Leo's Well Settlement in Torar | World Anvil

Leo's Well

This inner portion of the eastern section of the city is surrounded by the East Canal. This section grew up around a very large well dug by Leo in the early days of the city (thus the name) to provide a water source for the caravans and merchants camped on the east bank of the river without having to rely on the sometimes questionably clean waters of the river itself. This district is full of small shops and bars. It is a bit more cramped than the Market District. It, along with the Outer District, is also considered by some to be an “Adventurers’ Quarter” due to its proximity to the South Gate and the large number of shops, inns and taverns. There are many craftsmen here who either have not been here long enough to be in the Market or Guild Districts, and who do not have the money to establish themselves on the Bridge.

Infrastructure

Leo’s Well

The main well which gives this section of the city its name was dug many centuries ago, and is blessed with fresh clean water from a deep underground aquifer. A large fountain is built atop the well, and the water is pumped from the depths by a method devised by old Leo himself.   A statue of Leo, one of the founders of Westden, stands atop the fountain bearing his name. This well, among several others, ensures that the city has fresh water, no matter what pollutants are dumped into the Great Amrin River from farms or marauders to the north.  

Lyre Bridge

This bridge is as expansive as the King’s Bridge. Built several years later, in celebration of the victory over the Bandit King and in memorium to his victims, it was designed to afford access to the Central Island from the eastern banks of the Great Amrin River.  

The Plaza of Dark Pleasures

During the day this tranquil park, featuring a large hedge garden and statuary, is a popular place for the people of Westden to enjoy a picnic and a bit of fresh air. By night, however, the plaza transforms into a gathering place for shady pimps, desperate prostitutes, nefarious drug dealers, and rival gangs of cutpurses looking to score some quick coin off the unwary visitor.  

Circle of Gargoyles

This alabaster pillar topped by a bowl is carved with gargoyles that look down upon the circular street intersection. A low-angled wall divides the usual paved stones of the streets from the stained granite pavers that surround the pillar. When it rains the bowl atop the pillar collects the rainwaters, and they then drain forth by the gargoyles to form a spectacular dome of sheeting water. The water strikes the wall and runs back toward the pillar where it drains into the sewers.   The purpose of the pillar is unknown, as are its origins. It was gifted to the city by a merchant lord of Zobeck over a century ago, though that nobleman’s line has since died out and no further records of its commissioning have been found. Utello, the sculptor, took his primary inspiration from this somewhat-macabre pillar when he started his business. Wizards who have studied the pillar have found it to be magical, with strong conjuration magic that some suspect opens a gate into the Elemental Plane of Water. Over the years several members of the city council have put forth motions to have a pump installed in its base so that its wondrous water dome feature can be enjoyed in all weathers, rather than only when it rains, but so far each such motion has been quashed by successive burghers of the Wizards Guild until such time as the strange sculpture’s true powers and purpose can be discovered.  

Entrance to the Sewers

The sewers are accessed here by a series of four low tunnels that run along the edge of the canal beneath the overhang of the street embankment above and pour forth a steady stream of effluvia into the canal. Each tunnel is just wide enough to guide a small skiff into and are used when the Pipe Cleaners have to move gear or construction supplies into the sewers that are too big to fit through the normal access hatches. The smell issuing from these tunnels is quite pungent, so even indigents tend to avoid them.  

Virthalia’s House

Virthalia (female half-elf) is a friend of Cylyria. She is a newly-joined member of the Greycloaks. She deals reasonably with goodly-aligned PC mages who are interested in learning spells.  

