Outer Quarter Settlement in Torar | World Anvil

Outer Quarter

This district is east of Leo's Well, located between the East Canal and the outer wall. Like the Well, it is an Adventurers District that contains many inns, taverns, and shops that cater to freelance rogues, fighters, wizards, and the like. The Outer Quarter is a bit less prosperous than the Well, and is the haunt of slightly less reputable characters. More than any other district in the city, the Outer Quarter felt the brunt of the besieging Huun’s attacks. For a year they focused their primary assaults on North Gate and Forest Gate and the stretch of wall that runs between. All of the small businesses and homes that had sprung up outside the wall were burned to ash, and the flaming projectiles lobbed over the walls caused great fires to spread throughout the Quarter. Only the constant intervention of the temples and the Wizards Guild and the close proximity of the East Canal kept these conflagrations from getting out of hand. Consequently, much of this district’s buildings are new construction, having been hurriedly thrown up since the lifting of the siege.

Infrastructure

Founders’ Park

This pleasant green space is maintained by the constables the nearby constable's station. It features statues of various figures from Westden history with Leo, Fatima, and Mayor Hegany Durgas prominently featured among carefully-manicured lawns and decorative shrubs. Due to its proximity to the constable’s station, Founders’ Park is one part of the Outer District that is relatively safe at all hours of the day and night.  

Reingolde’s Bar

Tucked in amid a row of cramped buildings is this watering hole, well-known to locals and travelers alike, for the variety and rarity of its beverages.   The bar is run by Reingolde Tumsen (male human), a broad-shouldered warhorse of a man who retired from being a mercenary after he found that relaxing in a tavern retelling tales was far more enjoyable than actually experiencing them. At first, he and his old comrades began to meet and trade tales. Eventually Reingolde bought the place with the proceeds from his old life, and today he offers over a hundred different types of brewed or distilled alcohol at any given time, from sweet fairy mead to subtle elven elixirs; from the finest ales on the continent to the crudest troll brew.   It is now considered a rite of passage by many adventurers, soldiers, and mercenaries to take the “Reingolde Challenge.” This involves drinking different brews from the bar’s extensive collection until the imbiber throws up, passes out, or gives up. The specific beverages are chosen by Reingolde himself, though he often listens for suggestions from the enthusiastic crowd that gathers to watch such spectacles. He frequently hears rumors of new and unusual liquors and brews from around the world, and has been known to hire adventurers to seek them out. Reingolde is a regular at the Faun’s Cellar, and he and Marrus have been business acquaintances for a long time.   The following is just a sampling of the over 100 beverages the bar has to offer — Troll Brew mug 1cp (DC 15 Con or vomit Gnoll-Piss Beer mug 2cp; Brin Zwiescher Ale mug 5cp; Stone Heart Reserve Whiskey glass 4sp; Heart of Aeulyn Brandy glass 4sp; “Last Drop” whiskey mug 5sp; Vinewood Port glass 1gp; Autumn’s Breath elven liqueur glass 5gp; Fairy Mead thimbleful 10gp; Evernight Ale stein 20gp (brewed by an obscure clan of dwarves; has never been exposed to light until it is tapped; surprisingly rich and flavorful Draconic Thundergod Egg 50gp (supposedly a fermented dragon egg but actually a crocodile egg imported from swamps of the Stoneheart Forest).  

The Brass Shield

A small target shield hangs outside the door of this nondescript shop. Hener Roundshield (male human) crafts wooden bucklers and small shields from sturdy aged oak, which he varnishes and decorates with brass bosses and nails.  

Stoneheart Mountain Distillery

Sitting on a corner just off the beaten path near the East Canal is the low brick building that houses Stoneheart Mountain Distillery. The iron fence surrounding the distillery is normally kept locked, and opened only to allow entry and exit by employees and wagonloads of kegs. The entire place seems like a fortress designed to protect the secrets within. The front door is iron-bound black oak, with a view slot that sits about waist high on a human, through which the dwarves inside challenge visitors and demand to know their business. Carved in relief above the door is an image of a mountain with a barrel in its center. A somewhat sour smell always seems to hang over the place.   Inside, the interior is divided into four major sections — the first, for aging and storage, is lined with kegs and barrels. The second contains stills and distilling equipment — copper coils, tubes, drums and all sorts of exotic apparatus that the average human brewer would find utterly alien and baffling. The third area houses offices, where most of the management and staff work. In the basement, well underground, the dwarves who work here maintain pleasant private quarters.   The distillery was founded by the dwarf soldier Gowan McKean (male dwarf) who arrived in the city a decade or so ago along with with 20 followers, all refugees fleeing the sealing of their clan halls in the Jotunhav Mountains. Almost immediately, Gowan and his dwarves decided that human ales and beers were far too watery and weak for their taste, and — needing a ready source of income — built this distillery.   In addition to the secrets of full-bodied dwarven ales, Gowan had his own secret weapon — Snorri (male gnome), with whom he had struck up a close friendship. Together, they developed a line of beers and ales that has no equal in Westden or beyond. So far, few know that Snorri is the real talent behind Gowan’s famous brews. Snorri tends to sample his own product a bit too much, and often gets himself into a lot of trouble; therefore, Gowan has forbid Snorri to go out into the city alone for his own protection, often sending at least two bodyguards from the clan along with him in case things get out of hand.   In recent months, competition with Brin Zwiescher Breweries has grown increasingly fierce, with the human brewer seeing the dwarves as dangerous competitors. So far, his plans to ruin the dwarves have come to naught, due to his minions’ incompetence and the dwarves’ vigilance, but he continues to try.  

