Celestial Jewelers, visitors are greeted by a breathtaking display of exquisite gemstones, rare metals, and finely crafted jewelry, each piece a testament to the family’s unparalleled skill and artistry. From dazzling diamond necklaces to enchanting sapphire rings, the store offers a dazzling array of treasures, each imbued with a celestial beauty that captures the imagination and inspires wonder.
As custodians of the city’s wealth and splendor, the Branwen family prides itself on its commitment to excellence and integrity, ensuring that every transaction is conducted with the utmost care and professionalism. Patrons seeking to part with their own treasures will find a willing buyer in Branwen’s Celestial Jewelers, where the promise of fair prices and exceptional service awaits.
Coláiste Draoidheil:
Nestled against the walls of the Lower Ward, Coláiste Draoidheil stands as the sole bastion of formal magical education in Sliberberg. Its Gothic-style buildings, including the main structure, a modest library, and student dormitories, exude an aura of mystical academia. Led by the portly hobgoblin archmage, Gwilym Cwmwllyd, whose advancing age teeters on the brink of senility, the college boasts a faculty comprising 24 distinguished mages, master scholars, and bards. Regular guest lectures by luminaries such as Phineus Glimmerglow and Tansy Fleetfoot enrich the curriculum, offering students a diverse array of magical insights.
Beyond its role in magical instruction, Coláiste Draoidheil serves as a hub of scholarly research, granting access to its library for a modest fee. Here, aspiring mages and seasoned practitioners alike can delve into tomes of arcane wisdom, unlocking the secrets of the cosmos and pushing the boundaries of magical knowledge. With its commitment to academic excellence and pursuit of magical enlightenment, Coláiste Draoidheil stands as a beacon of intellectual curiosity amidst the enchanting streets of Sliberberg.
The Enchanting Caravan Emporium:

Nestled beside The Silvermoon Café and Bakery, The Enchanting Caravan Emporium casts a captivating aura with its gaudy pseudo-Middle Eastern architecture. An Arabesque archway beckons patrons into a realm of wonder, adorned with a mixture of minarets and a gilded dome that hints at the treasures held within. The plastered white exterior stands as a testament to its exotic allure, drawing the eyes of passersby to its splendor.
Stepping through the entrance, visitors are greeted by shelves adorned with magic items, each bearing a little white tag detailing its price and description. Behind the counter stands Farid, the genial proprietor whose oversized presence and stereotypical attire exude an air of warmth and hospitality. Despite his outgoing demeanor, Farid is renowned throughout the city for his fair prices and his unwavering commitment to customer satisfaction.
Eilidh’s Cartography Supply:
Nestled on the edge of the Grand Fey Marketplace, Eilidh’s Cartography Supply stands as a beacon of knowledge and exploration within the bustling city of Sliberberg. Housed within a three-story half-timber building adorned with intricate carvings, this venerable establishment is renowned for its comprehensive selection of navigation equipment, map-making supplies, atlases, and maps of every description.
At the heart of the store lies a collection of treasure maps and maps to various lost sites, their parchment pages whispering tantalizing tales of hidden riches and ancient mysteries. While many of these maps may be forgeries, the true gems of Eilidh’s are the four exceedingly rare magic items known as Morgan’s Perfectly Accurate Maps. Commanding high prices and coveted by collectors and explorers alike, these enchanted maps are said to possess unparalleled accuracy and detail, offering glimpses into realms both mundane and mystical. Among them, a map of the Feyrealm stands as a testament to the store’s dedication to the art and science of cartography, mounted under glass in a place of honor at the back of the store, inviting patrons to embark on adventures beyond the bounds of mortal imagination.
GleamSpark Toys Emporium:
Perched on a bustling corner of the Grand Fey Marketplace, GleamSpark Toys Emporium casts a whimsical spell upon all who pass by. Led by the spirited leprechaun toymaker, Alaric GleamSpark, and his merry band of apprentices—each a relative in their own right—this enchanting store is celebrated throughout the city for its unrivaled collection of whimsical wonders and magical playthings.
As visitors step into GleamSpark Toys Emporium, they are greeted by a kaleidoscope of colors and laughter, the air alive with the sounds of delighted children and the hum of creativity at work. Every toy within the store is meticulously crafted on-site, each one a labor of love infused with the magic and imagination of its creators. From enchanted dolls that dance with a life of their own to whimsical wooden puzzles that come to life at a touch, the toys on offer promise endless hours of enchantment and delight.
However, whispers of concern have begun to stir among the city’s parents, as some have noticed strange behavior in their children following recent purchases from the shop. And amidst the merry chaos of the workshop, one apprentice stands out for their peculiar demeanor, casting a shadow of uncertainty over the once-beloved establishment.
The Golden Sequoia:
Standing majestically several blocks away from the bustling Grand Fey Marketplace, The Golden Sequoia reigns as the epitome of luxury and extravagance in the city of Sliberberg. Named for the towering Sequoia tree that serves as its foundation, this opulent inn is renowned as the most prestigious and expensive establishment in the city, catering to the elite and discerning clientele seeking the ultimate in comfort and indulgence.
Despite its reputation as a haven of luxury, The Golden Sequoia harbors a dark secret beneath its gilded exterior. For it is not merely a sanctuary for the wealthy and well-to-do, but also a favored destination for high fey and fey sovereigns seeking to deliver their ominous verdicts upon unfortunate warlocks who have fallen out of favor. Within the hallowed halls of this grand establishment, whispered conversations of disapproval and retribution unfold, shrouded in secrecy and dread.
Securing a room at The Golden Sequoia is an endeavor reserved for the privileged few, with reservations often requiring weeks of advance notice. Yet for those fortunate enough to gain entry, the inn offers an unparalleled array of amenities designed to pamper and delight the senses. From indulgent spa treatments to a five-star steakhouse and bar, every detail is meticulously curated to ensure an unforgettable experience for guests.
Goldspire Bank:
Nestled among the prestigious establishments of High Street, Goldspire Bank stands as a beacon of financial prowess and opulence within the city of Sliberberg. Renowned for its distinctive golden dome and status as the sole banking institution in the city, Goldspire Bank exudes an air of exclusivity and sophistication. Within its hallowed halls, patrons are greeted by lavish decor adorned with an excessive amount of gold, reflecting the bank’s commitment to luxury and prosperity.
Offering a wide range of financial services, including loans, investments, and currency exchange, Goldspire Bank caters to the diverse needs of its discerning clientele. Additionally, the bank provides magically warded safety deposit boxes for a nominal fee, ensuring the security of valuable assets and treasured possessions. Despite its sterling reputation, whispers of unscrupulous rumors swirl around the bank’s leprechaun owner, Aoife Goldspire, hinting at the shadowy origins of her wealth and the true nature of Goldspire’s success. Indeed, beneath its gleaming facade lies a dark secret—Aoife Goldspire is the clandestine leader of a cult devoted to Belialon, the Duke of Ruin and Greed, whose influence pervades every aspect of the bank’s operations.
The Grand Fey Marketplace:
A jewel of commerce and enchantment, the Grand Fey Marketplace stands as an iconic landmark within the city of Sliberberg, rivaled only by the majestic Castle Sliberberg itself. Spanning two acres of bustling activity, this sprawling marketplace is a testament to the city’s vibrant culture and bustling trade. A grove of towering evergreen trees, magically shaped into a three-story canopy that shelters the marketplace below, casting a verdant glow upon the myriad stalls and shops that line its edges.
Beneath the canopy, eight broad avenues beckon visitors with the promise of treasures untold, each lined with stalls brimming with exotic goods and enchanting wares. From artisanal crafts to rare artifacts, the marketplace boasts a dizzying array of offerings, many of which have been passed down through generations of proud merchants. Illuminated by the soft glow of fairy lamps, the Grand Fey Marketplace is a veritable feast for the senses, where the sights, sounds, and scents of commerce mingle in a symphony of enchantment.
As a hub of trade and tradition, the Grand Fey Marketplace serves as a gathering place for locals and travelers alike, offering a glimpse into the rich tapestry of life in Sliberberg. Here, amidst the hustle and bustle of commerce, the spirit of the city thrives, fueled by the timeless allure of the marketplace and the boundless possibilities it holds.
Hagris’s Emporium of Knowledge and Skills:
Nestled discreetly just off the bustling Grand Fey Marketplace lies Hagris’s Emporium of Knowledge and Skills, a peculiar establishment offering a tantalizing array of feats, proficiencies, and even monstrous abilities for a steep price. Owned and operated by Hagris, a hobgoblin mystic and martial artist of enigmatic demeanor, the store provides a unique opportunity for adventurers seeking to augment their abilities through arcane means. For the hefty sum of 1000 gold pieces, patrons can purchase feats or skill proficiencies drawn from the annals of the Player’s Handbook and beyond, with the caveat that the precise selection is left to the discretion of the dungeon master.
However, there’s a twist to Hagris’s offerings: a one-in-six chance that the acquired feat or proficiency may undergo unpredictable changes upon usage, adding an element of uncertainty to the transaction. Additionally, Hagris has been known to offer discounts to those willing to part with their own skills or proficiencies as “raw materials” for his store, albeit at a cost—those who receive such discounts find themselves at a disadvantage in related tasks for a duration determined by the whims of fate. 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.
High Street:
Stretching from King’s Gate to West Gate, High Street stands as the epitome of elegance and luxury within the Lower Ward of Sliberberg. Lined with high-end, well-established shops catering to the city’s affluent residents, this prestigious thoroughfare is a haven for those seeking the finest goods and services.
- Aranwen’s Apothecary: Owned and operated by the enigmatic Aranwen Silverleaf, this exquisite apothecary specializes in rare botanicals, enchanted elixirs, and mystical remedies. From healing salves to rejuvenating potions, Aranwen’s Apothecary is renowned for its quality and efficacy, drawing clientele from far and wide in search of holistic wellness and spiritual rejuvenation.
- Gleaming Glimmers: A dazzling jewelry boutique owned by the esteemed jeweler, Branwen Goldenglow. Gleaming Glimmers showcases a breathtaking array of exquisite gemstones and precious metals, each piece meticulously crafted to perfection. From sparkling diamond necklaces to elegant sapphire earrings, Gleaming Glimmers offers timeless treasures fit for royalty.
- The Enchanted Quill: Tucked away on a charming corner of High Street, The Enchanted Quill is a renowned purveyor of fine stationery and magical writing implements. Owned by the talented scribe, Rhys Everbright, this quaint shop offers a wide selection of artisanal parchment, enchanted ink, and intricately designed quills. Whether penning a love letter or recording a spell, patrons of The Enchanted Quill are sure to find inspiration in its enchanting ambiance.
- Celtic Charms: A boutique specializing in mystical artifacts and arcane curiosities, Celtic Charms is a treasure trove of magical wonders. Owned by the elusive sorceress, Siobhan Shadowheart, this mystical emporium offers everything from enchanted talismans to divination tools, each imbued with ancient wisdom and mystical power. For seekers of the arcane, Celtic Charms is a sanctuary where the mysteries of the cosmos await discovery.
- The Velvet Veil: A prestigious fashion atelier known for its exquisite couture and impeccable craftsmanship, The Velvet Veil is the go-to destination for discerning patrons seeking bespoke garments and haute couture. Under the skilled direction of the renowned designer, Eira Nightingale, The Velvet Veil offers a curated selection of luxurious fabrics, intricate embroidery, and exquisite silhouettes, ensuring that every creation is a masterpiece of style and sophistication.
The Hillside Amphitheater:

Nestled amidst the enchanting surroundings of Crosaire Cnoic, the Hillside Amphitheater emerges as a beacon of artistic expression and cultural fervor within the bustling city of Sliberberg. Unlike any other theater in the realm, this open-air venue boasts a unique design that seamlessly blends natural beauty with architectural ingenuity.
Crafted from the same majestic trees that form the canopy of the Grand Fey Marketplace, the cavernous main hall of the Hillside Amphitheater offers a captivating backdrop for performances, its ethereal ambiance illuminated by a mesmerizing array of fairylights suspended from delicate catwalks above. Under the stewardship of its owner and impresario, Panthor Silverhoof, a charismatic satyr with a passion for the dramatic arts, the theater comes alive with a vibrant tapestry of entertainment from dawn till dusk.
From the morning’s lively variety shows showcasing emerging talent to afternoon performances of one-act plays and intimate concerts, and culminating in grand-scale theatrical productions and musical extravaganzas come evening, the Hillside Amphitheater offers a diverse array of experiences for patrons to immerse themselves in. And with Panthor’s hands-on approach to management, serving not only as the theater’s proprietor but also as its producer, adventurers may find themselves drawn into a world of intrigue and opportunity, where the stage becomes a canvas for their own daring exploits and epic tales. Whether seeking employment, embarking on quests, or forging alliances, the Hillside Amphitheater and its enigmatic owner stand ready to play a pivotal role in the unfolding saga of Sliberberg’s storied history.
