Lokussa
The only city in the region with a population nearing 10,000 Lokussa is the central hub of The Reach.
Governed by the House Dotsk the city keeps in close contact with the forts that mark the edge of controlled lands and coordinates shipments between the mining settlements that dot the region. Dusty roads lead into the main gates, walls built high to protect against arcane sandstorms that swing across the region. Backed up against sturdy cliffs the city is well watched. The same cannot be said for it's architecture. Recently the city has sealed off a fair chunk of it's area, now referred to as 'The Plaguewards' where horrid disease has spread through the citizenry.
Most of the populace do possess a military bent, miners looking for work, merchants or explorers hoping to make their fortune in The Reach proper.
Maldrik Spellwarren advises the house of Dotsk on all matters arcane and Arun Grieve monitors civil disputes. Crime is punished harshly in the area with the doctrine flowing down from Meridith.
Smaller than Meridith or Winters Edge mercantile activity is mostly confined to the admittedly impressive Merchant's Square. Divided by the rulers into clear sectioned areas, marked for weapons, trade goods, food, magics and artifacts and other the area is a sort of orderly chaos that is unfathomable to those not familiar with the system.
Named in jest, the Oasis is the main residential area of the city. Once fertile with greenery the area has long succumbed to the relentless heat that rushes through the area. Packed with refugees fleeing from the Plaguewards every possible residence has been taken up. These cramped quarters have caused some discontent, but with new construction on-going and the amount of travelers in the city the accommodation is bearable.
The imposing Sandgates lie at the one entrance to the city. Two ancient dragon statues mark the entrance and watch over any who enter. Guarded day and night any travelers must declare their intent and pay a small tariff for goods they intend to sell on the market. Any potentially dangerous items are assessed and anyone caught with these non-cleared goods are arrested. Some say the dragons stir at night.
Areas in the Market Square
Blade Baazaar: Non-magic Weapons, Armour and Combat Supplies
Discovery: Artifacts, Magic Items, Ancient Items
The Banquet Halls: Foods, Spices, Produce, Livestock, Cooking Utensils, Sunderies, Common Goods
Traders Divide: Tools, Craftsmen's Gear, Mundane Supplies
The Stacks: Tradegoods, Large Quantity or Sizable Loads such as Timber or Ore
Bestiary: Animals, Mounts, Skins, Animal Parts
Brewhouses: Alcohols, Salves, Potions, Herbs, Poisons
Taverns and Inns
The Beauty's Gaze: Brothel for commonfolk.
Breathtakers: Exclusive brothel. Select Clientele
Cantankerers: Tavern, Mostly locals, miners and tradefolk.
End of the Road: Tavern, Attracts explorers. Great place to find work or to seek people to adventure with.
Forgebells Rest: Next to loud forges. Best drinks in the city
Sandstone Sanctuary: Upscale, very prestigious.
Sethra's Pleasurehouse: Brothel, perfumed. Indulges cross species relationships or forbidden ones.
The Fresh Air: Clean, wellkept. High class clientele.
The Arcane Inn: Run by a Genasi Sorcerer. Doubles as a spell shop.
The Power's Bathhouse: Looks like a church. Is a brothel and a bathhouse.
Weary Traveler: Frequent turn over, many rooms. Looks after strange pets and animals.
Welcome Respite: Marked information drop point for the Grey Ghosts
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