A Dungeon Master's Guide to Asalay - Overcity in Halika | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

A Dungeon Master's Guide to Asalay - Overcity

While the Asalay Setting Guide may be an adequate introduction to the tone and concepts of an Asalay game, there is more to running a game than that. For those interested in running an Asalay game or campaign, these resources should provide some help for the actual city of Asalay. An additional post may be made for the Undercity and its challenges.   This is by definition a place of spoilers.

The Basics of Asalay

Asalay is a prosperous, tropical city that is seated on this world's only megadungeon known as the Underworld. Adventurers flock from around the world to make their fortune in the depths of the Underworld, but few manage to make it. Most of the entrances to the dungeon are policed and controlled by corporations - The Kinrath Corporation, the Onskava Company, and The Greater Makal Company - so the players will need to either slip past these corporate bullies, find a patron, or politic their way through.   The city is the capital of the Kingdom of Asalay and the cultural crossroads of the region. People from around the world venture here, and natives of the land tend to view these adventure-tourists as invasive and annoying. The Citizen's Guilds gatekeep any outsiders trying to get into spaces they think are for natives only.   Religion is a big thing here - each neighorhood relies on their temple for education, community, and to organize militias. The dominant faith in Asalay is The Temple of Ishkibal the Dragon, a sect of Ishkibism that believes that Ishkibal is a dragon, that magic is holy, and that Flowyrms are holy beings. Things worth nothing about this religion:
  • The Lunar God Ishkibal is seen as an avatar or child of Goodness incarnate
  • Forgiveness is seen as a very big deal. Those who refuse to seek forgiveness are believed to have a chance of becoming demons of pure evil
  • The Underworld and other innately magical sites are sacred and to be treated as trials from heaven
  • If something is evil or demonic, it is imperative to slay it
  • Dragons and black moons are holy symbols
Other religions are accepted and tolerated, though. These non-Ishkibite temples run little neighborhood communities and watches called Banots.   Asalay is divided between Lowtown - where most people live and conditions aren't great - and Hightown, which is wealthier, isolated, and reserved for citizens.

Inns and Introductions

First thing is first: introductions to the city. The dock is bustling, the Grand Avenue is welcoming, and newly-arrived heavily armed eccentric adventurer types are prime targets for all kinds of cons. The first question - "What kind of inn do you stay in?" - is important to finding out what kind of immediate social threats players might face. There are many kinds of inn in Asalay after all, and those stumbling in from the docks have a few clear choices: An Adventurer's Inn (a colorful tavern which openly advertises to adventurers), a Sailor's Inn (a dingy, packed establishment that caters to the average poor sailor), or a Merchant's Inn (a slightly nicer inn that is a little quieter than the other two). First impressions are everything.  

The Adventurer's Inn

The Adventurer's Inn will be boisterous, well-armed, and well-guarded. It will typically include lots of gambling. But every adventurer's inn has its own special threat: a "company man", who recruits for a corporation that owns the inn. The company man will seek to prey on the PCs - offering predatory loans and trying to convince them to sign a contract for their corporation whenever they get drunk. They will likely lie to the PCs about the nature of the contract or loan, though a closer look at the fine print will reveal that.   An example Adventurer's Inn is Portside Manor, a two-story tavern near the Grand Avenue that is decked out with colorful banners. Portside Manor has a sleepy dryad guard (named Sorek) near the door that will offer to secure any valuables beneath the inn free of cost and a large Adventuring Board covered in minor work assignments. The innkeep is a cheery middle-aged woman named Kalnara, who is totally resigned beneath her friendly veneer. Portside Manor is owned by the Kinrath Corporation, and their company man is a large prism by the name of Esklen. Esklen will not get pushy until he senses vulnerability. Prices begin at 2 sp per day, but double every night until they sign a Kinrath contract (upon which they return to 2 sp).   -
OPTIONAL EVENT: HUNTERS WITH RED TAPE
So what's up with Esklen the company man? Ideally, the entire bar should drive the PCs away with how much it wants to entrap them. Make it obvious. But if you want to set the Kinrath Corporation up as a major antagonist (or as affiliates to an antagonist) and demonstrate their exploitative attitudes to newcomers, this is a way to go. If you don't have a lot of experience communicating with the players you are running or any of them is even a little bit new to the game, don't actually hit them with the contract.   At Portside Manor, if company-man Esklen senses particular competence from a player, he will offer to purchase them drinks and may even try to subtly instigate a drinking competition between the players and a patron (an insulting Haltia barbarian by the name of Karos) - if a player gets blackout drunk and is unprotected, Esklen will get their barely-conscious self to sign a contract for the Kinrath Corporation granting Kinrath 25% of all loot gathered in the Underworld, plus 500 gp from their first haul, and preventing any contracts with any other corporations for five years. The company will send someone around the next day to give them their ticket into the dungeon along with a copy of the terms. A DC 25 Intimidation or Persuasion check is enough to convince Esklen to let the contract go - but otherwise, the characters now have a company after them. Alternatively, have a more seasoned NPC potential ally save them - have them wake up with the shitty contract, soiled with booze but with the start of the PC's signature on the signature line, pinned to their room wall with a note saying to be careful and to meet them over behind the stables. It certainly sets a mood and fires a warning shot. -