The Iron Oak Inn & Adventure Guild:
Nestled within the heart of Sliberberg, The Iron Oak Inn & Adventure Guild stands as a haven for weary travelers and intrepid adventurers alike. Owned and operated by the retired hobgoblin fey knight errant, Laird MacThomais, this rustic establishment exudes an aura of warmth and camaraderie, beckoning patrons to seek refuge within its humble confines.
The tavern’s interior, adorned with trophies and mementos collected by members of the guild over the years, serves as a testament to the heroic deeds and daring escapades that define the spirit of adventure. Here, amidst the boisterous revelry and lively banter, adventurers gather to share tales of past exploits and plan for the challenges that lie ahead.
Led by Laird MacThomais himself, the Iron Oak Adventure Guild operates out of the tavern’s back room, offering a wealth of opportunities for aspiring adventurers to embark on thrilling quests and earn their place among the legends of Sliberberg. And with Morag MacThomais, Laird’s formidable wife and former barbarian, overseeing operations as the no-nonsense barmaid, patrons can rest assured that any rowdy behavior will be swiftly dealt with, ensuring a safe and welcoming environment for all who pass through the inn’s doors.
Joker’s Choice:
Standing as a whimsical beacon of mirth and mischief, Joker’s Choice emerges as the crown jewel of Sliberberg’s novelty emporiums. Located just outside the Grand Fey Marketplace, this jester-themed establishment beckons passersby with its vibrant facade adorned with a giant jester’s cap perched atop the roof.
Within its hallowed halls, patrons are treated to a veritable treasure trove of magic novelty goods and extravagant costumes, each item meticulously curated to elicit laughter and wonder. Yet, it is not merely the wares that draw visitors from far and wide, but the irrepressible charm and boundless energy of Magadh the Jester, the shop’s proprietor and sole employee.
Dressed in a flamboyant jester costume and perched atop three-foot-tall stilts, Magadh is a whirlwind of comedic delight, regaling customers with a mile-a-minute sales pitch punctuated by an endless stream of puns and jokes. With his infectious enthusiasm and uncanny ability to turn any mundane transaction into a rollicking affair, Magadh ensures that every visit to Joker’s Choice is an unforgettable experience brimming with laughter and joy.
Lamplighters:
Nestled amidst the bustling streets of the Grand Fey Marketplace, Lamplighters stands as a beacon of illumination in the heart of Sliberberg. This enchanting store offers a dazzling array of magical and non-magical lighting solutions, catering to the whims and fancies of patrons seeking to banish the shadows and bring warmth and radiance into their homes and lives.
Helmed by the skittish goblin shopkeeper, Tavish Shadowseeker, Lamplighters is a testament to the transformative power of light in the face of darkness. With a wide selection of enchanted lanterns, shimmering fairy lights, and glowing crystals, the store promises to illuminate even the darkest corners of the city, casting shadows to the wayside and infusing every space with a sense of comfort and security.
However, beneath the store’s bright facade lies a tale of fear and trepidation, as Tavish harbors a deep-seated terror of the dark—a fear born from a deal struck with a being of pure shadow. Now hunted by the entity, Tavish must navigate a precarious balance between light and shadow, ever vigilant to ensure that the darkness does not consume him.
MindHarbor Memories:
Nestled on the eastern edge of the Grand Fey Marketplace, MindHarbor Memories stands as a unique and ethereal establishment within the vibrant city of Sliberberg. Serving as the city’s sole certified and legal memory dealer, this enchanting store offers patrons the opportunity to explore a treasure trove of ethically sourced memories contained within delicate bottles of various shapes and sizes.
As visitors step into MindHarbor Memories, they are enveloped in a kaleidoscope of sensations and emotions, each memory contained within the store’s walls whispering tales of forgotten dreams and cherished moments. From nostalgic flashbacks to evocative sense memories, the memories on offer are as diverse as the individuals who seek them, promising to ignite the imagination and stir the soul.
Helming this wondrous establishment is Eilidh, a middle-aged fairy woman whose enthusiasm for memory bottles knows no bounds. With a keen eye for curating the most captivating memories and a genuine passion for helping patrons unlock the secrets of their past, Eilidh welcomes visitors with warmth and curiosity, inviting them to embark on a journey of self-discovery and remembrance.
In addition to its vast collection of memories, MindHarbor Memories also offers a selection of memory-storing magic items, including memory bottles and memory stones, allowing patrons to preserve their most cherished moments for eternity. Whether seeking to relive a fond memory or create new ones, visitors to MindHarbor Memories are sure to find themselves enchanted by the possibilities that lie within.
The Paw and Feather:
Nestled in a quaint corner of the city, The Paw and Feather stands as a haven for magic users seeking companionship in the form of familiars. Owned and operated by Abbán, a puca of peculiar disposition, the store exudes an air of enchantment tinged with an occasional hint of chaos. Abbán himself is a figure of intrigue, known for his haunted, sleep-deprived nature—a consequence of his restless nights disturbed by the incessant chatter of the awakened creatures that populate his store.
Despite the challenges posed by the wild magic surges that periodically disrupt the tranquility of the shop, Abbán maintains a steady flow of customers, particularly mages and witches in search of loyal familiars. With liquidation sales held every few weeks as a means to manage his restless menagerie, The Paw and Feather offers a unique experience for those seeking magical companionship. Furthermore, as the sole establishment equipped to handle pseudodragons in the city, Abbán’s store stands as an indispensable resource for practitioners of the arcane arts.
Petite Pinnacle Emporium:
Standing proudly at the south entrance of the Grand Fey Marketplace, the Petite Pinnacle Emporium offers an exclusive haven for the smallest of the fey races within the bustling city of Sliberberg. Housed within the lower levels of one of the city’s iconic tree buildings, this high-end department store caters exclusively to patrons under 2.5 feet tall, providing a wealth of clothing and home goods tailored to their diminutive stature.
From elegant fairy gowns to finely crafted leprechaun attire, the emporium boasts a diverse array of garments and accessories designed to adorn the smallest of frames with style and sophistication. Beyond clothing, the store offers an extensive selection of home goods, including miniature furniture, enchanting decor, and whimsical trinkets, each meticulously curated to suit the unique tastes and needs of its clientele.
While the emporium maintains an air of exclusivity by restricting access to taller races within the building proper, it offers a concierge service at the entrance to accommodate their needs, ensuring that all patrons, regardless of size, can experience the unparalleled luxury and charm of the Petite Pinnacle Emporium.
The Red Rose Pub and Microbrewery:
Nestled within the enchanting confines of Sliberberg, The Red Rose stands as a cozy haven for weary travelers and magic users alike. This charming establishment, a small pub and microbrewery, is the brainchild of a trio of enigmatic young high fairy sisters—Labhdair, Ròs, and Lilidh—who lend their ethereal grace and boundless creativity to every aspect of its operation.
With its rustic charm and inviting atmosphere, The Red Rose exudes a sense of warmth and camaraderie that draws in patrons from near and far. Magic users who call the district home often gather within its walls, swapping tales of arcane prowess over pints of the sisters’ meticulously crafted brews.
Yet, despite their affable demeanor, the sisters remain shrouded in mystery, their pasts veiled in secrecy. Their distinct upper-class mannerisms and accents hint at a heritage steeped in privilege and tradition, raising intriguing questions about their origins and the circumstances that led them to establish roots in the bustling streets of Sliberberg.
The Sacred Word:

Nestled within the labyrinthine streets of the Grand Fey Marketplace, The Sacred Word stands as a bastion of knowledge and wisdom in the city of Sliberberg. This venerable establishment, renowned as the premiere destination for vintage books and manuscripts, offers a treasure trove of literary wonders to patrons seeking to delve into the depths of history and lore.
Helmed by the enigmatic elf witch, Serenwyn Llyr, The Sacred Word is more than just a bookstore—it is a sanctuary for the written word, a haven where the echoes of ages past reverberate through the hallowed halls. As a member of the secret society bearing the same name, Serenwyn is fiercely dedicated to the protection and preservation of knowledge, her unwavering commitment driving her to great lengths in pursuit of rare and elusive tomes.
Sliberberg Beautification Society Headquarters:
Standing proudly on High Street amidst the eclectic architecture of Sliberberg, the headquarters of the Sliberberg Beautification Society serves as a testament to Queen Maeve’s vision of enhancing the city’s aesthetic charm. Housed within one of the city’s iconic giant tree buildings, the society was established by Queen Maeve herself upon her arrival in Sliberberg as the betrothed of King Fredrick. With a mission to beautify the city through architectural renovations and lush green spaces, the society has endeavored to imbue Sliberberg with an air of enchantment and elegance.
However, despite its noble intentions, the Sliberberg Beautification Society has found itself embroiled in controversy, particularly due to its involvement in what some perceive as gentrification projects orchestrated by Queen Maeve. While the society’s efforts have undeniably enhanced certain areas of the city, critics argue that such initiatives have led to the displacement of long-standing residents and the erasure of Sliberberg’s cultural heritage.
Slibermond Meeting House:
Perched atop the second floor of a row of conjoined shops that stretch across an entire block, the Slibermond Meeting House serves as a versatile community space at the heart of the district. Available for rent, this gathering spot plays host to a variety of esteemed groups, including the illustrious Silver Moon Coven, the venerable Fraternal Order of the Quill Guild, and the esteemed Sliberberg Arcane Studies Society.
Slibermond Community Gardens:
Nestled behind the Silver Moon Bakery and the Silver Moon Inn, the Slibermond Community Gardens flourish as verdant sanctuaries dedicated to cultivating magical ingredients and herbs. Managed by the Silver Moon Garden Association under the presidency of Tansy Fleetfoot, esteemed leader of the Silver Moon Coven, these lush plots offer a haven for green-thumbed enthusiasts eager to nurture their own botanical treasures. For a nominal monthly fee of 1 silver piece, participants gain access to a personal plot measuring 3 feet by 2 feet, with opportunities for expansion available at additional cost.
The Sliberberg Sentinel Headquarters:
Positioned in direct opposition to the Town Criers Guildhall, the headquarters of the Sliberberg Sentinel looms as a formidable presence, its printing presses churning out the city’s only broadsheet with relentless fervor. Run by a diverse ensemble of recent arrivals from the mortal realm, the Sentinel stands as a beacon of literacy and information dissemination in a city where knowledge is prized above all else.
With a keen eye for newsworthiness and a steadfast dedication to journalistic integrity, the Sentinel’s motley crew endeavors to provide the citizens of Sliberberg with timely and relevant news and updates. Despite the challenges inherent in catering to a predominantly fey readership, the Sentinel’s founders recognize the value of literacy in fostering understanding and cohesion within the diverse tapestry of the city.
For a modest fee of one silver piece per copy, patrons may procure the latest edition of the Sentinel, immersing themselves in a wealth of information ranging from local events and happenings to broader topics of interest. And with a generous offer to compensate individuals for newsworthy tips and information, the Sentinel remains steadfast in its commitment to upholding the principles of transparency and accountability in the ever-evolving landscape of Sliberberg
The Silver Moon Café and Bakery:
Perched on the edge of Slibermond, the Silver Moon Café and Bakery occupies a picturesque L-shaped, three-story half-timbered building, radiating charm and warmth that captivates visitors and locals alike. Owned by the esteemed Tansy Fleetfoot, leader of the Silver Moon coven, this establishment seamlessly blends the art of baking with the mystique of witchcraft. Tansy, a middle-aged halfling renowned for her mastery in both baking and witchcraft, brings her distinctive cockney accent and unwavering passion to every creation.
The ground floor hums with activity as Tansy and her diverse team of apprentices, ranging from budding witches to aspiring bakers, conjure enchanted baked goods that delight the senses. Ascending to the second floor, patrons are welcomed into a cozy teahouse adorned with the aroma of freshly brewed blends and the inviting glow of flickering candles. Meanwhile, the uppermost floor serves as both the residence for Tansy and her apprentices, fostering a sense of community and camaraderie that infuses every aspect of the Silver Moon experience.
The Silver Moon Inn:
Tucked away within the mystical enclave of Sliberberg lies The Silver Moon Inn, a hidden gem among the cobblestone streets and enchanting architecture of the district. Operated by the esteemed coven of witches that lend their name to the area, this medium-sized three-story establishment exudes an aura of otherworldly charm and allure.
Constructed in the distinctive half-timbered style favored by the coven, The Silver Moon Inn is renowned for its peculiar enchantment—a spatial anomaly that renders the interior far more expansive than its unassuming exterior would suggest. Within its walls, guests discover a labyrinth of spacious rooms spread across four floors, each imbued with an atmosphere of timeless elegance and comfort.