High Sanctum of the Scroll

This, the tallest structure in all of Westden, is a nearly 250ft tall structure that stands as a beacon to knowledge and learning. It is 60ft wide at its base and narrows to a mere 20ft with a cupola observatory at the very top. Adorning this cupola is a sculpture of a gleaming silver scroll that shines like a beacon, visible for miles around the city. Coiling around the outside of the tower is a 10ft wide staircase that leads to its summit, adorned with flower boxes in terraces all the way to the top that are well tended by the denizens of the Sanctum. This huge tower is home to the Temple of Yenomesh, the god of knowledge and runes, and is a repository of the greatest wealth of information in the lands. The interior of the great tower houses a wealth of scrolls and books describing the rise and fall of nations, the words and deeds of the gods, and the names and epics of famous heros and their weapons.   Tended by Master Scrivener Drembrar (male human) and his three Scribes of the Scroll (human), the great library that is housed within is barred to all who would seek to delve the depths of its tome lined walls unless they are willing to donate a tome, volume, or scroll of at least 1000gp value. The monastic Scribes seldom venture forth into the city and live as virtual anchorites to their faith. That is not to say that they are unhappy, for these learned sages have the love of their lives surrounding them at all times.   Anyone coming to seek advice from the sages must bring a book or scroll of some value in order to get the clerics to respond to their question. As stated above, however, bringing a book of one’s own garners admittance to the sanctum proper. The Scribes take 1d4 days to research an answer to the question that the interested party asks of them, and unless the information sought is of a dangerous nature, they include with their answer a detailed report that explains the various possible alternate answers to the question.  
The Libraries
The interior of the tower is hollow, and there are living quarters upon the bottom floor for the Master Scrivener and his Scribes. They are all very old, with the exception of Daniel, the newest member to their order and the youngster at the tender age of 51, who often runs errands in town.   A PC that gains entrance to the library by donation of a valuable book or scroll and begins research on any range of topics is given expertise (double proficiency or triple if already an expert) to their appropriate skill roll to find out the information that they are looking for (GM to determine appropriate research times). The ground level has a sanctuary dedicated to Yenomesh, and has murals depicting the how the god gave the gift of the written word to the races of the world. The paintings are extremely detailed, and the sanctuary fills all who enter it with a feeling of inner knowledge and a desire to learn. Each floor of the library covers a different field of study.   Library of Fauna and Flora. This floor is dedicated to the study of beasts and plants, both monstrous and benign. Detailed descriptions of various natural beasts and animals, their lairs and their eating habits can be found here. There are also tomes and volumes dedicated to various plant life including a section on dangerous plants and sentient plant life. Also found here is information on volcanic eruptions, changing weather patterns, and their effects on plant growth and animal migratory habits.   Library of Machination and Engineering. This floor is dedicated to the study of mechanical and magically animated objects. It has detailed descriptions of gnomish flying contraptions, ships, architecture, pulleys, and siege engines. Treatises on how to craft the perfect golem or other construct are also found on this floor. Those seeking to build a better catapult, trap, or fortification would be well served to study the manuals found here.   Library of Contemporary History. Copies of births and deaths, almanacs, proclamations, treaties and historical documents from around the world are found here, dating back to within the last few hundred years.   Library of Ancient History. Found here is a vast collection of tales and legends from the days of yore. Some of the volumes are so old as to be written on clay tablets, or on scrolls so brittle that they are kept behind plates of glass never to be handled. This floor of the library is purposefully kept dark at all times to keep the light from fading the ink on these dusty tomes any further.   Library of Genealogy. This library contains many books and tomes on family histories, and especially documents relating to royalty, heraldry and lineage of kings, and other nobles. Those seeking to prove their link to some fabled kingdom or dynasty may seek here for answers to their dilemma of rank and title.   Library Arcana. This library is filled with thick manuscripts on the nature of arcane magic, and dangerous tomes filled with hidden secrets. The Master Scrivener himself sits in on any readings and research that is done here, and allows no books to be removed from the reading tables. He gets those he deems the visitor is prepared to read himself, and returns them to their proper places when completed.   Library Astral. This wing contains tomes relating to the different planes of existence and the mortal world’s association with them. As with the Library Arcana, the Master Scrivener himself sits in with the reader and keeps a watchful eye on what materials are sought after and the reasons for such research. He can also suggest what books are hokum, and those books that actually contain information useful to adventuring types. This floor has several windows that give a commanding view of the countryside, and the stars on clear nights.   Library Ecclesiastical. This section of the library is dedicated to various works on the gods and their holy texts, including those considered living and dead, as well as their creation myths from different cultures around the world. It has detailed descriptions on all manner of worship and worshippers. As with the Library Astral, and the Library Arcane, the Master Scrivener personally assists all who would seek to gain knowledge here, to insure that more dangerous works do not fall into the wrong hands. This room is furnished in comfortable, if plain, desks and chairs.  

There and About

When one seeks a map to the regions outside of the city walls, one must stop by the map plastered walls of this shop. Robert A. Terrafyrma (male halfling) owns and creates every map that is found here. His maps are masterfully drawn. Many are copied from maps purchased from traveling adventurers with specific notes derived from the details of the heroes' travels used to gather exacting detail. Those seeking ancient maps may also come here, though Robert does not allow these items to be taken from his shop. There and About’s wares include floor plans of specific buildings in the city (10 gp and up), general city maps (2gp), partial sewer maps (by district, 15gp), and treasure maps (various locales, 1d20 x 10gp, chance of accuracy 20%).  

Temple of the Beetle

This dark, oval-domed structure, with bubbled pillars along its walls carved to appear as though beetles are trying to burst forth from the stone columns, is no temple at all. Despite its appearance, it is actually an insect shop catering to specific vermin and their uses. Takkerk (male dwarf), a dwarven transplant from the Scorched Lands, runs the shop, adorning every imaginable piece of jewelry and clothing with a beetle design. He seems aloof about his love for these vermin, though no one has yet tried to steer him away from the business. Within the shop one can purchase anything derived from beetles. Among them are large or small beetle shell shields, lamps and lanterns with fire beetle glands or live solar scarabs within, flasks of acid from a few of the other varieties, jewelry from dried scarabs, as well as the possibility of obtaining live specimens of many varieties, including monstrous ones.  