The Sailor's Inn

So, onto the Sailor's Inn. A sailor's tavern will be a rough and tumble kinda place, where the drinking is heavy and brawls are not uncommon. Some Sailor's Inns also have company men in them, so characters are not entirely safe from being scouted against their will.   An example Sailor's Tavern is The Gunboat Goose, a big two story building with the tavern and guest rooms entirely on the first floor and staff on the second. The Gunboat Goose is a dimly lit saloon that smells of spilled liquor and fish, and where the music is loud and discordant. Brawls are common, and one fight that is dragged outside takes place if they stay the night. Any aggression or derision from a player is going to be met with a punch here. The innkeep is Old Kastwin the Wise, a little human man who looks like a wizard and a pirate were smashed together. Old Kastwin does this because he loves it, and he hoots and hollers whenever a brawl or song breaks out. He doesn't like stomping on the defenseless, though, and will direct the mob to attack anyone who does that. The price for food and lodging here is 2sp per night.   As an optional encounter, a dryad named Alkep will definitely target anyone who shows themselves to be an adventurer for pickpocketing and room theft. Use the thief stats from the Monster Manual.

The Merchant's Inn

A merchant's inn is more expensive, more private, and a little quieter.   An example Merchant Inn is The Silver Shell - a three story building with cooled air and a white painted exterior. The innkeep is a black-furred humanoid cat with a scar across his eye wearing a little suit, by the name of Shadeswiper. Shadeswiper is a discerning, quiet cat that respects well-paying and decent customers - but has a mean streak a mile wide (and crossing him means crossing a gang of cats by the name of the Dockside Warriors). If the group is obviously adventurers, merchants will largely avoid them with the exception of a dragon sorcerer Half-dryad by the name of Mitheta. Mitheta is a former corporate mercenary for a company called the Greater Makal Company, who is seeking to retire as a spice merchant; she will offer the characters to share her booth and will listen to any tales they tell and offer them advice to avoid the Company Men. The Silver Shell is 1gp per night but includes free brunch and dinner. 1sp for stable use per night; 1 sp per night for use of the inn's safes and protection services; 1 sp per drink (drinks are wildly overpriced here).   Other Inns
  • A Smelter's Inn: The Hammer's Rest, a smoky and ash-colored building in a smoky, ash-colored district, full of working cliques that mind their own business. Innkeep is an old Prism woman named Itesra, who is super defensive of her clientele and will ban the PCs if they insult them. 2 sp per day
  • A Local's Inn: The Drinking Dragon. Not many Azalen citizens down in lowtown, but they exist. A middle-aged human man named Imek owns the inn and is not fond of outsiders. The place will be outright hostile unless the players undergo the food/drink hazing that is customary. 5 sp per day unless local, then 2 sp
  • A Nicer Inn: The Cat's Cradle, a nice tavern for guests who want a hint of luxury. Run by a dryad by the name of Temizen, and guarded by a community of cats who live in a shrine on the roof.
  • A Ritzy Hotel: The Gleaming Grove, a gated three-story hotel run by an old Pearl Pangolin by the name of Azira that is pushed around on a pillowed cart. She is quite nice, if distracted. 10 gp per night.