For interplanar travelers seeking respite from their journeys, The Silver Moon Inn stands as a beacon of hospitality and sanctuary, offering a haven where the boundaries between worlds blur and the mysteries of the cosmos intertwine.
The Town Criers Guildhall:
Standing proudly as a bastion of communication and community, the Town Criers Guildhall serves as the bustling nerve center for all matters of public announcement and dissemination in the city of Sliberberg. Far more than a mere guild hall, this esteemed establishment is the beating heart of the city’s information network, where citizens from all walks of life converge to share news, announcements, and tidings both great and small.
Constructed as a testament to the power of communication, the Town Criers Guildhall boasts a striking baroque-style architecture, its sturdy brick walls adorned with intricate detailing that speaks to the guild’s commitment to tradition and excellence. At its center stands a towering tower, from which the city’s criers proclaim the most important news and announcements to the eager crowds gathered in the bustling plaza below.
Within the hallowed halls of the guildhall, patrons may avail themselves of the services of the town criers, who stand ready to disseminate announcements far and wide for a modest fee. For a mere three gold pieces, any citizen may have their message—be it news of births, weddings, or business endeavors—broadcast to the city at large, with longer announcements requiring a nominal additional fee. And with a comprehensive record of all announcements maintained for the past two years, the guildhall stands as a testament to the enduring power of communication in fostering connection and community within the vibrant tapestry of Sliberberg.
Encounter table
Harmless Interactions Encounter Table:
- A troupe of street performers entertains passersby with juggling, music, and acrobatics.
- A vendor offers samples of exotic fruits from the Feyrealm, each with a surprising and delightful flavor.
- A group of children plays a game of tag, their laughter filling the air as they dart through the crowd.
- A friendly stray cat rubs against your leg, purring contentedly as it seeks attention.
- An elderly gnome storyteller regales a small audience with tales of heroes and mythical creatures.
- A street artist sketches portraits of willing patrons, capturing their likeness with skillful strokes.
- A fortune teller offers to read your palm or divine your future using enchanted cards.
- A colorful parade passes by, featuring elaborate floats and performers in extravagant costumes.
- A cheerful halfling baker hands out freshly baked pastries, sharing the warmth of her oven with all.
- A group of elderly dwarves gathers at a nearby tavern, reminiscing about adventures long past over mugs of ale.
- A herbalist sets up a stall, displaying an array of aromatic herbs and potions with purported mystical properties.
- A gnome inventor demonstrates a whimsical contraption that performs a seemingly mundane task in a delightfully unconventional way.
Random Groups of Market Ward Denizens Encounter Table:
- A trio of mischievous goblins haggles loudly with a vendor over the price of enchanted trinkets.
- A pair of elegant elves stroll through the marketplace, their regal demeanor attracting curious gazes.
- A boisterous group of dwarven craftsmen celebrates a successful deal with hearty laughter and tankards of ale.
- A grizzled tiefling mercenary leads a band of adventurers, their weapons and armor marking them as seasoned warriors.
- A flock of colorful fairies flits among the stalls, their laughter and playful antics bringing a sense of whimsy to the scene.
- A solitary kenku merchant quietly observes the bustling activity, his keen eyes taking in every detail.
- A troupe of traveling bards entertains the crowd with lively music and energetic dance routines.
- A gnarled hag peddles mysterious potions and charms, her cackling laughter drawing both wary glances and intrigued customers.
- A group of haughty nobles, adorned in fine attire, peruse the marketplace with an air of superiority.
- A pack of wererats lurks in the shadows, eyeing unsuspecting passersby and plotting potential thefts.
- A pair of friendly centaurs browse the wares, their equine lower bodies drawing curious stares from onlookers.
- A secretive cult conducts a clandestine meeting in a secluded corner, their hooded figures whispering fervently as they exchange cryptic messages.
Threatening Encounters Encounter Table:
- A gang of street thugs attempts to extort money from a local merchant, brandishing crude weapons as they intimidate their victim.
- A pair of hungry ogres lumber through the marketplace, their menacing presence causing chaos and panic among the crowd.
- A swarm of giant spiders emerges from the shadows, their venomous bites striking fear into the hearts of unsuspecting travelers.
- A group of disgruntled kobolds sets fire to a nearby stall, their malicious laughter echoing through the chaos they’ve wrought.
- A roving band of bandits ambushes unwary travelers, demanding valuables and threatening violence if their demands are not met.
- A pair of hulking minotaurs engage in a fierce brawl, their powerful blows sending bystanders scrambling for safety.
- A powerful sorcerer unleashes a barrage of arcane spells, wreaking havoc on the marketplace as innocent bystanders become caught in the crossfire.
- A ferocious pack of displacer beasts prowls through the streets, their predatory instincts driving them to hunt for unsuspecting prey.
- A vengeful banshee materializes amidst the crowd, her mournful wails striking terror into the hearts of those who hear them.
- A group of drow slavers descends upon the marketplace, intent on capturing unsuspecting victims to sell into bondage.
- A rampaging owlbear crashes through the market stalls, its claws and beak tearing through anything in its path as it seeks food.
- A powerful lich emerges from the shadows, accompanied by a horde of undead minions eager to spread death and destruction throughout the city.
Dock Ward
The Dock Ward of Sliberberg sprawls across a labyrinth of jetties, boardwalks, and docks, extending out into the vast expanse of the sea. Initially shaped by the tumultuous forces of the feysea, which claimed much of the original lower city of Sliberberg, this district now stands as a testament to resilience, with drowned structures serving as the foundation for a bustling network of buildings erected on sturdy pilings. Amidst the bustle of trade and commerce, a few dozen merfolk find solace in this maritime domain, making it their year-round abode.
The dock ward pulsates with energy, fueled by the brisk oversea trade that flows through its channels, connecting Sliberberg to destinations across the feyrealm. As ships come and go, laden with goods and tales of distant lands, this vibrant district remains a vital artery of the city’s economic life, teeming with activity and bustling with the spirit of adventure
Gazetteer
City Fish Market:

Perched upon one of the sprawling docks that extend into the embrace of the sea, the City Fish Market stands as a bustling hub of maritime commerce within the Dock Ward of Sliberberg. Here, amidst the salty tang of the ocean breeze, fishermen ply their trade, offering up the day’s catch to discerning customers eager for the freshest seafood. Yet, beneath the veneer of legitimate commerce, the market harbors a darker undercurrent.
Amongst the crates of freshly caught fish and the throngs of bustling patrons, shadowy figures lurk, their clandestine dealings veiled beneath the guise of seafood commerce. For the City Fish Market serves not only as a haven for honest fishermen but also as a clandestine meeting ground for smugglers seeking to peddle their illicit wares. Within this chaotic realm of maritime trade, the market stands as neutral territory, a delicate balance maintained between rival factions such as the Coiníní Marbh Syndicate and the Rats Gang, where the law of the sea reigns supreme.
Harbormaster’s Office:
Perched atop the submerged remnants of a long-forgotten structure, the Harbormaster’s Office commands a strategic position amid the labyrinthine network of boardwalks and piers that crisscross the Feysea’s edge. This sturdy three-story stone building serves as the epicenter of maritime governance in Sliberberg, fulfilling a multifaceted role as the administrative hub for harbor affairs, a customs checkpoint, a watchhouse for dock guards, and an indispensable repository of information concerning ship movements.
Outside the office, a sprawling bulletin board stands as a focal point for community interaction, adorned with a tapestry of departure schedules, ship advertisements, and notices seeking crew members. At the helm of this bustling maritime nexus is Eamon O’Mara, a weathered selkie whose seasoned visage bears the marks of countless seafaring adventures. With a wealth of experience and an intimate knowledge of the sea, Eamon’s stewardship ensures the smooth operation of harbor activities, yet beneath his grizzled exterior lies a persistent reminder of past encounters, as the lingering scent of Gribnock, Vasrock’s notorious pirate, serves as a haunting echo of maritime struggles past.
The Listing Brig:
Nestled among the creaking boardwalks of the Dock Ward, the Listing Brig stands as a weathered testament to the grittier side of Sliberberg’s maritime life. This two-story inn, precariously perched on sturdy pilings, serves as a haven for sailors and longshoremen seeking respite from the ceaseless rhythm of the sea. However, its reputation precedes it, for the Listing Brig is known far and wide for its dilapidated accommodations and raucous atmosphere.
Inside its timeworn walls, the taproom resonates with the raucous laughter and rowdy banter of drunken patrons, their voices mingling with the sound of crashing waves against the pilings below. Cheap beer flows freely, fueling the revelry that often descends into brawls, their chaotic crescendos echoing through the inn before culminating in the splash of bodies ejected into the briny depths outside.
Merchantmen Row:
Nestled along the ragged edge where the city meets the sea, Merchantmen Row stands as a testament to the bustling maritime trade that defines Sliberberg’s economy. This bustling street, flanked by the shimmering expanse of the feysea on one side and the imposing city wall on the other, plays host to the headquarters of the city’s most prominent shipping companies. Stretching from the sturdy barrier of the city wall to the meandering course of the River Sliber, Merchantmen Row serves as the pulsing artery through which the lifeblood of sea trade flows.
Yet, amid the allure of prosperity, a darker underbelly lurks beneath the surface. In this cutthroat world of maritime commerce, competition breeds hostility, and many shipping firms resort to underhanded tactics to gain an edge. Vandalism and sabotage are not uncommon occurrences, as rival companies vie for dominance in the lucrative trade routes between the feyrealm and the mortal realm. To safeguard their interests, most firms employ a cadre of hired muscle, whose menacing presence serves as a warning to would-be troublemakers, their silent challenges daring any who pass by to disrupt the delicate balance of power along Merchantmen Row.
Mountainheart Royal Navy Wharf:
Transformed from a haven for Vasrock’s marauders to the fortified stronghold of the Royal Navy, the Mountainheart Royal Navy Wharf stands as a testament to the resilience of Sliberberg’s resistance. Following the city’s liberation, the wharf underwent extensive renovations and expansions, bolstering its infrastructure to support the needs of the newly established naval fleet. Today, the wharf boasts dedicated berths specifically tailored to accommodate the seven formidable warships captured from Vasrock’s grasp.
Stretching along the waterfront, imposing warehouses flank the wharf, their stout frames housing a vast array of supplies, armaments, and provisions essential for sustaining and mobilizing the naval forces.
Encounter tables
Encounter Table: Harmless Interactions (d12)
- Fisherman’s Tale: Encounter a friendly fisherman eager to share stories of his latest catch and the legends of the sea.
- Seagull Feeding Frenzy: Witness a flock of seagulls squabbling over scraps of fish, providing an amusing spectacle.
- Merfolk Merchant: Meet a merfolk trader offering exotic sea treasures and enchanted trinkets from the depths.
- Boardwalk Busker: Enjoy the lively tunes of a talented bard performing on the boardwalk, drawing a crowd with their captivating melodies.
- Dockside Dancer: Encounter a group of sailors engaging in a spirited dance, inviting passersby to join in the revelry.
- Friendly Wager: Engage in a friendly game of chance with dockworkers, testing your luck with a game of dice or cards.
- Dockside Vendor: Browse through a variety of goods being sold by a dockside vendor, ranging from fresh produce to handmade crafts.
- Seaside Sketch Artist: Meet a skilled artist capturing the scenic views of the harbor on canvas, offering to paint your portrait or a picturesque landscape.
- Lost Tourist: Encounter a lost traveler seeking directions to a nearby landmark or seeking recommendations for local attractions.
- Children at Play: Witness a group of children playing games on the boardwalk, their laughter echoing amidst the bustling activity of the docks.
- Fishing Lesson: Observe a fisherman imparting their knowledge of angling techniques to a novice, offering tips on casting and bait selection.
- Sunset Serenity: Experience the tranquil beauty of the sunset casting a warm glow over the harbor, providing a peaceful moment of reflection amidst the busy waterfront.
Encounter Table: Random Groups of Dock Ward Denizens (d12)
- Dockside Drunks (x3): Encounter a trio of inebriated sailors stumbling out of a tavern, boisterously singing sea shanties.
- Smuggler’s Exchange (x4): Stumble upon a group of shady individuals engaged in a clandestine exchange of contraband goods under the cover of darkness.
- Dockside Brawlers (x5): Witness a heated altercation erupting between rival dockworkers, fists flying amidst a crowd of onlookers.
- Merfolk Traders (x2): Encounter a pair of merfolk traders bargaining with human merchants over exotic sea goods and mystical artifacts.