The Silent Strike

From this small wooden shop with a coiled whip nailed above the door, one can only assume the character of the craftsman within. Gunther Stone (male dwarf) crafts bull whips and gladly offers demonstrations, snapping clothes, jewelry, hats, and anything else off of his customers.   He is a grizzled and well-traveled dwarf who has given up adventuring for the peaceful life of a businessman. Gunther still has an old map to the dungeon of Rappan Athuk that he and Arlen, now of Fairhill, had used in their adventures within the cursed place. He partially blames himself for his friends weakened state.  

Replacement Arms

Ashtin Artcolmb (male human) crafts prosthetic arms and legs from steel, brass, tin, and wood. His skill has become so great that the replacement limb works almost as well as the original (penalty at GM discretion). The victim of a horrible trap during his adventuring days that cost him his legs, Ash has begun recently to craft exotic weapons into his prosthetics that are often concealed. Many are spring loaded, magically enhanced, and/or devilishly complicated works of craftsmanship. He has crafted legs that fire darts from a hidden receptacle in the knee, hands that hide razor sharp claws, arms that hide a chain allowing the hand to becomes a gauntleted flail head, sockets that can change weapon attachments to swords and battle axes (specially fitting to the locking steel socket that works similarly to a locked gauntlet).   The prosthetic limb itself comes with a steep price; usually around 1800gp for just the limb.  

Oiled Axle

Enix Axlecrafter (male human) comes from a long line of wagon and chariot builders. He can build for four- and eight-hitch teams, ox carts, and sedan chairs. Lately his business has been plagued with accidents, and he is losing workers to cheaper shops run by Duloth’s organization. Enix is an ex-member of the Wheelwrights Guild, and was the only one to oppose Duloth’s election as burgher, pointing out Duloth’s various political ambitions and machinations. For this reason, he has been blacklisted from the guild his great-grandfather started over a hundred years ago.  

Precious Jewelers

Tal Rowiv (male half-elf) runs this low-quality jewelry shop. Most of the jewelry is of costume quality or crude craftsmanship (thick gold ropes, ill-fitting rings, etc.) Tal is generally lazy, but can do a good job making costume jewelry from copper and glass that looks like the real thing after he carefully plates it in thin layers of gold or silver. Things in his display case that are estimated at a glance to be worth a hundred gold pieces may very well be worth a silver if the purchaser is lucky.  

Fusini Studio

The studio of the famed artist Giovani Fusini is located near the Circle of Gargoyles. Giovanni Fusini (male human), is an avant-garde artist and skilled social climber who works in various media, yet is a master of none. He has bluffed many into believing that he is the greatest artist of his time, yet rarely has time to create anything, as he is always busy critiquing the work of others over dinner at some wealthy aristocrat’s home.  

Utello’s Gargoyle Studio

Renowned for crafting many of the sculpted gargoyles that adorn several of the most fashionable noble houses and temples, Utello (male human), the former apprentice to Phidian, has opened up this cluttered stone workshop. His works commonly take on demonic images. Much of his greatest work is of such, while he has made more peaceful gargoyles for the common folk. This studio is open from mid-morning to mid-afternoon. Utello does most of his business from this shop, keeping a private studio elsewhere in the city.  

Box of Bones

Zedicha (female human) crafts her caskets with precision for the wealthiest of families in Westden. Her caskets are always finely inlaid and carved skillfully, often in the likeness of the deceased. Typical prices range from a standard pine box (1gp), an oak deathbed (10gp), an exotic hardwood affair with carved top and lined interior (100 gp), or a Truly Magnificent Coffin (1d20 x 100gp plus cost of inlaid gemstones and materials).  

Menoen’s Studio

Menoen (female human) is a skilled, self-taught artist that grew up on the streets of Westden, drawing pictures in the plazas with bits of chalk and colored stones. Eventually she got quite good at her craft, and, after earning a bit of money, she bought some paints and began painting signs and shields for traveling adventurers and local tavern owners. Menoen charges 10 gp for a standard 4-square-ft sign or shield, 100gp for a portrait, and 1gp for an ink-drawn caricature.  