Shops and NPCs

So your players want to buy things? Nonmagical things? Or just dick around? You'll need some shops and NPCs, you will. The next section will cover non-potion magic items.  
Lowtown
A General Store is Kaydren's Common Goods, owned by Kaydren the Kind. Kaydren is a Haltia whose parents are from Desmia, and who was raised in a Orthodox Desmian house - though he has converted to Ishkibism. He is gentle, friendly, and enjoys keeping plants around the shop.   An adventuring gear shop is The Venturer's Shop, owned by former adventurer Ol' Elzela. Elzela is a stern old half-dryad with a disciplined and stoic demeanor and a rather plain shop. Her shop is a favorite of seasoned adventurers and mercenaries because Elzela doesn't have any loans, hooks, or angle - she just wants to make a plain and simple transaction. She also operates a small inn at the back of the shop and in the cellar, which is operated as a kind of hangout and sanctuary for veteran freelancers. This sanctuary is called The Venturer's Rest.   A smith is Drakzara's Shoppe, run by the an excitable Vesper by the name of Drakzara. Drakzara is a gossip that will be quite friendly if the characters bring gossip, stories, or cause entertaining public problems. Excessive goody-too-shoes behavior annoys her, and she will try to put fuel onto any fire available.   A local black market Fence is Luzeto, a half-dryad man from distant Sonev who simply chooses not to believe that his work is actually illegal. He is professional and trustworthy, but avoids doing business with anyone who fails to uphold deals.   The number one producer of healing potions is The Healing Church, a semi-religious Samvaran temple filled with black-robed Dhampires and amber-cloaked monks. Purchases are handled by Brother Rashaji, a stoic and quiet old dryad who looks and talks like he faces death itself every morning.   An apothecary is Solvents and Spirits, run by local human Zeneda. Zeneda is a very pious Ishkibite herbalist who trained to be a priest once. She will happily sell medicine kits, herbal disease cures, and poisons. She also sells Divine Contact incense, but only admits it if the characters display Ishkibite holy symbols, look like priests of some sort, or have a reputation as good people.   A gambling den is the Dicepit, run by a shady young dryad by the name of Makelo who wears fine clothing. Makelo is the son of a merchant, and runs this establishment with criminal ties with the knowledge that his family connections will always save him in the end.    An example bathhouse is the Lowtown Retreat - a decently put-together bathhouse in Stildanian style. It is run by Dulster, a fur-covered starspawn with an easy-going temperament.   NPCS
  • Savadi - a small dryad thief who only targets those who appear rich.
  • Sergeant Wenren - a guard officer and nativist bastard, human
  • Zeneb - a very content half prism man with a big pipe and hat, loves speed and efficiency
  • Meldetha - a young dryad Ishkibite priest and missionary who is zealous, untested, and a little judgy
  • Kebek - an old prism loan shark who loves to act as house in the card games in inns
  • Mevri the Fang - a fierce up-and-coming human captain of the Kinrath company, young and violent
  • Krekwin - an older, kind-seeming, ruthless human captain of the Onskava company
 
Hightown
A place for unusual beasts is The Marvelous Master's Magnificent Menagerie or "MMMM", a gaudy and ostentatious place of bright colors and illusory advertisements. It is run by Master Inzik, a dryad with a fake (human) mustache who claims to be a starspawn from Stildane. He is a hype-man who lies for fun and profit, but his beasts are real. He generally won't sell you actually dangerous monsters unless you have permission from the city. But maybe he'll sell an animal, a dragomander, a flumph, or an imp (though an imp is sentient and will try to murder you).   A place to store pets you foolishly buy is the Lady Zwerena's Home for Wayward Critters. Lady Zwerena will not purchase your pet, but will give it a lovely forever home. She is a large human woman of aristocratic birth, and despises Master Inzik.   A ritzy casino is the Lady Fortune, run by a lavish Sunekan human named Nuxin - an opulent merchant who made it big here and has settled down to live a life as far from what they knew back home as possible.   A ritzy bathhouse is The Gardens of Peace, a gentle sauna with good food and privacy that has gained popularity among the Hightown populace. It is run by Enwen, a quiet and graceful dryad who overperforms their Asalayan citizen status (is actually a war refugee from Izekra who married into the Hghtown elite). 