- Thieves’ Guild Recruits (x4): Spot a group of would-be thieves undergoing initiation into the notorious Thieves’ Guild, practicing pickpocketing techniques under the guidance of a seasoned rogue.
- Dockside Gamblers (x3): Find a group of sailors huddled around a makeshift gambling table, eagerly wagering their hard-earned coin on a game of chance.
- Fishermen’s Union Meeting (x6): Come across a gathering of fishermen discussing the latest catch quotas and harbor regulations, their voices rising in heated debate.
- Dockside Minstrels (x2): Encounter a duo of street performers entertaining passersby with lively music and colorful performances.
- Dockside Hawkers (x5): Navigate through a bustling crowd of hawkers peddling their wares, each vying for the attention of potential customers.
- Dockside Revelers (x4): Join in the festivities of a dockside celebration, where revelers dance and carouse in honor of a successful voyage.
- Dockside Gossipmongers (x3): Overhear a group of dockworkers exchanging rumors and gossip about recent events and notable figures in the city.
- Dockside Scavengers (x6): Encounter a group of street urchins scavenging for discarded treasures amidst the bustling activity of the docks.
Encounter Table: Threatening Encounters (d12)
- Rat Infestation (x6): Confront a swarm of aggressive rats scavenging for food scraps in the narrow alleys, their sharp teeth bared in a menacing display.
- Gang of Thugs (x4): Encounter a group of belligerent thugs patrolling the docks, extorting protection fees from unsuspecting merchants and travelers.
- Dockside Muggers (x3): Fall victim to a band of ruthless muggers lurking in the shadows, intent on relieving travelers of their valuables by force.
- Harbor Pirates (x2): Face off against a crew of daring pirates attempting to plunder cargo from an unsuspecting merchant vessel docked at the harbor.
- Sea Serpent Sighting: Witness the ominous presence of a massive sea serpent lurking beneath the murky waters of the harbor, its menacing gaze fixed on unsuspecting prey.
- Dockside Riot (x4): Get caught in the midst of a violent riot erupting among disgruntled dockworkers protesting poor working conditions and unfair treatment.
- Smuggler’s Standoff (x3): Stumble upon a tense standoff between rival smuggling factions vying for control of illicit trade routes, their fingers twitching on the triggers of crossbows and pistols.
- Waterlogged Wraith: Confront a spectral wraith risen from the depths of the Feysea, its
Underhill
Nestled beneath the bustling streets of Sliberberg lies Underhill, also affectionately known as the Goblin Market. This sprawling network of tunnels, hidden beneath the north ward and the market ward, serves as a haven for those who shun the light of day and prefer the shadowed embrace of the underground. While Underhill may bear the marks of neglect and disrepair, it thrives with an energy uniquely its own.
Contrary to traditional notions of poverty, the residents of Underhill are not lacking in means but rather in adherence to societal norms. Here, one finds a motley assembly of rogues, outcasts, and rebels who have carved out their own domain beneath the city streets. Despite its lawless reputation, Underhill operates under a system of loose governance, relying on the principles of vigilantism and bounty hunting to maintain a semblance of order.
At the heart of this clandestine realm lies the Goblin Market, a vibrant and chaotic bazaar where the denizens of Underhill converge to trade, barter, and scheme. Within the dimly lit passages of the market, one can find an eclectic array of goods and services, from rare artifacts of dubious origin to clandestine information and contraband.
Gazeetter
The Goblin Market:
At the pulsing heart of Underhill lies the enigmatic Goblin Market, a labyrinthine nexus where the clandestine and the peculiar converge in a whirlwind of trade and barter. Here, amidst the dimly lit corridors and shadowed alcoves, vendors peddle wares that defy conventional understanding—artifacts of dubious provenance, eldritch curiosities, and arcane ephemera that tantalize the imagination.
Unlike conventional markets, currency holds little sway within the realm of the Goblin Market. Instead, transactions are conducted through a complex web of exchanges, where goods, services, and intangible assets are traded with an air of mystique. Memories, abilities, favors, and fey contracts change hands as readily as tangible commodities, each transaction weaving a tapestry of intrigue and uncertainty.
Amidst this swirling sea of commerce, one figure stands as a constant amid the flux: Nig, the market master. An ancient goblin of implausible age, Nig presides over the entrance to the marketplace, his keen eyes taking note of all who come and go. As the custodian of the market’s ebb and flow, Nig holds sway over its myriad denizens, ensuring that the delicate balance of trade remains undisturbed in the shifting currents of Underhill’s clandestine economy.
Cassidy’s Bounty Emporium
Nestled within the labyrinthine depths of the Goblin Market, Cassidy’s stall stands as a humble yet formidable outpost amidst the bustling chaos. A simple shed adorned with a weathered bulletin board, weather-worn shelves, and a solitary table, it serves as the nerve center for the city’s bounty hunters. Here, amidst the dim flicker of lantern light and the distant echoes of whispered contracts, the fiery-haired hobgoblin known only as Cassidy commands respect and fear in equal measure.
Despite her youth, Cassidy’s reputation precedes her, whispered tales of her fiery temper and unmatched prowess with a blade spreading like wildfire among the ranks of bounty hunters and ne’er-do-wells alike. Clad in leather armor, jeans, and sturdy cowgirl boots, she exudes an aura of quiet confidence and unwavering determination, her piercing gaze a testament to her indomitable spirit.
Dìomhaira’s Ledger of Forgotten Whispers
Nestled within the dim recesses of the Goblin Market, amidst the throngs of shadowy figures and whispered exchanges, one encounters the enigmatic presence of Dìomhaira, a hag of ancient lineage and boundless cunning. Her stall, draped in veils of obscurity, offers a peculiar commodity coveted by seekers of forbidden knowledge: the Ledger of Forgotten Whispers.
Within these massive tomes, enchanted with magics both ancient and obscure, lies the tantalizing allure of secrets long buried and truths untold. Yet, dare to peruse their pages, and one is ensnared by a peculiar enchantment: the instant obliteration of memory, a veil drawn across the mind’s eye, leaving naught but whispers of fleeting recollection.
For each clandestine revelation sought within Dìomhaira’s ledger, a solemn pact is forged: a secret, whispered in hushed tones and guarded whispers, traded for another veiled truth from the depths of the tome. Yet, beware the cost, for no transaction with the hag comes without its toll. A single secret, relinquished to the ledger’s embrace, its whispered echoes lost to the winds of oblivion, forever bound within the labyrinthine depths of Dìomhaira’s stall.
Grex: Purveyor of Dark Magics
Among the regulars of the Goblin Market, Grex cuts a sinister figure, his presence shrouded in an aura of illicit dealings and shadowy alliances. As a goblin arms dealer with deep ties to the nefarious Coiníní Marbh syndicate, Grex’s stall stands as a bastion of dark enchantments and forbidden artifacts.
Draped in an air of calculated menace, Grex’s attire—complete with sunglasses and slicked-back hair—belies the malevolent nature of his trade. His stall boasts an array of magic items, each imbued with potent enchantments and sinister purpose. Specializing in weaponized prosthetics and other accoutrements of arcane warfare, Grex’s inventory caters to those who walk the path of darkness, offering instruments of power fueled by sacrificial rites and the blood of ancient beings.
Rhyswyn’s Bag of Lost Treasures
Amongst the eclectic stalls of the Goblin Market, where the air thrums with whispers of clandestine bargains and hidden treasures, one can find the enigmatic figure of Rhyswyn, a leprechaun of uncanny repute. Clad in vibrant hues of emerald and gold, he presents to the denizens of Underhill a most peculiar artifact: the Bag of Lost Treasures.
Intriguing and beguiling in its simplicity, Rhyswyn’s bag holds the promise of rediscovery, a beacon of hope amidst the shadows of the forgotten. With but a cherished offering placed within its depths, this enchanted satchel possesses the uncanny ability to locate that which has been misplaced, returning it to the embrace of its rightful owner.
Yet, like all things of magic, the Bag of Lost Treasures exacts its price. A token of sentimental value must be surrendered, a small sacrifice in exchange for the restoration of that which has been lost. And though its powers are bound to the whims of fate, limited to retrieving only that which the seeker themselves have misplaced, Rhyswyn’s bag remains a coveted artifact within the labyrinthine depths of Underhill’s bustling marketplace.
The Writer
Amidst the bustling corridors of the Goblin Market, veiled in mystery and cloaked in anonymity, dwells the enigmatic figure known only as the Writer. Shrouded in secrecy beneath a hooded veil, this elusive satyr peddles a most curious commodity: magical dossiers containing cover identities.
Striking a clandestine bargain with those who seek to slip unnoticed through the tapestry of society, the Writer’s wares offer a fleeting escape from the burdens of selfhood. Each dossier, meticulously crafted and imbued with enchantment, promises a temporary respite from reality, allowing the reader to assume the guise of another for a span of three days.
Shadowhaven Alehouse
Nestled within the winding network of tunnels that constitute Underhill, the Shadowhaven Alehouse looms like a darkened beacon amidst the shadowy depths. A notorious haunt for the city’s more unscrupulous denizens, it serves as a gathering place for those who thrive in the murky underbelly of Sliberberg.
Stepping into the dimly lit interior, one is met with a cacophony of raucous laughter, clinking tankards, and the unmistakable scent of ale and pipe smoke that hangs heavy in the air. The decor is sparse yet unmistakably rustic, with rough-hewn wooden furnishings and dimly flickering lanterns casting long shadows across the worn flagstone floor.
Patrons of all shapes and sizes, from wily goblins to burly ogres, gather within the confines of the alehouse’s walls, their faces obscured by the shifting shadows that dance across their features. Here, deals are struck in whispered tones, alliances forged over tankards of ale, and secrets exchanged beneath the veil of darkness that cloaks the establishment in an air of mystery and intrigue
The Stacked Deck
Hidden beneath the bustling streets of Sliberberg lies the notorious gambling den known as The Stacked Deck, a shadowy labyrinth of chance and intrigue that serves as the clandestine headquarters of the Coiníní Marbh syndicate. Tucked away within the depths of Underhill, this subterranean establishment exudes an aura of danger and excitement, drawing in patrons from all walks of life who seek to test their luck against the odds.
As one descends into the dimly lit cavern that houses The Stacked Deck, the air is thick with anticipation, mingling with the heady scent of tobacco smoke and strong spirits. The cavern is alive with the rhythmic clatter of dice, the shuffle of cards, and the occasional roar of triumph or despair as fortunes rise and fall with each turn of the wheel. Various gaming tables line the expansive space, each presided over by goblinoid pit bosses who ensure that the games run smoothly and that debts are promptly settled.
At the heart of the establishment stands a sprawling bar, its shelves stocked with an array of potent libations to fortify the spirits of those who dare to test their wits against the house. Fomorian bouncers loom menacingly at the entrance, their imposing presence serving as a warning to any who would seek to disrupt the delicate balance of power that reigns within The Stacked Deck
Encounter tables
Harmless Interactions (d12)
- A group of goblins playing a spirited game of knucklebones, inviting passersby to join in the fun.
- A halfling busker performing a lively tune on a makeshift stage, entertaining a small crowd with tales of adventure and woe.
- A pair of pixie merchants peddling enchanted trinkets and baubles, eager to make a trade for curious odds and ends.
- A friendly ogre bartender offering a sample of his latest brew to weary travelers passing by his ramshackle alehouse.
- A lone satyr bard strumming a melancholic melody on his lute, lost in reverie as he gazes up at the starlit ceiling of the cavern.
- A trio of kenku pickpockets practicing their sleight of hand on unsuspecting patrons, their nimble fingers darting in and out of sight.
- A curious flumph floating serenely through the air, its bioluminescent glow casting an otherworldly light on the surrounding tunnels.
- A group of tiefling buskers putting on an impromptu performance of fire juggling and acrobatics, drawing a crowd with their daring feats.
- A pack of blink dogs frolicking playfully in a nearby clearing, their yips and barks echoing off the cavern walls.
- A mysterious figure cloaked in shadow, silently observing the bustling activity of Underhill from the shadows, their motives unclear.