Vok’s Arcane Attic

This small building is unassuming from the outside, with a spectacled toad painted on the door. If you were not seeking this bookshop, you would probably walk on by. As owner and proprietor, Vok Wightkicker (male silver dragonborn) keeps his shop in the same manner as one might an exotic pet store. This gives the common visitor the uneasy feeling that the shelves that line the walls not only have eyes and ears, but claws and teeth as well. The more magical (and thus dangerous) volumes are kept safe on the second floor. Some of these are chained to the shelves to prevent incident. Prices here are double what would normally be expected, though selection is also about double of any other rare book dealer. Be it Accurate Teleporting for the Direction Senseless, or Zero Gravity Spells for Inertia Sufferers, Vok is bound to have a copy in stock.   There are tomes on magical item creation, alchemical theory, unfamiliar familiars, and practically anything else related to the practice of magic. Vok’s familiar, a brass-colored toad named Bill keeps a lazy eye on all visitors. From his perch on the antique desk at the rear of the shop, Bill closely resembles a poorly crafted paperweight. A keen observer might note the miniature silver bell beside the toad with a small sign attached which reads “Please do NOT ring for service”. The toad has somehow acquired a taste for rye whiskey, and if presented with the potable, he may actually move from his perch. This is considered a rare (and good!) sign, and gives Vok a friendly demeanor in dealings with the party.  

Arta’s Laundry

Arta (female orc), although hard working, possesses only moderate skills as a laundress. Arta’s laundry enjoys a high level of success due primarily to her popularity amongst the local women of Westden. Always hot-tempered, she once saw a man beating his wife right in front of her shop. Arta’s temper flared and she stormed out of the shop and gave the man the worst beating of his life. After that, many of the local women started bringing their business to her, and her business has flourished ever since, much to her own amazement.  

The Hanging Rose Tavern

Run by the jovial Goodman Furster (male human), the Hanging Rose Tavern is popular with merchants and local officials. In addition to offering simple, well-prepared food and drink (prepared by his wife), the patrons are served by the three eldest of Furster’s nine attractive daughters Trixie, Claudia, and Maggie. All three of them are old enough to marry, which does wonders for Furster’s business, yet does nothing for his peace-of-mind. Friendly and well-liked, Furster always has a protective eye on his daughters. The patronage of several influential officials ensures that there is seldom any trouble at The Hanging Rose.  

Joth the Trap-Maker

Embittered by the loss of his leg while hunting as a youth, Joth (male human) spends his days stumping around his cluttered workshop on his peg-leg. Constantly working on new ideas, Joth lets his 2 apprentices work on simple traps and snares for rabbits and such. Despite his cranky demeanor, Joth’s expertise keeps the business lucrative. Adventurers often come to Joth for advice and traps for use in capturing nasty beasts.  

Gin Wa Studio

This small shop is nestled neatly between the other buildings that surround it. There is no sign above the door, nor are there samples of works or wares displayed in the two tiny windows. The owner of the shop, Gin Wa (male Emerald Empire human), specializes in the painting of abstract portraits. His work is highly sought by those nobles and wealthy citizens who have the money to pay him. He does not advertise his store with signs and displays, but instead counts on word of mouth to bring in his business. His portraits seem to hover in a realm between reality and a land of dreams. Because of this, many wealthy buyers seek his art, seeing it as a trendy symbol of wealth and prestige.  

The Wyvern’s Tail

The sign above the door to this run-down tavern is hanging from one hinge. If a passer-by were to stare at it long enough, they might make out the form of a reptile with a pointed tail holding a mug of foaming ale.   The tavern only has three windows, all of which have long since been broken out so many times that Hal (male human), the owner, simply leaves them the way they are. The inside the tavern doesn’t look much better than the outside. Mildew creeps up the walls and the legs of the chairs, its origin unknown but assumed to be the stagnant puddles of spilled ale and other potent spirits. The ale here is always warm, the food always terrible. The barmaids go about their business, scantily dressed, and awaiting the opportunity to engage in their real occupations when the patrons become drunk enough to ask.   The Wyvern’s Tail was not always called what it is now. It used to be a somewhat respectable place, if never very well kept. Due to its location in town, the tavern was quickly noted as one of the most shoddy and violent taverns around. Barely a night went by when a bit of a tumble didn’t erupt among the patrons. The tavern soon earned its place among the legendary brawler bars of its kind.   Like any good brawler bar, the Wyvern’s Tail has its current lead thug. This model citizen, Laamar (male goliath), happens to be an enormous goliath with a tremendous thirst for ale and an insatiable desire to beat on someone at least once a week. PC’s whose appearance or manner is imposing or threatening in any way have a 20% chance of inspiring Laamar to make a new window where a wall once stood. Hal allows this type of behavior because he can’t stop it. Like it or not, the bar fights bring in customers who want to watch the brutal brawls. Should a PC defeat Laamar in a one-on-one match, they may find themselves a job as bouncer here. If the PC succeeds in beating a series of toughs, thugs, boxers, and bullies over the next month, Hal offers to sell the place to the PC for 2000gp and retires into obscurity. The Wyvern’s Tail offers Stinger Beer (mug 2cp), Brin Zwiescher Ale (mug or bottle 3cp), Wyvern Whiskey (shot 4sp bottle 4gp), and Stoneheart Mountain Ale (mug 4cp).  

Alms, Liquor, Entertainment (A.L.E.)