Koole’s Butcher Shop

Luc O’Koole (male human) is a burly man normally clad in a bloody smock, armed with a cleaver. Despite his fearsome appearance, he is a kindly and pleasant individual, who now provides fine cuts of meat for customers throughout the district. His shop sells all manner of fowl, ham, sausage, beef, and venison, both fresh and cured. Among Luc’s best customers are adventurers who use his product to supplement their own rations while in the wilderness. Once a wild adventurer in his youth, Luc has settled down quite nicely and enjoys his new life. He also works with hunters and rangers, butchering and curing meats for 1sp per pound.  

Constables’ Station

Once a small defensive citadel, this is now the constables’ headquarters in the district; a garrison of 25 constables, 2 sergeants, and an officer is present here at all times. In addition to patrolling the district, the constables here are also responsible for maintaining Founders’ Park, a task which some find onerous, but which some of the more artistically-minded constables actually enjoy.  

A Little Off the Top

This barbershop and sometime impromptu dentist’s office is run by Horton McKaigh (male gnome), brother of Norton the Pipe Cleaner. Horton’s shop caters to the little folk, grooming dwarven beards, and giving smart coiffure to halflings or gnomish ladies and gentlemen. In a pinch, Horton can also pull painful teeth, but sometimes requires the help of his two assistants to hold reluctant patients in their chair. Horton has a friendly rivalry with Luigi Sharpshears about who cuts a better coif, but when both are off work, they can frequently be found together either in Underhill or topside sharing drinks and “talking shop”.  

Shylor the Augurer

Shylor (male tiefling) has had strange visions since he was a child, working in his father’s butcher shop. Today, he can still foretell the future through haruspicy, consulting the entrails of slain animals. His visions are so accurate that Shylor is often consulted by influential merchants and Westden politicians. He has no control over his visions, and prefers not to interpret their true meanings, though over the years he has gained a great deal of insight into religious and arcane matters. Using the entrails of animals, Shylor can cast legend lore as a 6th-level sorcerer once per day, and charges 200gp per session.  

Furrier

Dubois Montagno (male hobgoblin) runs one of the largest fur trade concerns on the continent, gathering the finest pelts from traders, hunters and other merchants, then reselling them locally in Westden or shipping them to distant locations.  

Juju Fetish

M’kele Sese Sese (male tabaxi) sits quietly in this shop, selling idols, fetishes, exotic carvings and similar items. He himself crates many of these items, carving them from stone, bone and tropical hardwoods.   M’kele came here years ago from a small island just off the Isles of Calamity, seeking to spread his faith in the outside world. So far, he has gathered a small number of followers, who gather in the back of his shop to perform dark rituals, and so far the cult has not attracted much official attention, as they do not engage in human sacrifice or excessive bloodletting.  

The Broken Camel

Once an eastern wall support building, this structure has been converted into a tavern, owned and operated by Aos (male dark elf). The Camel serves cheap watered-down ales and beers to all (standard prices), but Aos reserves his good stock for other elves (fine elven wine, hidden behind the bar, costs 5gp per glass).  

Parchment Maker

A quiet and efficient craftsman, Vagn (male human) makes parchment and also vellum taken from the skins of goats. He provides paper and vellum to wizards, scribes, and others who need such things.  

Caramip’s Architecture

Scribbled designs, scraps of paper and cast-off floorplans litter the floor of this shop. Here, Caramip (female goblin) comes up with increasingly elaborate and bizarre designs, only some of which are actually feasible. She helped transform the Broken Camel from a broken down city support building into a successful tavern, and has also worked with nobles to create secret rooms and passages. Her shop is often the target of rogues, who hope to discover some of her clients’ secrets among the detritus that litters her floors and shelves.  