Magic Item Shops

Magic item shops are a point of controversy and confusion in Dungeons and Dragons 5e. There are only two permanent item shops and one consumables shop listed here, and they are extremely limited: magic items in Asalay are easiest won in the depths. You can remove them or add more if you'd like. As for the actual items, they do not reflect any consistent style or signs of origin: some appear to come from cultures and histories that did not take place on this plane, some appear as mirror reflections of historical items (most of which were not actually magical), and some loosely imitate historical styles. There is no such thing as a generic magic item - feel free to go wild with styles.    The two item shops are polar opposites. One is a corporate-backed shop that trades in very specific items consistently for extravagant prices. The other is a much more cost-efficient but randomized auctionhouse. Both primarily trade in common and uncommon magic items - rare items are truly rare, and generally require tracking them down and buying them from specific NPCs.   Given that many adventurers have realized that stealing from fellow mortals is easier than stealing from the dungeon, both institutions have become paranoid and dangerous to cross. 

The Road to Glory Adventuring Store

The Road to Glory is a ritzy and well-guarded adventurer's shop near the Golden Gate in Hightown. It is a three story shop (one being a basement level), with a very open layout and three large spiral staircases between the floors. Nonmagic but curious dungeon artifacts are kept in glass cases, and magic lights create an unusually bright interior. The first floor is for typical adventuring equipment, the second floor is for books and magic components, and the basement is for magic items and rare materials. Valuable items are kept off the store floor at all times - only replicas and illusions are out for display.    A finely dressed human in silver-and-amber robes by the name of Ser Lemeken operates the Road to Glory. He has a discerning eye, an arrogant mind, and a fearsome ruthlessness. He is an aristocrat and wizard (use Mage stats) who has mastered the balancing act between the city's great corporations and businesses. His employees fear him and move with frightened professionality whenever they are on the store floor - he could always be watching. He enjoys watching his store from afar or invisibly, and has no greater pleasure than feeling in control.    One can purchase anything from the Road to Glory, with a little time and a lot of gold. There are waiting periods (typically a day to a week) for anything over 100 gold pieces in cost, and Lemeken's clerks have ways to track down virtually anything one might want. Unusual or custom-made requests typically face price hikes: the costs of poisons, healing potions, and full plate armor are doubled, as are any specialty requests. These price hikes are lifted if you are a corporate contractor (as Lemeken has a special deal with the local corporations).   
Name Normal Price Corporate Price
Spell Scroll 1st level 1000 gp  500 gp
+1 Weapon 5000 gp 3,000 gp
+1 Shield 7000 gp 5,000 gp
Bag of Holding 10,000 gp 5,000 gp
Broom of Flying 10,000 gp 7,000 gp
  You can also sell items: 200 gp for a common item, 1,000 gp for an uncommon item, 8,000 gp for a rare item, and can set up a deal to buy a very rare item for 70,000 gp after 1 month. Those who sell cursed items without disclaimer are banned from the shop.  