This run-down tavern, comprising of a few wooden shacks built into one large open space, serves cheap liquors and often pays beginning bards to play here. Stein (male human) is a forgiving soul, often not charging the many poor and weak that come to his door for a drink. Many of his drinks have also been imbued with half-strength potions of healing (curing 1d4 points of damage), and a sobering concoction similar to Mar’s. For his contributions, Stein has been approached by the Shrine of Suffering’s Ease, though he remains steadfast in the beliefs of his own god, Pekko. Stein charges his patrons only what he feels they can pay, which has led to some financial difficulties in the past.  

The Toll Booth

This square stone shop has large glass windows that allow people in the streets to see the making of the cookies which this bakery specializes in. The air around the shop every morning is blanketed with the aroma of warm baked goods. Keyslin Yebler (male elf) runs the bakery and is never shy to show off his preparations or add some entertainment as he flips cookies in the air (after drawing them piping hot from the brick ovens). He is aided with his small crew of bakers; Sandie, Pinwheel, Grasshopper, Fudge, and Chip (male or female halfling) who are themselves entertainment in their floured green smocks and caps as they run around in the kitchen.   Sold from behind the low counter are the ginger crisps, celestial wafers, demon dark snaps, and other mouth-watering cookies that make this place popular. The cookies are 1cp each, 1sp for a baker’s dozen!  

Westden Too!

Many stop in this small shop out of curiosity, and find Goric (male dwarf) to be a master of his craft. Here, as the name of his shop jokingly implies, one can find nearly every shop, building, and house in the city rendered in clay with all the minute details painted exactly to match. Favoring the black clay found in the river beds to the north, copies of the ceramic-made city locations are slowly becoming sought-after collectibles among the upper middle class. Many commission their own unique domicile, with actual stone or precious metals added to the design. Regardless, every piece is coded as to when it was made and in what order. It is said no one has a complete collection of the city save Goric, though many are close to that, and pay absurd amounts to obtain the lower numbered pieces.  

Volwild the Swordmaker

If you’re looking for a short sword, or even one balanced for finesse, you’ve come to the wrong place. Volwild (male goliath) makes heavy-weighted blades: greatswords and longswords. Worthy of only the strongest warriors, Volwild has even refused to sell to any that do not look strong enough to wield his blades. Volwild is a devotee of Volund, whom he curses and blesses every day with the making of tools that only Volund would be proud of. The large wooden lean-to that Volwild works from radiates heat and steam, and many claim it is his god humming and cursing with each ring of hammer to steel.   Volwild’s swords give a +1 bonus to damage due to their weight. Anyone wielding one of these weapons with a Strength score below 14 is considered non-proficient. Prices are as follows — longsword 320gp, greatsword 370gp.  

The Mimic’s Guild

The curiosity of performances at the Mimic’s Guild is that anyone can join a free play. For the price of a single gold coin anyone may become an “actor” in the loosely scripted and impromptu performances that take place here. The small wooden, open-aired coliseum has a performance twice daily, with the late evening shows often ruined by the shouting drunks that have paid for a place on stage.  

The Thorn Wall

This small granite-bricked shop is covered in thorny vines and plant tendrils. The gardener Dorbon (male dwarf) is obsessed with his plants, many times refusing to sell certain seedlings to his infrequent customers. He does all he can for his “companions,” offering them whatever it is they need to survive, be it new soil, fresh air, blood, water, or in some cases even feeding them small animals or illegally purchased slaves. The shop mostly caters in vines of all varieties, many of which are charmed monstrous types or magically endowed with spells, cast daily. No thief has successfully broken into this place, as the variety of assassin vines, blood roses, razor leafs, serpent vines, strangle vines, venom twigs, and budding tendriculos sitting by the south window have devoured any would-be burglars whole.  

Up in Smoke

This spa and steam house are run by Orin (male half-elf) who keeps this business moving along at a steady clip.  

The Woven Hair

Fond of scalping his foes in the past, Ahmen (male human) now makes use of this knowledge by obtaining all kinds of hair, regardless of the original source, and weaving them into wigs. He sells his creations for 5–20gp, depending on the quality. Those that displease Ahmen are often sold wigs infested with fleas. The wealthy, barristers, women, and rogues are his most frequent customers. Working to collect his materials are his private gang of thugs called, oddly enough, head hunters.  

