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The Under-Market

The Under-Market

The Under-Market

Overview & Aesthetic

The Under-Market is the bustling, chaotic center of commerce and social life in Dal-Dur. It is a massive, multi-level cavern where the air is filled with the sound of haggling, the clinking of coins, and the earthy aroma of roasting mushrooms and fresh-brewed ale. The stalls are carved directly into the rock walls or made from heavy timber, illuminated by a chaotic mix of lanterns and glowing fungi. Unlike the rest of the city, the Under-Market is open to outsiders (with proper permission), making it a melting pot of subterranean and surface cultures.

History & Lore

For as long as Dal-Dur has existed, its people have traded with the world above and the world below. The Under-Market was established as a neutral ground where the city's wealth could be exchanged for the food and surface-world luxuries the dwarves cannot produce themselves. Over centuries, it has grown from a simple trading post into a sprawling urban hub that never truly sleeps. It is the only place in the citadel where the rigid Stone Law is slightly relaxed to accommodate the flow of trade.

Points of Interest

  • The Iron Exchange: The central plaza where bulk ore and refined metal are traded for surface-world grain and livestock.
  • The Mushroom Gardens: A series of tiered terraces where a dozens of varieties of edible and medicinal fungi are cultivated.
  • The Deep-Breath Tavern: A popular resting spot for travelers and miners, known for its extremely strong (and flammable) dwarven spirits.
  • The Golem's Alley: A row of specialized workshops where clockwork components and minor magical items are sold.

Local Factions & NPCs

  • The Market-Masters: A group of influential dwarves who regulate prices, resolve disputes, and collect the "Anvil Tax."
  • The Shadow-Traders: A secretive network that deals in rare artifacts and information that the High King's Guard would rather see suppressed.
  • Krix the Smuggler: A remarkably agile (for a dwarf) merchant who always seems to have "exactly what you need" for a slightly inflated price.

Environmental Hazards / Mechanics

  • Overcrowded: The dense crowds make the market difficult terrain for anyone not of Small or Medium size. Group Stealth checks here are at advantage.
  • Earthy Aromas: The strong smells and humidity require a DC 10 Constitution save to avoid being "Scent-Dazzled" (disadvantage on Wisdom (Perception) checks for 1 hour).
  • The Anvil Tax: Any item sold in the market is subject to a 10% tax. Failing to pay the tax results in a 1d4 hour detention by the Market-Masters.