Random Groups of Underhill Denizens (d12)
- (1d4+1) Goblin Thugs (MM)
- (1d6) Quickling Assassins (MM)
- (1d4) Hobgoblin Bounty Hunters (MM)
- (1d6+1) Kenku Burglars (MM)
- (1d8) Fairy Tricksters (MM)
- (1d4) Fomorian Enforcers (MM)
- (1d6) Displacer Beast Pets (MM)
- (1d8) Satyr Revelers (MM)
- (1d4) Grung Drug Dealers (MM)
- (1d6+1) Bugbear Ruffians (MM)
- (1d8) Svirfneblin Merchants (MM)
- (1d6) Doppleganger Spies (MM)
Threatening Encounters (d12)
- A gang of gnolls led by a ferocious pack lord (MM)
- A pair of ogre magi causing havoc with their destructive magic (MM)
- A swarm of giant rats, driven into a frenzy by hunger (MM)
- A marauding band of hobgoblin warlords, seeking to expand their territory (MM)
- A coven of night hags plotting dark deeds in the shadows (MM)
- A deadly basilisk lurking in the darkness, its gaze turning creatures to stone (MM)
- A clutch of cloaker ambushers lying in wait to ensnare unsuspecting prey (MM)
- A roving band of yuan-ti cultists, intent on spreading chaos and corruption (MM)
- A malevolent green hag, weaving curses and mischief with her dark magic (MM)
- A vicious pack of shadow mastiffs, hunting down intruders in the tunnels (MM)
- A powerful oni, terrorizing the denizens of Underhill with its insatiable hunger (MM)
- A horde of grimlocks, driven mad by their subterranean existence, attacking anything that crosses their path (MM)
West Ward
Known colloquially as the Brick Ward for its abundance of sturdy brick structures, the West Ward stands as the industrial heartbeat of Sliberberg, once conceived by Vasrock for the production of arms and now a bustling manufacturing hub for both mundane and magical goods. This sector of the city hums with the ceaseless activity of workshops, foundries, and factories, where skilled artisans and craftsmen toil tirelessly to forge the tools and treasures that fuel the city’s economy.
As one navigates the labyrinthine streets of the West Ward, the air is thick with the scent of molten metal and the rhythmic clang of hammers against anvils. Towering smokestacks belch plumes of thick, acrid smoke into the sky, casting a perpetual haze over the bustling thoroughfares below. Brass and bronze fixtures adorn the facades of the buildings, their gleaming surfaces catching the sunlight and adding a touch of whimsy to the otherwise utilitarian landscape.
While much of the West Ward is dedicated to industry, there are pockets of residential areas interspersed throughout, where the hardworking denizens of Sliberberg make their homes amidst the clatter and din of the factories. Gnome families, in particular, are prominent residents of this district, their ingenuity and expertise in engineering and invention evident in the intricate clockwork mechanisms and gear-based decorations that adorn their dwellings
Neighborhoods of the West Ward:
- The Foundries: As the name suggests, The Foundries is a bustling neighborhood dedicated to the craft of metalworking and manufacturing. It’s a hive of activity where workshops and foundries stand shoulder to shoulder, each belching forth billows of smoke and steam as skilled artisans mold and shape raw materials into works of art and utility.
- Clockmaker’s Square: Nestled amidst the clangorous din of The Foundries lies Clockmaker’s Square, a quaint and charming neighborhood renowned for its mastery of timepieces and intricate clockwork devices. Here, the streets are lined with workshops and ateliers, where skilled artisans painstakingly craft enchanted timepieces and magical automata.
Gazetteer
Branagor Security Solutions:
Nestled within the bustling foundries of the West Ward, Branagor Security Solutions stands as a bastion of ingenuity and craftsmanship in the realm of mechanical security. Founded and once presided over by the wily leprechaun Branagor Stonecipher, this esteemed workshop specializes in the creation of an array of security devices designed to safeguard the treasures and secrets of its discerning clientele. From intricate locks and impenetrable strongboxes to cunningly concealed secret compartments and ingenious booby traps, every creation that emerges from Branagor Security Solutions bears the hallmark of meticulous craftsmanship and unparalleled expertise.
Branagor himself, a master of his craft and a lover of puzzles, infused each device with a unique challenge, ensuring that only the most astute minds could navigate their intricate mechanisms. However, with Branagor’s passing, the legacy of his esteemed workshop now rests in the hands of his dedicated apprentices, who labor tirelessly to uphold the company’s storied tradition of excellence
Products and Prices:
| Product | Description | Price (Gold Pieces) |
| Locks | Intricately crafted locks for doors and containers | 5 – 50 |
| Strongboxes | Sturdy containers equipped with advanced locking mechanisms | 20 – 200 |
| Safes | Secure storage units designed to protect valuables | 50 – 500 |
| Vaults | Impenetrable chambers fortified against intrusion | 200 – 2000 |
| Secret Doors | Concealed entrances seamlessly integrated into architecture | 100 – 1000 |
| Secret Compartments | Covert storage spaces hidden within furniture or walls | 10 – 100 |
| Booby Traps | Ingenious mechanisms designed to deter and ensnare intruders | 50 – 500 |
Note: Prices may vary based on customization and complexity of the device.
City Public Works Department Yard:
Nestled within the industrial heart of the West Ward, the City Public Works Department Yard stands as a bastion of order amidst the bustling chaos of urban life. Comprising a sturdy brick office building, a spacious stable for the care of draft animals, and a series of expansive sheds dedicated to workshops and storage, this vital facility serves as the nerve center for the city’s essential infrastructure.
Under the capable stewardship of Chief Engineer Eloise Greenbough, a reticent but highly skilled gnome with a penchant for precision, the Public Works Department oversees a wide array of critical municipal services. From the meticulous maintenance of streets and thoroughfares to the crucial upkeep of street lighting, waste management, and sewer systems, Eloise and her dedicated crew of laborers work tirelessly to ensure the seamless functioning of the city’s essential infrastructure. However, beneath their rough exteriors, Eloise’s burly work crews harbor short fuses and little patience for interference, making it prudent for adventurers to tread carefully in their presence.
Cumann Carrannais Cab Service Headquarters:
Nestled along the banks of the River Sliber in the West Ward lies the bustling headquarters of Cumann Carrannais, the city’s sole cab service. Enclosed within a walled-off compound, this bustling hub comprises a spacious coach house and a large stable, from which a fleet of hansom cabs is dispatched to traverse the winding streets of Sliberberg.
Having recently emerged as a formidable presence in the city’s transportation landscape, Cumann Carrannais owes much of its rapid growth to a strategic investment by Maeve, the influential figurehead of the realm. However, this support has come with a unique caveat, as Maeve has exercised her authority to dictate the company’s distinctive cab colors and the uniforms worn by its dedicated cabbies. For a modest fare ranging from 2 to 15 silver pieces, passengers can secure passage to virtually any destination within the city limits, with the exception of locales in Underhill, streets adorned with stairs, or certain sections of the docks characterized by boardwalks rather than stone thoroughfares. With diligent searching, adventurers can easily flag down one of Cumann Carrannais’s distinctive single-horse hansom cabs within a mere four minutes
Master Thistledown’s Shop of Wonders:

Nestled within Clockmaker’s Square stands the imposing brick facade of Master Thistledown’s Shop of Wonders, a testament to the mastery of its enigmatic proprietor. The shop’s exterior is adorned with an ornate clock tower, its intricate mechanisms adorned with dancing wooden figurines that perform a perpetual ballet under the watchful gaze of the clockmaker himself. Upon entering, visitors are greeted by a showroom brimming with an eclectic array of timepieces, each a masterpiece of artistry and enchantment crafted by the skilled hands of Master Thistledown.
Beneath the bustling showroom lies the hidden heart of the shop—a sprawling workshop nestled in the depths of the basement. Here, amidst the whirring of gears and the crackle of arcane energies, Master Thistledown plies his trade, weaving spells of temporal magic into the very fabric of his creations. Yet, behind the facade of craftsmanship lies a deeper secret—rumors whisper of Thistledown’s mastery over the mysteries of time itself, a power so profound that he is said to have plucked his shop from the annals of the future and brought it to the present day. Above the workshop, amidst the cozy living spaces of the second floor, resides Master Thistledown and his adoptive daughter, Sugar Plum, a fairy fey sovereign trapped in eternal youth. Within Sugar Plum’s enchanting domain, her bedroom transcends the bounds of size, a miniature kingdom populated by living dolls and imbued with the whimsy of the fey
Stoneforge and Ironhelm Shipbuilding:
Standing proud as the sole bastion of shipbuilding expertise within the city, Stoneforge and Ironhelm Shipbuilding is a testament to the indomitable spirit and unwavering dedication of its founders, the esteemed hobgoblin shipbuilders Isla Stoneforge and Niall Ironhelm. Situated along the bustling waterfront of the West Ward, this sprawling complex boasts an impressive array of facilities, including three meticulously crafted shipbuilding ways and the city’s sole drydock on the shimmering waters of the Feysea.
Specializing in the construction of seagoing vessels as well as a diverse range of airships, Stoneforge and Ironhelm Shipbuilding stands as a paragon of innovation and craftsmanship in the maritime realm. From majestic sailing ships to sleek and agile airships propelled by the arcane forces of magic, every creation that emerges from their esteemed shipyard bears the hallmark of meticulous attention to detail and unparalleled expertise. Furthermore, with a comprehensive suite of services that encompasses outfitting, modification, and repair, Stoneforge and Ironhelm Shipbuilding remains steadfast in its commitment to meeting the diverse needs of its discerning clientele.
Pricing Table: Ships
| Ship Type | Description | Price (Gold Pieces) |
| Galley | A sleek, oar-powered warship | 30,000 |
| Keelboat | A sturdy, flat-bottomed river vessel | 3,000 |
| Longship | A swift and agile Viking-style longship | 10,000 |
| Rowboat | A simple, small craft for short journeys | 50 |
| Sailing Ship | A versatile vessel propelled by wind | 10,000 |
| Warship | A heavily armed and armored naval vessel | 25,000 |
Pricing Table: Armaments
| Weapon | Description | Price (Gold Pieces) |
| Ballista | Large crossbow mounted on a ship’s deck | 500 – 1,000 |
| Catapult | Siege engine capable of hurling large projectiles | 1,000 – 2,000 |
| Cannon | Powerful artillery piece for ship-to-ship combat | 2,000 – 5,000 |
| Crossbow | Standard ranged weapon for shipboard defense | 50 – 100 |
| Ram | Reinforced prow used for ramming enemy vessels | 500 – 1,000 |
| Swivel Gun | Small, portable cannon for close-range defense | 200 – 500 |
Pricing Table: Ship Modifications
| Modification | Description | Price (Gold Pieces) |
| Armor Plating | Reinforced hull for increased durability | 1,000 – 3,000 |
| Ballast System | Adjusts ship’s balance and stability | 500 – 1,000 |
| Gasbag Enchantment | Enhances airship’s lift for increased altitude | 2,000 – 5,000 |
| Hull Reinforcement | Strengthened hull to withstand harsh conditions | 500 – 1,500 |
| Magical Warding | Protective enchantments against hostile magic | 1,500 – 3,500 |
| Speed Sails | Lightweight sails for enhanced speed | 1,000 – 2,500 |
Pricing Table: Ship Modifications for Airship Conversion
| Lift System | Description | Price (Gold Pieces) |
| Gasbag | Large, buoyant bag filled with lighter-than-air gas | 5,000 – 10,000 |
| Elemental Core | Bound elemental providing lift and propulsion | 10,000 – 20,000 |
| Levitation Stones | Magical stones imbued with levitation properties | 7,000 – 12,000 |
| Wyvern Harness | Trained wyverns harnessed to lift and propel ship | 15,000 – 25,000 |
| Sky Crystals | Rare crystals mined from sky islands for lift | 12,000 – 18,000 |
The Wonderforge:

Dominating the skyline of the Foundries neighborhood in the West Ward stands the magnificent Wonderforge, the largest and most renowned of all the mills in the industrial sector of Sliberberg. Specializing exclusively in the meticulous creation of magical items, this sprawling facility serves as the epicenter of enchanted craftsmanship within the city.
Powered by the bound essence of a captive fire elemental, the Wonderforge harnesses the primal energies of flame to fuel its ceaseless production. Ingeniously engineered mechanisms, comprised of intricate clockwork and mighty waterwheels, propel a vast array of power tools and drop hammers, meticulously emulating the legendary forge of Flammesmed from the lost city of Dvergkongerfjell. At the helm of this grand establishment stands Aidan MacCogadh, a formidable Hobgoblin artificer who defected from Vasrock’s army to join the ranks of the resistance, appalled by the tyrant’s sinister designs to exploit unwitting laborers for his grand construction projects, including the Wonderforge itself.
Under Aidan’s skilled leadership, the Wonderforge offers a tantalizing proposition to adventurers seeking to harness the arcane arts: the opportunity to commission bespoke magical items tailored to their exact specifications, all at a remarkable discount of three-quarters of the standard price and within half the time prescribed in the annals of crafting as delineated by the Dungeon Master’s Guide.
Encounter tables
Encounter Table: Harmless Interactions (d12)
- Friendly Gnomish Artificer: A jovial gnome artificer named Rikka offers to demonstrate her latest invention—a clockwork contraption that mimics the sound of laughter.