The Golden Pendulum Magic Store and Auction

The Golden Pendulum is as much a public art installation as it is a business. A great red tarp keeps out the sun overhead, held aloft by 30 foot tall carved and painted pillars. Half of the shop is a massive indoor-outdoor auctionhouse, with rows of seats, great bells to call to order hanging overhead, and a stage for the auctioneers. Behind the auction stage is a massive gold-leafed pendulum shaped like a dragon wreathed in flame.    The Pendulum is the oldest and most famous magic shop in the city, a beloved institution and art piece. It is also a magnet for trouble, with a long history of being robbed and attacked by desperate or maligned adventurers. Its current operator, Kalwena the Grey, is a grey-eyed, silver-haired human woman with a calm and professional demeanor. Those who look closer find that, beneath the calm, Kalwena is a sharp and paranoid woman - one of the few people in the city able to consistently hold this position.    In the non-auctionhouse part of the shop offers a number of services and items. For 50 gold, they are willing to cast Identify on an object over 15 minutes. They are also sell common magic items, which tends to be an eclectic jumble of whatever is passing through. Generally speaking, expect 5 minor magic items that range from 100 - 500 gp in price. More socially useful items that could be appealing to aristocrats, merchants, or governments range towards 500 gp, while personally useful items tend to cost less. Here's an example of what a week's selection might be:  
  • Spell Scrolls of 3 different first level spells (magic missile, featherfall and sleep) for 500 gp each 
  • An Ersatz Eye for 200 gp
  • A Candle of the Deep for 500 gp
  • A Cloak of Many Fashions for 500 gp
  •  
    How does an Auction work?
    Anything deemed sufficiently powerful and valuable (uncommon or rarer items) is auctioned. But how does an action work? You can run it a number of ways, which you should decide between you and your players. You can make it a simple matter of pricing to keep the pace fast, or you can RP it out with the price slowly rising and possible shenanigans afoot to try and reduce it.    If you wind up RPing it, first check the Random Event table to see if something exciting happens (and what). Then pick an NPC or two to be the other major bidders. Start with the Starting price and then rise to the True Price unless it has a random encounter price modifier. Steadily rise to the True Price while allowing the PCs to potentially use Shenanigans to lower the price. It is a DC 15 Intelligence (Arcana) check to ascertain the True Price (which they would then know as the average price that that item goes at auction) - they can use this in their ruses or judgments. It is a DC 20 Charisma (Intimidation) check to try and grandstand (suddenly jumping in price and making it seem like you'd go far higher) to quickly secure the item for the average price -500 gp. If the player rolls particularly well, remove 500 more for each 5 they go over the DC (so -1000 gp for a DC 25 check; -1500 for a DC 30 check). The check is made at disadvantage if you don't know the true/average price. A failed roll stirs competition, raising the price by 200.    A grandstand isn't the only Shenanigan available, just the basic one. However the players want to try and mess around to lower the price, let them try - DCs are relatively high, but every successful shenanigan lowers the price by 500 gp. The ending price cannot be lower than the starting price.   
    What is at the Auction?
    A small handful of items of up for auction every week. Roll 1d4 for how many uncommon items are up for auction. Roll 1d20 for each item on the table (though do feel free to throw whatever you want in instead). Prices are in gp.  
    Roll Item Start Price True Price Half increase, x1.25, x1.5 Prices
    1 +1 Weapon 1000 3000 2000, 3750, 4500
    2 Gloves of Thievery 1000 3000 2000, 3750, 4500
    3 Bag of Holding 3000 4500 3750, 5625, 6750
    4 Immovable Rod 3000 4500 3750, 5625, 6750
    5 Hat of Disguise 2000 4500 3250, 5625, 6750
    6 Bag of Tricks 1000 3000 2000, 3750, 4500
    7 +1 Shield 3000 4000 3500, 5000, 6000
    8 Periapt of Health 2000 4000 3000, 5000, 6000
    9 Rope of Climbing 2000 3000 2500, 3750, 4500
    10 Slippers of Spider Climbing 2000 3000 2500, 3750, 4500
    11 Lantern of Revealing 1000 2500 1750, 3125, 3750
    12 Goggles of Darkvision 2000 3000 2500, 3750, 4500
    13 Eversmoking Bottle 1000 2500 1750, 3125, 3750
    14 Boots of Elvenkind 2000 3000 2500, 3750, 4500
    15 Helm of Telepathy 3000 4500 3750, 5625, 6750
    16 Quiver of Plenty 1000 3000 2000, 3750, 4500
    17 Cloak of the Manta Ray 1000 3000 2000, 3750, 4500
    18 Pipes of the Sewer 2000 4000 3000, 5000, 6000
    19 Wand of Web 1000 3000 2000, 3750, 4500
    20 Broomstick of Flying 3000 4500 3750, 5625, 6750
    Every week, assume everything was bought by other parties offscreen and roll another 1d4 for how many new items are coming up for sale. Pricing is based not just on power scaling but on utility for governments and aristocrats - the more universally usable an item is, the pricier. This also makes protective items pricier than offensive ones.  
    Random Event
    Crazy things happen at auction. Every time the player attend an auction, roll a d20. On a 18-20, random encounter time! Roll 1d12 + 1d8 to find out what kind of spice awaits.
    Roll Encounter
    2 Its a miraculous slow auction - a once in a lifetime steal! The true price is reduced to only the base price + 500 gp
    3 A bidder tries to enchant the competition into giving up. They will inevitably be caught and tossed out- but will they take the players with them? 
    4 The auction takes an eternity, and will drag on for 3 days if not stopped
    5 Everyone seems cautious this time, and prices don't go up much. Use the Half Increase Price instead of the True price
    6 An eccentric elite is watching or participating and finds the players interesting. They receive invitations to a ritzy party after the auction
    7 The other big spenders are skittish - the Intimidation DC goes down by 5 (to 15 base). A character with above 15 Wisdom automatically spots this room change
    8 An eccentric bidder swears loudly every time someone outbids them. They are unable to afford the item, but will challenge whoever wins to a duel over it (Swashbuckler stats)
    9 The other big spenders are steely-eyed and focused - the Intimidation DC goes up by 5 (to 25 base). A character with above 15 Wisdom automatically spots this room change
    10 There is unusual interest in the item. Use the x1.25 price for the true price
    11 A pickpocket (Thief stats) targets the players as they leave
    12 One bidder seems barely able to disguise their envy and rage. They stalk whoever wins the auction to try and steal the item later
    13 A grifter - a young dryad named Kala - tries to convince the players not to bid, to artificially lower the price for their friend
    14 One of the top bidders seems to think this came from a particularly big adventurer- the famous Maradi the Brave. They loudly proclaim it as such and people clamor. This might open new shenanigan opportunities, but if they do nothing it raises the true price to x1.25
    15 Someone is gunning for this one - unless they are talked down, raise true price to x1.25
    16 A thief is dramatically caught during the auction
    17 Fierce competition gives way to a brawl - if the PC can knock out two bidders nonlethally and quickly, price won't go up past true price; otherwise use the x1.25 for true price
    18 A paladin places a big offer: the true price +500 gp, shattering the auction in a grandstand
    19 2 wealthy rival aristocrats seem to be competing, and will drive the price up to x1.5 true price if their rivalry isn't broken up
    20 A wealthy collector seems deadset on the item for more than just its obvious value, and will go to double true price
      Auction NPCs:
    • A boisterous Half-prism knight by the name of Zetep, who seems to enjoy the auction as a sport
    • An old, slightly cranky Haltia curio collector with a beard longer than they are tall, riding a mastiff, named Zenost
    • A stern, serious crusading human woman wearing Ishkibite garb, named Keana
    • A dryad hidden behind a dozen colorful veils, who whipers mysteriously, named Kemava
    • An amicable dryad aristocrat who seems to be half people-watching, named Etaro
     