Maiden’s Cross

Maiden’s Cross was founded by a female order of paladins called here to battle the threat of Vardesain and the other evil secret cults of Westden. They occasionally assist the guards and military in their battles against the vicious incursions of the gnolls and other denizens of the wild. They opened this tavern/shrine to their goddess, Muir, to attract others to their cause, and draw away suspicion from their goals.   The building’s exterior is a round tower-like affair with a gypsum-tiled, cone-shaped roof. It has white marble-bricked walls, and low half-circle steps approach the silver-gilded door, which bears the image of a kneeling, armored woman, her sword pointing downwards, and held in both her hands. Upon entering the place, the common room seems not to fit the exterior. In the center of the room is a circular marble-topped bar, and a red granite pillar rises from within the center of the bar up to the stone-rafted roof. From the rafters hang a multitude of lamps, at least one over each table, which are beyond the reach of all save a tall goliath or someone standing on a chair. The rest of the room is taken up by the multitude of round wooden tables and chairs, with stools surrounding the bar. Off to the left is a short flight of stairs leading to a balcony where some local female bards can sing and play their music. Across the room is another door. Barmaids seem to pour in and out delivering their trays of mugs and plates of steaming food to the patrons. A third door to the right opens with the acceptance of the tavern personnel.   The place is run by Jenette Holycraft, a woman of graying auburn hair cut short pushed back with countless strokes of her fingers. Dark brown eyes observe everyone and seem to warm when tending to those in need. Jenette lost her mount to the cult of Vardesain over a year ago, and has yet to call another.   Her staff is composed of all female gallants of Muir; they act as barmaids, bartenders, cooks, and when off duty, they pray to their goddess at the shrine upstairs for guidance in the battle against evil within the walls of Westden. She is on respectable terms with Bofred and Barahil, but her all-female sect maintains a steadfastly separate, and some believe heretical, interpretation of the faith of Muir that borders on heretical zeal.   The place is run entirely by women. They tend to be avoided by male patrons, though the paladins do not object to their coming in. Jenette and the staff are neither dismissive nor stand-offish to men, though Holycraft explains that it is a taboo against the tenants of the Order to fraternize with men (the Maidens are strictly celibate additionally, males are not allowed to order food or drinks at Maiden’s Cross, although groups with female members may have the ladies order for the entire party. Men may drink and dine if accompanied by a female companion who orders; however, no bed is rented to a man, or shared between a man and a woman. Female bards of good alignment frequent the place and are offered free food and drink for their lively services.   Maidens’ Cross serves common drinks: beer (mug 1cp), Argent Ale (cup 5 cp), wine (glass 5 sp), and common mead (mug 2sp). Also if a lamp detects evil, the barmaids water down the drinks with holy water, and await any response, should there be one. Their specialties are Maiden’s Cider (mug 1cp), and a honey-brewed Holy Mead (brewed with holy water) (bottle 30gp), both served warm. Rooms can also be had, 2 beds to a room (8sp/day, 5gp/week, 18gp/month).  

The Divine Apothecary

This small apothecary is run by a short, plump, red-haired woman in her mid-fifties. Thoughtful and serene, this little green-eyed lady who stands only about 4ft 11in tall, always seems to be somewhat sad. Those who visit her the most often don’t even know her real name, everyone just calls her “Dour” (female human) because of the mood she displays.   This establishment smells of thick incense and aromatic herbs being dried high above a heated stove. The shelves are tidily kept with a large assortment of bottles and baskets that are filled with anything from mistletoe to bleached skulls. One entire side of the building is solely used for the storage of small potted plants, which Dour harvests for their medicinal properties and as ingredients for a variety of the countless potions that she brews.   Dour is often visited by a contingent of clerics from the House of the Ever Vigilant Guard. A few of the older ladies that come to gossip with her often speak of her long-lost husband, a knight within the order, who disappeared several years ago under mysterious circumstances. Most folks suggest that this would explain her “dour” mood.  

The Lyre Valley Press

Gustof Von Blaw (male gnome), takes great pride in his newly acquired steam-powered printing press. He makes great boasts and claims that the mechanical press, which allows him to print multiple copies of a manuscript at ten times the rate of a dozen scribes, will revolutionize the way books and proclamations are processed.   The problem however is that his process is not perfected, and the machine often breaks down making the printing of anything more than a simple broadsheet, or an occasional flier highly unlikely for some time to come. It seems that he purchased the machine in far-off Castorhage, and that there is some part or piece missing that would make the machine more reliable, but for the life of him, he cannot figure out what is wrong.  

Eldritch Inks

This bizarre Tattoo parlor is run by Zadakarius Bloodink (male human), who inlays crude and painful, yet powerful magical tattoos to whatever client has the coin to purchase such permanent and mysterious body art. Zadakarius’s work is crude, and almost tribal in design. Zadakarius’s hands are not skilled in crafting his runic patterns in the most creative of fashions, and this causes the entire process to be quite painful. The cost of each tattoo is dependent on design intricacy. Persons receiving a tattoo suffers 1 piercing damage for every 100gp value of the tattoo thus scribed to their flesh.  

