Marston

Brineven   marston

The second largest city in Brineven since the war, Marston became famous throughout the City-States as the location where the humanoids lost. First the bugbears attacking Brineven fell against the walls and shields of Marston, then later, the orcs inhabiting Darcos were pushed back. The gates of Marston are heavily fortified and manned and the city has a militaristic feel to it. In the Temple district, the Arena Mare is dedicated to Mars, the old Arvanoran God of War. That said, the Marston Lumberyard, east of the city, is the benefactor of logging camps upstream on the Red River and Marston produces some of the best woodworking and woodcarving around.

The location that would become Marston was founded by a group of dwarven miners and their human allies. Below what is now the dwarven neighborhood of Oldtown is a natural volcanic rift safely tamed by the dwarves. In this Fireforge, the dwarves create weapons of quality and power, half of which by agreement are used to aid the war effort.

Below is an overview of the various districts of Marston.

Temple District

Description

The Temple District has two completely different personalities, which are personified by the two most important locations in the district. The Temple of the Ascended is the cities main temple and draws pilgrims, prophets and religious scholars while the Temple of Mars, located in the Circus is the sight of gladiatorial battles and contests of strength and bravery. On Circus days, the district is alive with hawkers, gawkers and rowdy crowds, but other days are more subdued. The hushed voices and quiet on the street more noticeable when compared to Circus days.

Landmarks
Temple of Mars (inside the Circus Mare), Temple of the Ascended

Other Locations
The Onyx Panther (Inn), The Champion’s Flagon (Tavern), Old Anvil Smithy, Norian’s (General Store), The Angel’s Rest (Inn), Chapterhouse of the Sword (Fighting School), Hallaxim’s Woodturning, Den of the Divine (religious shop)

The Garrison

Description
One of the quietest parts of the city, well patrolled and safe. The Garrison is the home of the cities various military and city watch units and most businesses in the Garrison cater to the soldiers and watchmen.

Landmarks
The Master’s Hall (Main Barracks), Stone Shield Keep, Lord Mayor’s Court, Halls of Vigilance (Courthouse and Shrine to Bahamut)

Other Locations
The Courtyard Inn, Watcher’s Roost (tavern), Landorn’s Armaments, Bode’s Well (general store and pawnshop), The Birch Block (furniture-makers), The Compound

Oldtown

Description
When the dwarves who mined this region discovered the magma vents below the cities, they built a small enclave aboveground. The humans of the region settled with their dwarven allies and the village or Marston was formed. Oldtown was built on the bones of this original village. Once considered the wealthiest district in the city, when Darcos fell to the orcs, many of the Darcan refugees used the last of their savings to buy up property in the district. Soon, the old village was overcrowded with Darcan refugees who had no way to support themselves. Outside of the dwarven neighborhood, the manors and rowhouses of the wealthy have turned into tenements and cheap housing overrun with extended families.

Landmarks
Temple of Moradinnar, The Fireforge

Other Locations
Gallinar’s (Inn), the Old Livery (Stables), Throyd’s Gems, Ordhelms Beds and Tables

Riverside

Description
The hustle and bustle of business and commerce drives Riverside during the day as rivercraft load and unload cargos. The afternoon marks the return of the fishermen and the opening of the fishmarket while later, the action shifts to into the red-light district while respectable merchants find better accomodations further away from the docks.

Landmarks
Riverside Marketplace, Fishmarket

Other Locations
The Flaming Palaquin (Inn and brothel), Cyranoc’s Horn of Plenty (dive tavern), The Screaming Goblin (rowdy tavern), The Midnight Matron (brothel/tavern), Rangild’s Livery, Amberoot’s Apothecary

The Commons

Description
The Commons can be called the true heart of Marston. Businesses with homes and apartments above dominate the main streets of the Commons, while private homes can be found on many of the side streets. During the day, the Commons is always busy as people buy, selll, and trade throughout the district and others pass through the Commons on their way to other places in the city.

Other Locations
Malgrin’s House (Inn), The Daring Dryad (tavern), Farin’s Flying Carpet (Odds and Ends), Yarranlark’s Carpentry, Nolina’s Cabinets, the Lutery

Emerald District

Description
Broad, wide roads divide the private yards of the well-to-do in the Emerald district. Greenery is in abundance, even if the trees and shrubs are behind stone walls and metal gates.

Landmarks
College Arcane, Prism Hall, Order of the Golden Bee

Other Locations
The Rune and Stein (Inn), Mhyrr’s Creative Carvings, Kyvaran the Sage’s (Manor), Bescoby House (Noble House), Arythan’s Lutes and Pipes, Urinn’s Fine-Finish Furnishings

Carter’s Row

Description
This neighborhood stands outside the Westgate into the city. Many merchants, traders and caravans go no further and do a bustling business here without the need to enter the city and deal with the increased security.

Landmarks
Carter’s Commons

Other Locations
The Trumpet’s Call (Inn), The Horse and Cart (Inn), Grayfeather’s Stables, Sennen’s Wheels and Wagons, Nadeth’s Blacksmithy, Smokeblower’s Pouch and Pipe

Shacks

Description
The poor and destitute live in Shacks, renting themselves out as cheap labor to merchants and traders alike, when they can get work at all. The Sun Fane has set up a shrine to minister to the people, but its Prefect, Ryel Perriel is annoyed that many of “his” flock still seek out the witch “Mother” Oshild before the church.

Other Locations
Sun Fane Shrine, Mother Oshild’s

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Marston

The World of Arith Autumnfyr