    OPTIONAL CONTENT: Proving Oneself
    Kalwena, the owner of the Golden Pendulum, is a courteous woman but one who is always a little suspicious of adventurers. An insightful character is likely to notice that she subtly tenses up whenever adventurers get too close or move to quickly. She has not survived as the owner of the Pendulum by trusting sellswords. But it is more than that: she would not tell a stranger this, but her husband (who had co-owned the Pendulum) was killed by adventurers in a botched robbery about a decade ago, and she has grown harsher and less trusting since then.    If the players have a reputation as kind souls or servants of public order, AND if they have been courteous and non-threatening to Kalwena, she may reach out to the Players with an offer: retrieve 2 stolen +1 weapons that were stolen from her (by robbing a courier from the dungeon who didn't know they were magical) and punish (or arrest) the thieves for an 8,000 gold reward. Said thieves are a group of hostile adventurers: Emeji (a Samvaran dryad pirate rogue), Konanek (a pious Vesper wizard of a foreign religion), Ovlen (a big prism barbarian), and Zotula (a Half dryad bard) - add more if the party is larger, so the two can match numbers. These adventurers plan on illegally selling these weapons to the Immalaia organized crime group, and seem emboldened in their decline into banditry.   If the characters return the swords, punish the thieves, and collect the reward, Kalwena will grow slightly friendlier. If the characters indicate an interest in a particular item, she might direct them towards where it could be found, and if the characters are harassed or stalked near her shop she'll do her best to help.    If the characters return the swords, punish the thieves, and refuse the reward, Kalwena will mark them as allies - she won't trust them, but she will recognize their aligned interests and relationship. She will do the same as above, but will also offer to help the characters store any items they want secured (in the vaults of the Cathedral of Ishkibal, where she has connections) and she will leverage her word to help them get in and out of the dungeon without facing corporate harassment.    If the characters build on this relationship enough (let's say 3 more good moments or deeds for the Pendulum if you need a number), Kalwena may eventually become sentimental. She shows her true self a little more: a minor aristocrat with some adventuring in her past, an ishkibite crusader once who remains pious, who owns a cat and has a daughter who just had children of her own. Kalwena is a good friend to have - she can vouch to the city guard, she has her own secret entrance into the dungeon, and she is very well respected politically. 