- Lost Tourist: A bewildered tourist seeks directions to a notable landmark, offering gratitude to anyone willing to offer assistance and guidance.
- Enthusiastic Street Performer: An energetic satyr bard named Faelan entertains passersby with lively tunes played on a wooden flute, inviting spectators to join in the merriment.
- Helpful City Gardener: Encountering a gnome gardener named Thistle, travelers receive sage advice on cultivating magical herbs and botanical specimens, along with a small bouquet of enchanted flowers as a token of goodwill.
- Cheerful Cab Driver: A cheerful halfling cabbie named Pippin offers affordable rides to various destinations across the city, regaling passengers with colorful anecdotes and local folklore during the journey.
- Inquisitive Clockmaker: Engaging in conversation with a curious clockmaker named Elara, adventurers learn about the intricate workings of magical timepieces and receive a complimentary miniature clockwork trinket.
- Playful Street Urchins: A mischievous group of street urchins, led by a quick-witted kobold named Tinker, challenge passersby to friendly games of tag and hide-and-seek amidst the bustling thoroughfares.
- Amiable Gnomish Tinkerer: Encountering a friendly gnome tinkerer named Gizmo, travelers are offered the opportunity to inspect a collection of whimsical gadgets and contraptions, each crafted with meticulous precision.
- Artistic Mural Painter: Observing a talented elf mural painter named Lysander, adventurers witness the creation of a vibrant street mural depicting scenes from fey folklore and enchanting landscapes.
- Quirky Clockwork Merchant: Crossing paths with a quirky clockwork merchant named Ticktock, travelers browse an eclectic assortment of enchanted timepieces and novelty gadgets, each imbued with its own unique charm.
- Helpful Street Vendor: A helpful gnome street vendor named Widget offers an assortment of magical trinkets and curiosities, including miniature flying brooms and enchanted compasses that point toward one’s heart’s desire.
- Street Sweepers: A group of street sweepers diligently clears debris from the thoroughfares, their rhythmic motions providing a soothing backdrop to the city’s hustle and bustle.
Encounter Table: Random Groups of West Ward Denizens (d12)
- Goblin Gang: A rowdy gang of goblins, led by a menacing hobgoblin, prowls the streets, looking for trouble and easy marks.
- Clockwork Construct Escort: A group of gnomish artificers accompanies a towering clockwork construct through the ward, ensuring its safe transport to its intended destination.
- Dock Workers Union: Laborers gather outside a shipping company’s headquarters, protesting unfair working conditions and demanding better treatment from their employers.
- Merchants’ Guild Convoy: A caravan of merchants, guarded by hired muscle, transports valuable goods through the ward, wary of potential threats from rival factions.
- Arcane Apprentices: A group of young spellcasters, under the tutelage of a seasoned wizard, practices their magical skills under the watchful eye of their mentor.
- Thieves’ Guild Reconnaissance: Shadowy figures lurk in the alleyways, scouting potential targets and gathering intel for their secretive organization.
- Clockwork Repair Crew: A team of mechanics tends to a malfunctioning clockwork mechanism, their tools clattering as they work to restore it to working order.
- Street Urchins: A band of street urchins, led by a resourceful rogue, scours the streets for scraps and opportunities to pilfer valuables from unwary passersby.
- City Guard Patrol: A contingent of city guards marches through the ward, keeping a watchful eye on the streets and maintaining order in the bustling district.
- Goblin Merchants: A group of goblin merchants sets up a makeshift market stall, hawking an assortment of oddities and curiosities to curious customers.
- Clockwork Entertainers: Mechanical performers, crafted by skilled artisans, entertain a crowd of onlookers with their mesmerizing routines and elaborate dances.
- Gnomish Inventors’ Guild: Members of the Gnomish Inventors’ Guild convene for a meeting, exchanging ideas and collaborating on new inventions to push the boundaries of technological innovation.
Encounter Table: Threatening Encounters (d12)
- Rogue Kenku Pickpockets: A trio of rogue kenku pickpockets lurks in the shadows, targeting unsuspecting travelers and attempting to pilfer valuables from their pockets with lightning-fast sleight of hand.
- Goblin Street Gang: A rowdy gang of goblin thugs, led by a brutish bugbear enforcer, accosts passersby in search of easy marks, their intimidating presence and crude weapons instilling fear in the hearts of onlookers.
- Merfolk Smugglers’ Cartel: A group of merfolk smugglers emerges from the depths of the River Sliber, transporting illicit contraband to clandestine hideouts hidden along the waterfront, their operations shrouded in secrecy and danger.
- Clockwork Automaton Malfunction: A malfunctioning clockwork automaton rampages through the streets of Clockmakers Square, its gears grinding and pistons hissing as it poses a threat to unsuspecting pedestrians in its path.
- Feyrealm Creature Incursion: A portal to the Feyrealm unexpectedly opens, unleashing a horde of mischievous fey creatures onto the streets of the West Ward, their unpredictable antics disrupting daily life and causing chaos.
- Gnome Artificer Experiment Gone Awry: An experiment conducted by a reckless gnome artificer spirals out of control, resulting in a dangerous explosion that sends shrapnel flying and threatens the safety of nearby bystanders.
- Kobold Street Ruffians: A band of kobold street ruffians, armed with makeshift weapons and fueled by aggression, accosts travelers with demands for coin and valuables, their hostile demeanor leaving little room for negotiation.
- Elven Saboteurs’ Ambush: A group of elven saboteurs launches a surprise ambush on a caravan transporting valuable cargo through the West Ward, their coordinated attacks and deadly accuracy posing a significant threat to the caravan’s security.
- Goblin Black Market Traders: A network of goblin black market traders conducts illicit deals in the shadows, exchanging stolen goods and contraband with willing buyers while remaining vigilant for any signs of interference from authorities.
- Clockwork Constructs Run Amok: A horde of malfunctioning clockwork constructs breaks free from a nearby workshop, their mechanical limbs flailing wildly as they pose a danger to anyone unfortunate enough to cross their path.
- Hobgoblin Mercenaries’ Standoff: A tense standoff erupts between rival factions of hobgoblin mercenaries, their simmering animosity threatening to escalate into open conflict as weapons are drawn and tempers flare.
- Fey Assassin’s Contract: A deadly fey assassin, hired to eliminate a high-profile target, lurks in the shadows, biding their time and patiently awaiting the opportune moment to strike with lethal precision.
North Ward:
The sprawling expanse of the North Ward unfolds from the northern perimeter of Sliberberg to the rugged slopes of the Sliberhorn mountain, marking the city’s newest and most extensive residential district. Born from the tumultuous history of Vasrock’s conquest of Mountainheart, the North Ward initially emerged as a bleak slave camp and indoctrination center, destined to become a squalid enclave for laborers fueling the city’s burgeoning weapon-making industry. However, in the aftermath of Vasrock’s defeat and Mountainheart’s resurgence, the district rapidly evolved into a melting pot of cultures and backgrounds, as immigrants from both mortal and fey realms flocked to Sliberberg seeking new opportunities.
Yet, the hasty and unregulated construction that characterized the ward’s early development gave rise to a host of challenges, including overcrowding, infrastructure strain, structural collapses, and simmering tensions between mortal and fey residents. These tensions reached a boiling point with the emergence of two rival gangs, the Brenners and the Gunters, each led by charismatic demagogues vying for dominance. Their bitter conflict erupted into violence, precipitating a citywide upheaval on the eve of a monumental redevelopment effort aimed at revitalizing the North Ward.
Despite the transformative impact of the redevelopment project, which has brought about significant improvements in living conditions, lingering issues persist. The ward remains a nexus of cultural diversity and social disparity, with mortal and fey inhabitants often segregating themselves into distinct neighborhoods. Primarily inhabited by the city’s working class, residents of the North Ward are integral to the bustling commerce of the Market Ward, the maritime activities of the Docks, and the industrial operations of the West Ward. Against this backdrop, racial street gangs reminiscent of those immortalized in tales like “West Side Story” continue to vie for influence and territory, underscoring the ongoing challenges of cohesion and unity in this dynamic urban landscape.
Neighborhoods of the North Ward:
- The Hollow: Serving as the melting pot of mortal realm species within the North Ward, The Hollow stands as a testament to diversity and resilience.
- Winterside: Nestled amidst the frost-kissed landscape of the North Ward, Winterside beckons with its tranquil charm and ethereal beauty. Inhabited by the enigmatic Winter Fey, this neighborhood exudes an aura of cold mystique, with its residents embracing the chill winds and shimmering frost as integral facets of their existence.
- Springmore: Bursting forth with vibrant colors and the sweet fragrance of blossoms, Springmore emerges as a verdant oasis within the urban expanse of the North Ward. Here, the Spring Fey find solace amidst lush foliage and budding flowers, their presence infusing the neighborhood with the rejuvenating essence of new beginnings and boundless vitality.
- Summer Heights: Perched atop sun-kissed hillocks that bask in the golden glow of eternal sunshine, Summer Heights embodies the warmth and exuberance of the Summer Fey. Amidst verdant meadows and shimmering streams, residents revel in the embrace of perpetual summer, their spirits lifted by the joyous celebration of life and abundance.
- Autumn Village: Cloaked in the rich hues of crimson, gold, and amber, Autumn Village stands as a testament to the ephemeral beauty of the changing seasons. Here, amidst rustling leaves and the gentle caress of autumnal breezes, the Autumn Fey find solace in the quiet contemplation of nature’s cyclical rhythms, their presence infusing the neighborhood with a sense of introspection and nostalgia.
Gazetteer
Abbey of the Archangel Verdantia:

Nestled on the outskirts of Sliberberg, near the tranquil embrace of Autumn Village, the Abbey of the Archangel Verdantia stands as a bastion of healing and spiritual solace. Originally established outside the city walls, the abbey has since become an integral part of the urban landscape, serving as both a hospital and a sanctuary for the faithful followers of the order of Archangel Verdantia.
The abbey’s imposing gothic-style chapel, with its soaring arches and intricately carved stonework, holds within its hallowed halls a remarkable marvel: a towering tree that extends majestically through the sanctuary. Legend has it that this ancient tree, unable to be felled during the abbey’s construction, was deemed a sacred symbol of Verdantia’s divine presence. As a testament to the abbey’s enduring connection to nature and healing, the tree serves as a focal point for prayers and reverence, its verdant branches reaching skyward in a timeless display of resilience and grace.
Northside Marketplace:
Situated at the crossroads between the Hollow and Springmore, the Northside Marketplace stands as a bustling hub of activity and commerce within the North Ward. Unlike its grand counterpart, the Grand Fey Marketplace, this open-air market eschews grandeur in favor of practicality, catering primarily to the everyday needs of the working-class denizens who call this district home. From fresh produce and household essentials to artisanal crafts and curiosities, the marketplace offers a diverse array of goods to satisfy every need and desire.
Yet, amidst the lively bustle of commerce, an undercurrent of tension simmers beneath the surface. The Northside Marketplace serves as the de facto meeting ground for the disparate residents of the North Ward, where mortal and fey alike come together in a fragile semblance of unity. However, this fragile peace is often threatened by the looming presence of street gangs, whose rivalries simmer just beneath the surface. Clad in their distinctive colors, these teenage enforcers eye each other warily across the crowded rows of stalls, their presence a constant reminder of the underlying tensions that pervade this vibrant marketplace. Indeed, the nearby alleys have become notorious battlegrounds for intergang conflicts, where rival factions clash in violent skirmishes that threaten to disrupt the fragile harmony of the North Ward.
Queen’s Garden:

Nestled within the vibrant neighborhood of Springmore, Queen’s Garden stands as a verdant sanctuary of tranquility and beauty. Spanning a modest two acres, this public park was envisioned as the crowning jewel of Queen Maeve’s vision for the revitalized North Ward. Despite its grandiose beginnings, the park’s utilization has fallen short of expectations, with only the local children frequenting its grounds for playful adventures and carefree exploration.
Beneath the watchful gaze of Castle Sliberberg, Queen’s Garden exudes an aura of serenity, offering respite from the bustling streets of the city beyond its borders. Lush greenery, colorful blooms, and meandering pathways invite visitors to stroll amidst nature’s embrace, while secluded benches provide quiet alcoves for contemplation and reflection. Though its grandeur may have faded in the wake of tumultuous times, Queen’s Garden remains a testament to the enduring spirit of community and resilience within the North Ward.
Encounter tables
Encounter Table: North Ward Denizens
- A group of mortal realm species children playing a game of tag.
- A pair of gnomish clockmakers discussing the intricacies of their latest invention.
- A gathering of winter fey artisans selling their handcrafted goods in a makeshift market stall.
- A street performer, accompanied by a troupe of autumn fey musicians, entertaining passersby with a lively melody.