The Velvet Curtain

The Velvet Curtain is a small playhouse off the concourse where many young bards get their start on the stage. It was known for a long time to be a place where common folk could go to see a popular rendition of old shows. For a long time, the Velvet Curtain had been in decline, with more and more people spending their hard earned coins at the Masque and Lute. The Velvet Curtain has had a revival of late as a popular spot for entertainment, as they have garnered a near exclusive contract to put on the productions of the wildly popular playwright Armando Levane (male human), whose plays are so utterly horrible as to be some of the most sought-after seats in all of Westden.   The plays currently in production owe a lot to audience participation, though the actors are all in good spirits and do not seem to mind the inane howls from the crowd, as they merely go over the material and do their best to avoid hurled objects.   Pricing at the Velvet Curtain is as follows: matinee performance 3sp/ general seating, 8sp/box seat; evening performance 5sp/general seating, 1gp/box seat.  

The Wizard’s Familiar

The Wizard’s Familiar is an upscale inn that caters exclusively to the traveling mage. Featuring special care and quartering of familiars, including a special chef that prepares from a menu that meets the fickle palate of such beasts. The Wizard’s Familiar is a good place for the visiting wizard to kick off his boots and relax. Folsum Judduk (male human) runs the place with ease and efficiency, with the comfort of his magic-using colleagues in mind. Several battle mages guard the doorway from ruffians and intruders. The blue smoke of fine pipe weeds and tobaccos fill the common area as wizards recount their deeds and their successful researches to one another in a surrounding of comfort and hospitality.   Prices average 5gp a night for the full treatment, with an additional 1gp per night to house and board a familiar.  

The Sword and Bolt

A crossbow and sword crossed upon a shield indicate the nature of this shop. Within are all manner of swords upon racks and crossbows menacing and clever in design. Thryme (male human) and Blotto (male halfling) run the Sword and Bolt. Retired adventurers with a love for crafting deadly weapons, they strive for perfection in their creations. They are old adventuring friends that always dreamed of opening their own shop specializing in weapons of the trade. Thryme is a human just into middle-age who has become a skilled worker of the forge. Blotto, the halfling, prizes his hand-crafted crossbows above all else. Blotto’s crossbows are sought by adventurers passing through Westden for the expertise of their craftsmanship and the deadliness of their accuracy. They sell all items at roughly 15% above market cost. This includes the price of rent for their shop and the craftsman’s tax that is placed upon shop owners in Westden.  

Steel Skin

A painting of a man with skin of pure metal hangs over the door of this shop. Within stands a burly human with a large mustache and thick arms pounding out a stout breastplate upon his anvil. Thitus Thell (male human) is quite deaf from years of hammering on the hardened steel of the forge. As a young man he was an adventurer, who by circumstance ended up in the company of dwarves. Apprenticed to them, he learned many secrets of steel and the art of defense. Thitus is forced to sell his gear at 50% over marked value since the Towers Mines have stopped shipping the materials required to forge his creations. Thitus works only in plated armor, with breastplates, half-plate, and full plate being his specialty. The time to create armor averages around 6 weeks for breastplates to upwards of 5 months for fitted plate.   Thitus speaks Common and is able to read lips. He also communicates via a slate and chalk. Thitus enjoys playing the lute, which he keeps close to his body so that he may feel its vibrations against him as he strums the strings. Although he can no longer hear the music the feeling gives him much peace.  

Stars and Pendulum

To the heavens one must gaze, and there, placed by the gods for all to see, the stars. To most they are pinpoints of light, to others a guiding light on land and sea. To Orbitus the Thirdhand (male gnome), they are the understanding of the events and futures of all living beings of this world. Taking his passion to an abandoned watchtower, he has, through numerous calculations, tweaking of mechanical instruments, and a lot of time on his hands, created an astrological clock tower. The tower is able to tell time to near perfection and even has the position of the stars on its face. Orbitus would be well at ease, if only the chimes would work correctly.   This patchwork stone tower near the river and Lyre Bridge has only a small wooden door as its entrance, and a large black clock face dotted with crystalline “stars” looking out towards the Keep. When one steps inside, they enter a maze-work of metal gears, stone rods, and rope pulleys, along with an assortment of nameless parts. A set of narrow stone steps wind their way up along the wall of the tower to a room even more bizarre, and open to the sky above. Here one finds a mass of spinning and revolving metal spheres of different sizes and colors, along with two cylinder shaped bells.   Orbitus is mostly deaf from his various attempts at getting the bells to work correctly, thus tends to shout a lot. Few make a visit to Orbitus. Fewer still learn of what they intended to, though do come away with some facts about the stars. Orbitus provides rather loud prediction of the heavens and can make predictions similar to an augury spell with 60% accuracy. He charges 15gp for these predictions.  

Locksmith

Aramon (male human) is a young Rheman man who openly offers his services as a trap maker and locksmith. Aramon’s prices are typically 5gp over standard costs, unless he feels he can haggle for more.  