    The Celestial Cauldron (Potions and Powders)

    The greatest alchemist shop in Hightown is the Celestial Cauldron, run by the human alchemist Nasaya. Nasaya is passionate about her craft but not particularly interested in things like bartering. The only way you're going to get specialty potions or discounts from her is by engaging her in a conversation about the craft - a DC 22 Intelligence (Alchemy Tools) check. For discounts, knock 30 gp off any potion more expensive than 250 gp. The Celestial Cauldron is a Monstercrafting shop, that sells potions, acids, gunpowder, and alchemist's fire.    Here are a few items and prices:
    • Healing Potion (2d4 + 2) 50 gp
    • Greater Potion of Healing (4d4 + 4) 250 gp
    • Potion of Climbing 70 gp
    • Potion of Animal Friendship 300 gp
    • Potion of Hill Giant Strength 600 gp
    • Potion of Growth 500 gp
    • Potion of Resistance 400 gp
    • Potion of Water Breathing 300 gp
    • Oil of Slipperiness 400 gp
    • Dust of Dryness 300 gp
    • Dust of Disappearance 400 gp
    • Dust of Sneezing and Choking 300 gp
    • Restorative Ointment 400 gp
    Incredibly high-value specialty potions include
    • Potion of Diminution 2,000 gp
    • Potion of Gaseous Form 2500 gp
    • Potion of Clairvoyance 2000 gp
    • Potion of Mind Reading 3000 gp
    • Potion of Stone Giant Strength 2500 gp
    • Potion of Fire Giant Strength 3500 gp
    • Oil of Etherealness 2500 gp
    These specialty potions take time to brew, so they need to be ordered in advance. Very rare potions can also be made here, but require a lot of time and resources.    The Celestial Cauldron also buys monster corpses at a rate of 50 x CR. 

    Criminals and Lawmen

    The Law
    The law in Asalay is a little complicated. Serious offenses (murder, kidnapping, thefts above 50 gp in value) are handled in royal courts and by the crown's law, but smaller offenses are mostly left to the local neighborhood and district courts. These local courts are overwhelmingly religious, either ruling with Ishkibite law or with whatever religious code is governing the neighborhood - typically Halikvar, Kamada, Ayshan, or Elemeer. Violating a taboo of the neighborhood's religion repeatedly and publicly is opening yourself up to fines or other punishments.   These foreign Banot temples typically employ Sheriffs - respected local warriors, often ex-mercenaries (use Veteran stats) - to organize the local militia and detain troublemakers. Ishkibite temples might use ex-crusaders, and tend to have more militarized community militias. Neighborhoods that have no dominant temples tend to be policed by illegal gangs or syndicates. Areas like the Grand Avenue or the docks that lack established communities are policed by district guards - basically militia that are hired full-time by a cross-district fund (use Guard stats).   More serious crimes attract the attention of the Crownsguard - professional soldiers who have a lot of funding and discipline.   
    The Underworld
    There are 3 main criminal syndicates who rule the underworld here: 
    • The Kavani Clan: a hightown crime family of wealth and style; led by prism Lord Ihel.
    • The Izilo Clan: a group of rough-and-tumble mystics; led by young human magician Master Orsana
    • The Immalaia: A selkie crime group known to work like a business. Led by the mysterious "Immalaia" which translates to "grandmother" or "matriarch"
    But these syndicates avoid direct operations. When it comes to risky business like holding territory, they prefer to operate through local street gangs. Here are some examples:
    • The Skitterswipes, led by Geveska, a sly and dashing Kobold. The skitterswipes are thieves above all, and prefer to avoid violence. Work for the Immalaia
    • The Scarmakers, led by Mara the Crusher - an old Prism matriarch who loves violence. Works for the Izilo
    • The Nightguards, led by the stern and direct Half-dryad Kifaro. They prefer cons and robberies pretending to be guards or militia. Work for the Kavani