Hauk the Sapper

A former miner who learned his trade as a prisoner of the dwarves, Hauk (male orc) and his crew specialize in demolitions. Their special skill is the removal of buildings by undermining them from below and causing them to fall with a minimum of damage to surrounding structures. Today, he holds no special grudges against dwarves, employing several of them as assistants, along with his six fellow orcs. Their services do not come cheap — 10gp per day for a partial crew, 20gp per day for full. He can bring down most simple structures in a single day; bigger buildings take longer and cost more.  

Tar and Pitch

Run by a family of halflings, this business renders conifer trees into tar and pitch. The oldest member of the family Gramma Poppy (female halfling) oversees the business and lets her dozen or so children and grandchildren do all the hard work. Their product is sold to boatmen and roofers, and distributed in small barrels all over the city.  

Caagrah the Dog Trainer

Caagrah (male gnome) was once a goblin spy for the gnolls of the north, but was transformed into a gnome by a cursed ring. Unable to return, he vanished into the streets and alleys of Westden and began to use his skills as a wolf trainer to train guard dogs, who were sold throughout the city. Today, his business continues, and he also trains riding dogs for halflings and other small customers. His kennels are always full, and his guard dogs are noted for their intelligence and viciousness.  

The Second Skin

Glim (male orc) specializes in the sale of exotic pelts. He purchases any out-of-the-ordinary skins, and his stock includes the pelts of tangtals, mastodons, porcupines, catoblepi, and even a small quantity of dragon hide. His wife Caarn (female orc) helps at the shop and actually does much of the actual business, allowing Glim to work his hides. Their relationship is stormy at best, and she has been known to sell rare pelts at a fraction of their cost just to spite him.  

Ka’zic the Tracker

Those looking for a lost criminal, a missing loved one, a kidnapping victim or anyone else who has gone missing would be well advised to visit Ka’zic (male warforged). A relentless tracker and skilled ranger, he is famous for never stopping until he has found his target. Ka’zic has his own agenda aswell — to this day he continues to pursue his own maker, who murdered his wife and children. Ka’zic survived his maker's rampage, but bears the scars of that conflict on his wood-and-iron body. Driven by anger and a desire for justice that borders on vengeance, he often aids the Lyreguard in locating criminals. He does not advertise, relying instead of word of mouth and reputation to keep his customers coming.  

The Feathered Herald

Renald “The Falcon” Corering (male human) and Jorgan Corering (male human) are identical twin brothers, one a ranger and the other a druid, who pride themselves on being able to relay messages to anyone, anywhere, anytime.   Today they live in this structure, surrounded by grounds planted with lush undergrowth, flowers, and trees, and maintain a small flock of hawks and falcons, which have the remarkable ability to carry messages wherever they are needed. Messages can be carried in a small capsule attached to a bird’s leg, or can be transmitted verbally using a speak with animals spell.   Jorgan looks almost exactly like his brother, though his hair is cut short, and he grows a short cropped beard. He wears green leather armor, and a rough wooden club hangs from his waist. Jorgan’s animal companions are hawks, whose shape he often assumes himself. Renald wears his hair long and unkempt, but keeps a clean shave. He favors a dark-mottled cloak over his armor, both for camouflage and to conceal his twin short swords. The brothers have taken in a few apprentices, who tend to the gardens, bushes, hawks, and falcons.  

Dreams of Feng

This one-story structure’s design is out of place for Westden. It is of exotic Emerald Empire architecture; its walls featuring images of jagged mountains and dragons floating among the clouds. Dreams of Feng is a steam-bath and spa, managed by Mistress Wu (female avarta).  

The Rising Dragon

This low, black building is decorated with murals of dragons and mountains, much like the adjoining Dreams of Feng. The Rising Dragon offers exotic dishes from the Far West, a real novelty in Westden.  

Quarter House

A shop that caters to the smallfolk adventurer, this establishment is run by Garret the Wanderer (male halfling) who realized a few years ago that there were few shops on the surface of Westden that specifically served halflings, gnomes, and other smaller non-humans. The interior is quite pleasant, decorated to look like a halfling dwelling, and the main counter is a natural boulder.   This store sells almost everything that a Small humanoid might want, from adventuring gear to clothing and weapons. Garret also has a number of less conventional items “under the counter” — thieves’ tools, thunderstones, Small crossbows and other items that he says are for “professional explorers.” He generally looks the other way when his items are used for illicit purposes.  

The Strong Bow

This shop is relatively new and unassuming. Qynyn (male wild elf) can create a wide range of bows. The interior of the shop is dark and pleasant, smelling of incense, with a number of wooden staves constantly drying and curing over the fire. Qynyn works by the window, using natural light to aid in his craft. His business is quite successful, but Qynyn sometimes disappears for long periods of time — many suggest that he is actually an adventurer on the side, but he also works with adventurers, hiring them to find new spells, components, or fine woods for his wares.  