Desfort Estate

The slightly run-down estate still suggests its former grandeur. Three buildings merged together make up the home, separate residences for servants, guards, and the three-story family estate. Originally built by Marcus Desfort, a noted importer and trader, the home has remained in the Desfort family for nearly a century.  

City Naval Yard

This large walled compound houses the River Watch and the primary shipbuilding facilities of the city. Multiple smaller locations in East Docks have the necessary tools to construct gondolas and the smaller river skiffs, but only the naval yard has the necessary dry dock facilities where the Shipwrights can lay the keels for larger rivercraft both for the River Watch and for commercial enterprises. The yard currently puts roughly one new vessel in the water per month which is adequate for the city’s needs at this time. The compound is divided into two sections with the northern section housing the dry docks, boathouses, and necessary facilities for the construction and maintenance of the even the largest of river vessels. A 15ft stone pylon erected at the north end of the compound is topped by a statue of a River Watch boatman with boat hook in one hand and the tiller of a keelboat in the other. Inscribed at the base of the pylon are the names of the 72 River Watch boatmen and officers slain during the siege of the Huun as the defended the city against repeated attempts at river incursions. Among the names is that of Standise Ellerton, the former River Commander who gave his life during that conflict. The southern portion houses the headquarters of the River Watch including a three-story blockhouse that houses a barracks, armory, mess hall, galley, and training facilities. At any given time there are 40 River Watch boatmen stationed here along with 1d6+3 River Watch officers. Next to the blockhouse is a smaller, two-story building of fieldstone walls and wooden shake shingles that serves as the abode and offices of the River Commander of the Amrin Fleet, Alloysius Vermeer (male human). A small access gate connects the two compounds. After dark, the gates of both compounds are shut and barred, and patrols of 1d4+2 River Watch boatmen walk the grounds.  

Aleman’s Guild

This raucous bar caters to anyone “out for a good time”. Relatively safe, for its location, the Aleman’s Guild (known to regulars as “the Guild”) has 6 bouncers on staff, there as much to keep people safe outside as keeping them safe inside. It is known throughout the Well that Guild bouncers will not hesitate to run out to aid anyone having trouble along the west side of the Plaza of Dark Pleasures. The bartender, Lucy Fucher, is a sharp-tongued, sarcastic beauty that rarely, if ever, loses an argument or sassy exchange. She also just happens to be a member of the Saints of Leo’s Well, and uses her position to gather information about local happenings. Several months ago the Guild began hosting barrel races that involve contestants using an empty ale barrel as a boat and paddling themselves along the east canal using only their hands, starting beneath the bridge on West Sardinha Way and ending under the bridge on Reyst Way with a stop along the way at Founders Park to quickly drink five jacks of ale. The races are held once per month during the summer, and the most recent race had 112 contestants. No one has been drowned or seriously injured in one of the Guild’s races, but with the sheer number of drunken folk involved it is probably only a matter of time.   The Guild offers River Beer, a watered-down version of Brin Zwiescher Ale (mug 2cp), actual Brin Zwiescher Ale (mug or bottle 4cp), Black-Eye Whiskey (shot 4sp bottle 4gp), Stoneheart Mountain Ale (mug 4cp), and Lusty Lucy, a licorice-flavored spirit (shot 5sp bottle 6gp).
Character
The “Well,” as it is called, is described by some as a rough-and-tumble gathering place of wayward adventuring types and low-rent charlatans. While in some instances this may be true, the Council of Burghers knows the Well to be one of the most thriving districts of the city. Large amounts of adventuring coin are spent in the shops and taverns, and licenses for new businesses are applied for on an almost daily basis, and the district’s leaders in recent years successfully managed to petition for the rezoning of the City Naval Yards from East Docks to the Well, thereby increasing the Well’s tax revenue considerably for the boat construction that occurs there. The boom of Leo’s Well has been so successful that the Council is trying to spread its prosperity to the Outer District and the East Docks. At very least, they hope it serves as a model for the renewal of the Old Temple District.

Businesses
Taverns, inns, craft shops, and shops catering to adventurers are located here. Most shops are also residences, with 75% of structures dedicated to private housing.

District Modifier
+2

Prices
Prices in the Well District are 10–15% above standard. This is due in large part to their swelling taxes, resulting from the expanded growth of new and successful businesses here.

Gold Piece Limit
1000gp unless otherwise noted.

Building Type
Structures in the Well District are fairly new, mostly brick-and-wood two-story buildings that are plaster coated in a clean, pleasant white. Many businesses have a fine mural painted on the side of their building in fresco to show the sort of operation that they run.

Guard Details
The Well Watch is a fairly corruptible but good-natured band of about 40 individuals. The group consists of patrols of 2–4 individuals, and may be encountered once every 20–30 minutes, when they aren’t busy hanging out in the local taverns while on duty. Some groups contain low-level adventurers looking to make an extra buck.

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