- A cluster of summer fey merchants haggling over prices and exchanging goods in animated fashion.
- A solitary hobgoblin laborer, weary from a long day’s work, trudging home with a heavy sack slung over his shoulder.
- A group of spring fey children chasing after a flock of colorful butterflies fluttering through the air.
- A pair of mortal realm species neighbors engaged in friendly banter while tending to their respective gardens.
- A gnome inventor showcasing her latest mechanical contraption to a curious crowd of onlookers.
- A procession of monks and nuns from the Abbey of the Archangel Verdantia, offering blessings and healing to those in need.
- A boisterous gathering of fey and mortals alike, celebrating a local festival with music, dance, and merriment.
- A humble street vendor, selling an assortment of homemade pastries and treats to hungry passersby.
Encounter Table: Harmless Interactions
- A friendly exchange of greetings between two neighbors passing each other on the street.
- A stray cat rubbing against a passerby’s leg, seeking affection and attention.
- A group of children flying kites in an open field, laughing and shouting with joy.
- A street performer entertaining a small crowd with a mesmerizing juggling act.
- A colorful parade passing through the streets, featuring elaborate floats and costumed performers.
- A street vendor offering samples of freshly baked pastries to curious onlookers.
- A pair of lovers strolling hand in hand, lost in quiet conversation and tender moments.
- A friendly competition between neighbors, engaging in a game of horseshoes in a nearby park.
- A group of elderly residents gathering in the town square for a game of chess and lively conversation.
- A local artist painting a vibrant mural on the side of a building, capturing the essence of the neighborhood in vivid colors.
- A young child eagerly showing off their latest drawing to anyone willing to take a look.
- A cheerful street musician filling the air with melodic tunes, attracting a small crowd of appreciative listeners.
Encounter Table: Threatening Encounters
- A gang of brenners, led by a charismatic populist, harassing and extorting protection fees from local merchants (Use Bandit stat block).
- A group of gunters, emboldened by their leader’s fervent rhetoric, inciting violence and vandalism in the streets (Use Thug stat block).
- A pair of aggressive fomorian enforcers, enforcing the will of their criminal overlords with brute force (Use Fomorian stat block).
- A pack of vicious winter wolves, driven by hunger and desperation, prowling the alleyways in search of easy prey (Use Winter Wolf stat block).
- A swarm of bloodthirsty stirges, descending upon unsuspecting travelers with razor-sharp proboscises (Use Stirge stat block).
- A cunning group of kenku burglars, plotting to break into a wealthy merchant’s home under the cover of darkness (Use Kenku stat block).
- A pair of belligerent ogres, drunk on stolen ale and spoiling for a fight, causing chaos and destruction in their wake (Use Ogre stat block).
- A sinister coven of hags, weaving dark spells and curses to sow chaos and discord among the unsuspecting populace (Use Hags stat block).
- A band of marauding gnolls, driven by their insatiable hunger for flesh, terrorizing the streets in search of victims (Use Gnoll stat block).
- A cunning group of doppelgangers, assuming the forms of trusted allies and loved ones to deceive and manipulate their prey (Use Doppelganger stat block).
- A relentless horde of goblins, armed with crude weapons and driven by a thirst for plunder, descending upon the city with reckless abandon (Use Goblin stat block).
- A towering hill giant, drawn to the city by rumors of wealth and riches, wreaking havoc with each thunderous step (Use Hill Giant stat block).
Pleasant Meadows Ward:
Nestled between the ancient walls of the old city and the protective embrace of the magical barrier, Pleasant Meadows Ward exudes an air of refined elegance and tranquil beauty. Here, amidst lush greenery and manicured gardens, the estates of the upper middle class and the noble elite stand as testament to the city’s prosperity and sophistication.
Dotted with stately manors and grand residences, Pleasant Meadows exudes an aura of exclusivity and privilege, with each estate boasting its own unique charm and architectural splendor. Magnificent tree-lined avenues lead to gated entrances adorned with wrought iron gates, while ornate fountains and sculpted topiaries adorn the meticulously landscaped grounds.
Within this idyllic enclave, the privileged denizens of Sliberberg’s upper echelons enjoy a life of luxury and refinement, their elegant estates serving as private sanctuaries of opulence and prestige
The Pleasant Meadows Battery:
Standing proudly as a testament to the city’s resolve and readiness to defend its shores, the Pleasant Meadows Battery emerges as a newly constructed bastion in Pleasant Meadows. Positioned approximately 50 feet off the shore, this formidable fortification serves as the vanguard of the city’s defensive line, poised to repel any potential invaders seeking to breach its harbor.
Comprising six enchanted ballistas and a single enchanted trebuchet, the Battery stands as a formidable deterrent against maritime threats, its arsenal capable of delivering devastating blows to any hostile vessels daring to approach the city’s coastline. Crafted with precision and imbued with potent magical enhancements, these siege weapons embody the city’s commitment to safeguarding its shores and ensuring the safety of its inhabitants.
City Fairgrounds:

Situated just beyond the northeastern outskirts of the Market Ward, the City Fairgrounds beckon as a vibrant hub of excitement and entertainment. Spanning across a vast expanse of fenced-off open fields, this dynamic venue serves as the epicenter for a diverse array of events that captivate the hearts and imaginations of attendees far and wide.
Throughout the year, the Fairgrounds pulsate with life as they play host to a kaleidoscope of festivities, ranging from seasonal celebrations and enchanting circuses to exhilarating tournaments that promise thrills and triumphs at every turn. The landscape transforms with each event, as colorful tents and bustling stalls spring up to offer an eclectic array of delights and diversions.
A designated tournament area stands as the focal point of the Fairgrounds, where skilled competitors and valiant adventurers converge to test their mettle in a variety of contests. From thrilling jousting matches and precision archery competitions to spellbinding magical duels, the arena resonates with the fervent cheers and applause of spectators who eagerly witness the feats of prowess and skill on display.
Equinox Equestrian Emporium:
Nestled within the prestigious Stable Row of Pleasant Meadows, Equinox Equestrian Emporium stands as the pinnacle of excellence in the realm of equestrian services. Renowned as the city’s premier stable and husbandry provider, Equinox sets the standard for unparalleled quality and expertise in all matters related to riding and draft animals.
At Equinox, every steed is more than just a horse—it is a trusted companion, meticulously bred, trained, and cared for to embody the epitome of grace, strength, and intelligence. From majestic horses to mythical creatures like Pegasus and even the exotic allure of owlbears, Equinox offers a diverse array of awakened animals, each possessing its own unique temperament and capabilities.
Dedicated to fostering lasting bonds between rider and mount, Equinox encourages clients to take the time to select the perfect equine partner, ensuring a harmonious synergy that transcends mere horsemanship. With comprehensive services encompassing breeding, husbandry, and training, Equinox goes above and beyond to cater to the needs and preferences of its esteemed clientele. Whether procuring a seasoned champion or nurturing a promising foal into a future legend, Equinox’s unwavering commitment to excellence has earned it the esteemed patronage of royalty and nobility alike, solidifying its status as the premier destination for discerning equestrians in the realm.
Pleasant Meadows Cemetery and Church:
Nestled to the east of the Market Ward within the serene expanse of Pleasant Meadow, the Pleasant Meadows Cemetery stands as a sprawling testament to the passage of time and the reverence for those who have journeyed beyond the mortal realm. Enveloped by verdant greenery, this sacred ground encompasses a vast area adorned with neatly arranged plots, each serving as a silent tribute to lives once vibrant and cherished. Moss-draped stones and elegantly sculpted statuary imbue the landscape with an aura of timeless beauty, evoking a sense of solemn tranquility that permeates the air.
While only a quarter of the plots are currently in use, reflecting the rarity of fey departing from the realm of the living, the cemetery remains a hallowed sanctuary for reflection and remembrance. Adjacent to the tranquil grounds stands a modest church, its architectural splendor seamlessly blending with the natural surroundings. Within its humble walls, mourners find solace and respite, while somber ceremonies offer a poignant tribute to the departed souls.
Guiding the spiritual journey of the community, Father Branach Mistweaver, a compassionate young goblin priest, tends to the spiritual needs of the faithful with unwavering dedication. Yet, amidst the solemnity of the cemetery and the sanctity of the church, tensions simmer between Father Branach and Eilifir Dewshade, an aged fairy of grace and solemnity who oversees the operations of Pleasant Meadows Cemetery. Their differing perspectives often ignite heated debates over matters of tradition and propriety, witnessed by the ever-watchful bugbear gravediggers, Lirian and Ealdred Stoneheart, who observe the proceedings with a knowing gaze as they indulge in moments of respite with their flask and pipes.
Encounter Table: Pleasant Meadows
Harmless Interactions:
- A group of children playing with wooden swords and makeshift shields, reenacting tales of heroism.
- A friendly gnome gardener tending to vibrant flower beds, offering gardening tips and local gossip.
- A young couple enjoying a leisurely picnic under the shade of a sprawling oak tree, sharing laughter and stories.
- A bard performing a cheerful tune on a lute, attracting a small crowd of listeners with his melodious voice.
- A troupe of traveling performers rehearsing a whimsical play, complete with colorful costumes and exaggerated gestures.
- An elderly halfling selling freshly baked pies from a rustic cart, their tantalizing aroma drawing passersby.
- A group of adventurers returning from a successful quest, regaling bystanders with tales of their exploits.
- A flock of colorful songbirds fluttering around a communal bird feeder, chirping harmoniously in the afternoon sun.
- A jovial gnome merchant peddling magical trinkets and curious artifacts from a brightly decorated stall.
- A friendly stray cat winding its way around the legs of passersby, seeking affection and scraps of food.
- A local herbalist gathering rare herbs and medicinal plants from the surrounding meadows, offering herbal remedies to those in need.
- A bustling farmers’ market filled with stalls selling fresh produce, homemade jams, and artisanal crafts.
Pleasant Meadow Denizens:
- A group of fey creatures known as Sprites, flitting through the air with mischievous giggles and playful antics.
- A pair of Dryads, guardians of the forest, peacefully tending to the ancient trees that dot the landscape.
- A troupe of Centaurs, noble beings renowned for their strength and wisdom, patrolling the outskirts of the meadows.
- A family of Satyrs, skilled musicians and revelers, hosting a lively dance beneath the starlit sky.
- A solitary Treant, ancient guardian of the forest, silently observing the comings and goings of creatures in its domain.
- A friendly Unicorn, majestic symbol of purity and grace, grazing peacefully in a sunlit glade.
- A group of Fauns, playful companions of woodland creatures, engaged in a spirited game of tag.
- A flock of Blink Dogs, loyal guardians of the feywild, patrolling the meadows with watchful eyes.
- A colony of Pixies, mischievous tricksters known for their pranks and illusions, flitting through the tall grasses.
- A wise Archdruid, keeper of the natural balance, meditating beneath the branches of an ancient oak tree.
- A pair of Pegasi, majestic winged steeds, frolicking in a sun-dappled clearing.
- A benevolent Nymph, ethereal guardian of the waters, singing a haunting melody by the banks of a tranquil stream.
Threatening Encounters:
- A pack of displacer beasts prowling through the underbrush, their shimmering forms poised to strike.
- A pair of manticores, fierce and territorial creatures, circling overhead with hungry eyes.
- A group of aggressive Owlbears, emerging from the shadows with menacing growls and bared claws.
- A treacherous quicksand pit hidden amidst the meadows, ensnaring unsuspecting travelers in its deadly embrace.
- A cunning Green Hag, lurking in the shadows and weaving illusions to lure unsuspecting victims astray.
- A swarm of giant wasps, buzzing angrily as they descend upon anything that crosses their path.
- A towering Hill Giant, lumbering through the meadows with heavy footsteps and a hunger for destruction.
- A band of goblin raiders, armed to the teeth and eager to plunder any unwary travelers they encounter.
- A ferocious pack of dire wolves, stalking through the tall grasses with predatory intent.
- A roving band of ogres, crude and brutish giants, wreaking havoc wherever they roam.
- A cunning Green Dragon, lurking in the depths of a murky swamp, its emerald scales blending seamlessly with the foliage.
- A fearsome Hydra, emerging from the depths of a nearby lake with multiple heads poised to strike.
Danger in Sliberberg
Despite the relative safety enforced by the city watch and the presence of Fey Sovereign governance, Sliberberg harbors its share of dangers, particularly for the unwary traveler. The city’s bustling streets provide ample opportunities for swindlers, con artists, and fraudsters, many of whom are fey creatures adept at using magic to lure unsuspecting victims. Along main access routes and within the shadows of the Grand Fey Marketplace, these deceitful individuals lie in wait, ready to exploit the naivety of newcomers for their own gain.