North Gate

A wide, well-paved road once linked North Gate to the Plains of Mayfurrow and the trade markets of the north. Some folk called this gate the Golden Gate because of the wealth of commerce that it brought in from distant markets that land-locked merchants of the south had little hope of reaching without passing through Westden. However, that all changed centuries ago when the Army of Light marched forth through this very gate to attack and destroy the great Spire of Abatu in the distant city of Alexandria. If that wicked place's hold on northern trade was broken, then the coins flowing into Westden coffers could only increase. Some folk began referring to the gate as the Victory Gate as the host marched forth. Over a year later the Army of Light pursued the retreating Disciples of Abatu southward through the vast wilderlands between Westden and the sea, so that none who marched forth on that triumphant day ever returned to the city, and one of the greatest tragedies of the age unfolded at Rappan Athuk far to the southwest.   Since that time a sense of malaise and despondency has engulfed this gate. With the formation of the Desolation around Tsar, land trade with the far north was virtually cut off and people began to speak of the ill luck to follow those who traveled through the North Gate. Eventually the gate was shut and barred, and the Valley Road was expanded to follow the Great Amrin River and cross over at the Stoneheart Bridge. The North Gate was left to fall into disuse only opening for the occasional wanderer to come from that road. Even the Vinewoods of Vinewood Estate prefer to take the longer detour and enter and leave the city. There has long been talk of simply bricking over the gateway and sealing it, but so far the same sense of malaise that has plagued the gate itself seems to plague the efforts to seal it and such plans have yet to move forward.   During the siege of the Huun, North Gate was the primary focus of their attacks and if anything the citizens of Westden fought off the typical malaise of the gate in their valiant defense of the city, though many complained that fatigue and exhaustion came easier when fighting on its towers and ramparts. Even some captured Huun prisoners complained that assaults on the gate were always more difficult, as if “running through congealed blood” as one such described it before his execution. Whatever the cause, the sense of malaise has returned threefold since the siege as now it looks out not only on the abandoned road but also onto Hel’s Acre as left behind by the besiegers.   Plans still remain to simply wall over the gate, but they have been shelved by the many more pressing needs of repairs to the city. For now the gate remains shut at all times and the guards ever vigilant for things that might emerge from the haze that covers the Acre. The gate is manned by a platoon of 24 Gatesmen led by a captain with an additional 10 Free Defender archers to supplement their numbers who reside in the bastion towers that flank the massive oaken gate. These towers are 30 feet high and topped by parapets with light catapults. Most of the ammunition for the catapults is in the form of great tarry bundles of straw and rags that are set afire before being launched against whatever may lurch out of the darkness. In addition, there are always 1d4+6 acolytes of the Order of Protectors rotated through here nightly to keep an eye on the malevolence of the Acre, and a trained pigeon is always kept on hand to be released to fly back to the House of the Ever Vigilant Guard and raise a general alarm if a major threat emerges.  

Forest Gate

This gate is manned by 8 Gatesmen on the ground. The gate is commanded by a captain. The gate manages traffic from the forests and Freegate to the east. The iron-bound oak of the gate itself is more ornately carved than the other gates to the city, with inscriptions carved in Elven welcoming travelers to the “City of Trails.” The gatehouse towers are garrisoned by 2d6+4 additional Gatesmen.   Each Tower is topped with a ballista. The gate remains open from sunrise to sunset and only opens after dark for travelers with appropriate credentials. All others are pointed towards Tent City to await first light.
Character
In addition to being a haunt of lower-end adventurers, the Outer Quarter is also home to most of the upper city’s non-humans, containing large enclaves of smallfolk, gaians, orcs, and other races. Westden’s elven population tend to find homes in the College, Market, and Guild Districts, and most half-elves are content to mix with the human population as they can. Most of the quarter’s human residents are immigrants who have come here seeking employment or new surroundings.

Businesses
As might be expected for an Adventurers District, there are many inexpensive inns and shady taverns here, along with shops that cater to adventurers selling exploration gear, clothing, weapons, lanterns, maps, and so on. Most of the buildings are residential, inhabited by the many non-human and immigrant residents of the city. There is much cheap housing here, including many tenements and inns with minimal facilities.

District Modifier
+3

Prices
Standard unless otherwise noted.

Gold Piece Limit
400gp unless otherwise noted.

Building Type
Much like Leo’s Well, buildings here are built of wood and plaster; there are few stone structures in the district. The majority are two-story structures. At least half of the district’s buildings are new since the destruction of the siege, and most are of relatively shoddy construction unlikely to last more than a half decade before being in desperate need of major repairs.

Guard Details
The constables maintain a substantial garrison at location, and send out regular patrols. The district is large, so the constables are often overstretched, but they work closely with the Wall Watchers, who can quickly summon aid if major problems occur.

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