    How to Raise the Dead

    There are five permanent residents of the city who can resurrect the fallen: 3 solars of great power and 2 powerful casters wit the Arcanum. Generally, a raise dead spell is 2,000 gp as a service   Aza the Lightbringer, an old solar cleric that works for the Temple of Ishkibal. They can be found at the Grand Cathedral, and are generally good-hearted and kind. They charge full price for non-Ishkibites (to fund the holy warriors of the temple), and 500 gp for respected members of the religious community.   Prudence, a solar cleric who works with the Healing Church. Reserved, avoids outsiders.    Sushena, a young solar prodigy of life magic, currently working with the private sector in the Underworld. Thinks they are doing advanced charity work helping build a rescue-and-medicine infrastructure, doesn't understand the concept of predatory business.   Master Idwin, an older dryad who teaches at the Arcanum. Cheery, enthusiastic about learning   Master Keala, a Half-dryad bard who is a pillar of the Arcanum. Sly, politically astute, always looking to maximize her gains  

    Districts

    Not every city needs a map. Sometimes, big cities work better amorphously, as great swaths of possibility that are defined as the group goes along. But some campaigns and some game systems (such as Blades in the Dark) need a map to run smoothly. And so, a map there shall be.  
    Hightown is its own little city, a walled off microcosm of wealth and power. Not all of it is as wealthy (some parts are actually rather poor), but all of it is just as exclusive to outsiders. This is where the main underworld entrances are, where the Cathedral is, where the city leaders live, and where the magic items are sold.   Little Kenahai is an aggressively Ishkibite district that is a traditionalist bastion of religious conformity and intensity.    The Avenue: the highway to adventure, a strip of shops inns, markets, and opportunity   Porttown: Sailors, dockworkers, shipwrights, the whole gamut of traditional port community   Charhome: Big workshops churn through expendable workers, who live in cramped tenements here. Ash from the smelters rains down. But its a living, and its stable at least   Smelter's District: Great kilns and smelters and smithies belch smoke over this ashen district. The whole place is sunken, with black-water canals running below the streets that seem to melt downwards.   Murktow: Once a swamp, now just a sunken district that floods every spring. Probably the wildest and freest part of town, where the rules basically boil down to "don't kill or cause mass chaos". Every weird eccentric who hates rules but loves the city settles here.   Lastrow: Where the newly disillusioned and trapped inevitably settle into Asalay. A hive of criminal activity, a divided and shady district.   The Lines: Carefully planned apartment block housing with small shops - a bustling district where outsiders (or their descendants) are absorbed into the city's Banots.   Otterhome: A hub of merchants and artisans, with a large selkie community   Ambertown: An artisan district, home to the Exorcist's Guild HQ and the Healing Church compounds   Bladelodge: a bustling district of mercenaries, the number one way out of here   Templetown: A mixture of artisans and laborers supported by very strong local Banots   Fargardens: An old agricultural sanctuary    The Great Green: Massive estate farms and planned walled fields, a center of food production for the city   Wyrmgarden: A very pious traditionalist district with large Flowyrm gardens   Rockridge: A bustling town of prisms, where prism-food is mined   Alphabet City: An enclave of wealthy foreigners, named after the Zeruan corporate presence   Spice District: The center of nutmeg imports and spice trading, a place of sailors, cut-throat merchants, and new-rich   Reefport: A thriving fishing district with a large aquatic presence. Underground rivers filled with octofolk flow underground into the Underworld, and the entire district has lots of amphibious-surface interactions.   Halfhope: a town captive to Hightown- servants are housed here, luxury goods are made here, and rare foods are farmed here.    Little Sonev: A port with lots of Sonevan cultures, a mishmash of the far Southwest   Greendocks: agricultural docks, big with Lobster herding   Stormy Beach: A stormy fisher's dock   There are also a number of Satellite Towns. Here are a few examples:
    • Zelenia, a prosperous, pious town known for its flowyrms and coffee
    • Delharxin, a humble, friendly town known for its bananas
    • Remadara, a town that has a large number of noble estates and prime hunting grounds; exclusive
    • Sivin, a very proserous agricultural town with a druid, soon to be absorbed into the city
    • Melgen, a once proserous town fallen on bad times as the youth have been drawn into the city; haunted by bandits, decaying

    Remove these ads. Join the Worldbuilders Guild

    Comments

    Please Login in order to comment!