Furthermore, the mischievous nature of the fey populace can pose a threat to those unfamiliar with their whimsical antics. Fairies and young goblinoids often engage in magical pranks that, while harmless to them, can cause significant trouble for unsuspecting individuals. What may seem like innocent fun to the fey can result in chaos and confusion for others, making it essential to remain vigilant while navigating the city’s streets.
Additionally, Sliberberg is home to several gangs that operate within its boundaries, despite the efforts of the city watch to maintain order. From the bizarre antics of the Drolls to the youth gangs of the North Ward, these criminal organizations span a wide spectrum of activities, ranging from petty theft to smuggling and extortion schemes orchestrated by the Coiníní Marbh Syndicate. Travelers should exercise caution and remain aware of their surroundings to avoid falling victim to the dangers that lurk within the city’s streets.
The Drolls
Location: Market Ward, primarily haunting the back streets and alleys.
Description: The Drolls, an enigmatic gang of fey, are a sight to behold as they roam the streets clad in outlandish, absurd attire. Armed with oversized weapons that seem more fit for jesters than fighters, they embody the spirit of absurdism in every aspect of their existence. With their penchant for the bizarre and their dedication to the nonsensical, encounters with The Drolls often leave bystanders scratching their heads in confusion.
Modus Operandi: The Drolls are known for their peculiar methods of thievery and mischief. Instead of traditional robberies, they prefer to hold up unsuspecting individuals and demand peculiar items such as shrubberies, wardrobes, encyclopedias, or flower pots. These absurd demands, coupled with their whimsical demeanor, often leave their victims befuddled and compliant. Additionally, The Drolls are notorious for graffitiing walls with nonsensical messages and playing mean-spirited pranks on unsuspecting passersby.
Weakness: Despite their bold and eccentric behavior, The Drolls harbor a collective weakness to the word “it.” Members of the gang will go to great lengths to avoid saying this seemingly innocuous word, and repetitive shouts of “it” have been known to drive them away in disarray.
The Rats (Unofficial)
Location: The Docks
Description: The Rats, as they’re commonly known among the denizens of the city, are a classic street gang that prowls the bustling docks area. Despite their lack of an official name, this motley crew of sleazy fey and mortals has made a name for themselves through their expertise in a variety of criminal activities. Their ranks include pickpockets, thugs, and petty thieves, all united by a desire for easy coin and a willingness to engage in underhanded tactics.
Modus Operandi: The Rats specialize in a range of criminal activities typical of street gangs. Their operations include pickpocketing unsuspecting dockworkers and travelers, conducting hold-ups in dark alleyways, extorting protection money from local businesses, robbing warehouses under the cover of night, and dabbling in a bit of smuggling on the side. Their versatility and willingness to engage in any illicit activity that promises profit make them a formidable presence in the docks area.
Hierarchy: While The Rats lack a formal hierarchy or leadership structure, several prominent figures within the gang hold sway over its operations. These individuals, often referred to as lieutenants or enforcers, oversee various aspects of the gang’s criminal endeavors and ensure that their operations run smoothly. Despite occasional power struggles and internal conflicts, The Rats remain a cohesive unit bound together by a shared pursuit of ill-gotten gains.
Challenges: The Rats face constant challenges from rival gangs vying for control of the docks and the lucrative criminal opportunities it offers. Additionally, the presence of law enforcement and vigilant citizens poses a constant threat to their operations, forcing the gang to operate with caution and cunning to avoid detection and arrest.
Street Gangs of the North Ward
Location: North Ward
Description: The North Ward, a melting pot of immigrants from both mortal and fey realms, harbors a myriad of small teenage street gangs reminiscent of those from tales of old. These gangs, straight out of a storybook like West Side Story, populate the neighborhoods with their colorful presence, each representing a distinct racial or fey court affiliation. While their numbers may be small, their influence in their respective territories is undeniable, as they engage in petty rivalries, turf wars, and minor acts of delinquency.
Modus Operandi: The street gangs of the North Ward operate on a small scale, engaging in typical teenage antics magnified by their fey or racial backgrounds. Each gang, whether composed of winter fey, spring fey, summer fey, or members of the mortal realm species, holds sway over a specific neighborhood within the ward. Their activities range from petty vandalism and graffiti to minor theft and occasional scuffles with rival gangs over territorial disputes.
Hierarchy: Despite their adolescent nature, these street gangs often operate under loose hierarchies led by charismatic individuals who command the respect and loyalty of their peers. While formal titles and ranks may be absent, leaders within each gang are recognized for their influence and decision-making authority, guiding their members in their day-to-day activities and conflicts with rival gangs.
Challenges: The street gangs of the North Ward face numerous challenges, including ongoing turf wars with rival gangs, interference from law enforcement, and pressure from older, more established criminal organizations seeking to exploit their youthful energy and naivety. Additionally, internal strife and power struggles occasionally plague these gangs, as ambitious members vie for leadership positions or seek to assert their dominance within the group.
Notable Gangs:
- Frostbiters: Comprised of winter fey, the Frostbiters stake their claim in the frigid alleys of the North Ward, wielding icy attitudes and frosty tempers.
- Spring Sprites: Led by mischievous spring fey, the Spring Sprites infuse their neighborhood with bursts of color and energy, often causing playful chaos wherever they go.
- Summer Scorchers: With their fiery tempers and passionate spirits, the Summer Scorchers bring heat to the streets, engaging in fiery displays of bravado and daring.
- Autumn Shadows: The Autumn Shadows, comprised of members from the autumn fey court, operate in the shadows of their neighborhood, blending seamlessly with the falling leaves and fading light.
Coiníní Marbh Syndicate (Dead Rabbits)
Location: Underhill, with occasional forays into above-ground areas of the city
Description: The Coiníní Marbh Syndicate, commonly known as the Dead Rabbits, epitomizes the classic mafia organization, drawing inspiration from the Boston Irish mob. Operating primarily in the shadowy depths of Underhill, this syndicate engages in a wide range of criminal activities, including gambling, prostitution, racketeering, loan sharking, smuggling, arms dealing, and extortion. The syndicate maintains its stronghold in Underhill, using its vast network of tunnels and hidden passageways to evade law enforcement and expand its illicit operations.
Leadership: At the helm of the Coiníní Marbh Syndicate is Finnegan “Blackhand” O’Malley, a cunning and ruthless bugbear with a refined demeanor and a penchant for fine suits and ostentatious jewelry. Despite his outward sophistication, O’Malley is a formidable force in the criminal underworld, wielding his blackened right hand, purportedly cursed by a high fey, as a symbol of his authority and brutality. Under O’Malley’s leadership, the syndicate has thrived, attracting an influx of manpower following the defeat of Vasrock’s goblin army, as disaffected and vengeful goblins sought refuge underground.
Operations: The Dead Rabbits operate out of the Stacked Deck, a seemingly innocuous front located in Underhill. However, beneath its facade lies a sprawling underground complex, complete with hidden docks along the River Sliber. From this clandestine headquarters, the syndicate orchestrates its illicit activities, coordinating smuggling operations, conducting clandestine meetings, and maintaining a tight grip on its criminal empire. Despite occasional incursions into above-ground areas of the city, the Dead Rabbits primarily operate within the labyrinthine tunnels of Underhill, where they enjoy relative impunity and control over their illicit enterprises.
Challenges: While the Coiníní Marbh Syndicate boasts considerable power and influence within Underhill, it faces numerous challenges, including rival criminal organizations vying for control of the underworld, internal power struggles, and the ever-looming threat of law enforcement crackdowns. Additionally, O’Malley’s iron-fisted rule and the syndicate’s brutal methods have garnered enemies both within and outside the criminal underworld, leading to occasional clashes and betrayals that threaten to undermine its stability and dominance.
Notable Members:
- Finnegan “Blackhand” O’Malley: Boss of the syndicate, known for his cunning intellect and brutal methods.
- Various enforcers, smugglers, and lieutenants, each playing a crucial role in the syndicate’s operations and expansion.
Stat blocks
Coiníní Marbh Syndicate Basic Goon
Medium humanoid (any race), any alignment
Armor Class: 12 (leather armor)
Hit Points: 11 (2d8 + 2)
Speed: 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 15 (+2) | 11 (+0) | 13 (+1) | 9 (-1) | 10 (+0) | 8 (-1) |
Skills: Intimidation +1
Senses: Passive Perception 10
Languages: Common
Challenge: 1/4 (50 XP)
Brute Force. The basic goon’s melee weapon attacks deal an extra 2 (1d4) bludgeoning damage.
Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Dirty Fighter. The basic goon fights dirty, gaining advantage on attack rolls against a creature if at least one of the goon’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Multiattack. The basic goon makes two club attacks.
Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Coiníní Marbh Syndicate Triggerman
Medium humanoid (any race), any alignment
Armor Class: 14 (leather armor)
Hit Points: 13 (3d8)
Speed: 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 12 (+1) | 14 (+2) | 10 (+0) | 10 (+0) | 12 (+1) | 8 (-1) |
Skills: Stealth +4, Perception +3
Senses: Passive Perception 13
Languages: Common
Challenge: 1/2 (100 XP)
Pack Tactics. The triggerman has advantage on an attack roll against a creature if at least one of the triggerman’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Nimble Escape. The triggerman can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Dagger. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 2) piercing damage.
Coiníní Marbh Syndicate Hitman
Medium humanoid (any race), any alignment
Armor Class: 15 (studded leather)
Hit Points: 45 (7d8 + 14)
Speed: 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 14 (+2) | 16 (+3) | 14 (+2) | 10 (+0) | 12 (+1) | 10 (+0) |
Skills: Stealth +5, Perception +3
Senses: Passive Perception 13
Languages: Common
Challenge: 2 (450 XP)
Sneak Attack. Once per turn, the hitman deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the hitman that isn’t incapacitated and the hitman doesn’t have disadvantage on the attack roll.
Assassinate. During its first turn, the hitman has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the hitman scores against a surprised creature is a critical hit.
Cunning Action. On each of its turns, the hitman can use a bonus action to take the Dash, Disengage, or Hide action.
Actions
Multiattack. The hitman makes two melee attacks or two ranged attacks.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 3) piercing damage.
Coiníní Marbh Syndicate Warlock
Medium humanoid (any race), any alignment
Armor Class: 13 (leather armor)
Hit Points: 52 (8d8 + 16)
Speed: 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 10 (+0) | 14 (+2) | 14 (+2) | 12 (+1) | 10 (+0) | 16 (+3) |
Skills: Deception +5, Intimidation +5
Damage Resistances: bludgeoning, piercing, and slashing damage from nonmagical attacks
Senses: Passive Perception 10
Languages: Common, Abyssal
Challenge: 3 (700 XP)
Eldritch Invocations. The warlock has the Agonizing Blast and Devil’s Sight invocations.
Magic Resistance. The warlock has advantage on saving throws against spells and other magical effects.
Spellcasting. The warlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The warlock has the following warlock spells prepared:
- Cantrips (at will): Eldritch Blast, Mage Hand, Minor Illusion
- 1st level (4 slots): Hex, Charm Person, Hellish Rebuke
- 2nd level (3 slots): Hold Person, Invisibility
- 3rd level (2 slots): Counterspell, Fireball
Pact Magic. The warlock has a pool of magic that replenishes when it finishes a short or long rest. With that pool, the warlock can cast spells it knows. It has the following pact magic slots:
- 2nd level (2 slots)
- 3rd level (2 slots)
Actions
Eldritch Blast. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 10 (1d10 + 3) force damage.
Pact Weapon (Shortsword). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Droll Tough
Medium Fey, Chaotic Neutral
Armor Class 13 (Leather Armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR 14 (+2)
DEX 12 (+1)
CON 13 (+1)
INT 8 (-1)
WIS 10 (+0)
CHA 10 (+0)
Skills Perception +2, Stealth +3
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Sylvan
Challenge 1/2 (100 XP)
Actions
Multiattack. The Droll Tough makes two attacks with its oversized weapon.
Oversized Weapon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) bludgeoning damage.
Drollish Absurdity. The Droll Tough can demand a peculiar item or abstraction from a creature within 30 feet as a bonus action. The creature must succeed on a DC 11 Wisdom saving throw or become incapacitated with confusion until the end of its next turn.
Rat Tough
Medium Fey or Humanoid, Chaotic Evil
Armor Class 11 (Leather Armor)
Hit Points 13 (3d8)
Speed 30 ft.
STR 10 (+0)
DEX 12 (+1)
CON 10 (+0)
INT 8 (-1)
WIS 10 (+0)
CHA 8 (-1)
Skills Sleight of Hand +3, Stealth +3
Senses Passive Perception 10
Languages Common, Thieves’ Cant
Challenge 1/8 (25 XP)
Actions
Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

