Marshtown: Difference between revisions
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'''Marshtown''' is a small hamlet built atop a marsh northwest to the port of [[Solhaven]]. Resting just outside and northwest of Solhaven, Marshtown is a conglomeration of boardwalks and barrel rafts. The land leading to the piers has been so softened by the nearby Cairnfang River that each step on the ground is a slippery and treacherous one. But that hasn't stopped enterprising townsfolk from building make shift paths and raft walkways to keep commerce flowing to and from the piers. |
'''Marshtown''' is a small hamlet built atop a marsh northwest to the port of [[Solhaven]]. Resting just outside and northwest of Solhaven, Marshtown is a conglomeration of boardwalks and barrel rafts. The land leading to the piers has been so softened by the nearby Cairnfang River that each step on the ground is a slippery and treacherous one. But that hasn't stopped enterprising townsfolk from building make shift paths and raft walkways to keep commerce flowing to and from the piers. |
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The Solhaven [[realm]] consists of several unique buroughs that over time have merged into a larger metropolis associated with the Barony of [[Vornavis]] and its capitol: [[Vornavis City]], [[Solhaven]], [[South Haven]], Marshtown, and the [[ |
The Solhaven [[realm]] consists of several unique buroughs that over time have merged into a larger metropolis associated with the Barony of [[Vornavis]] and its capitol: [[Vornavis City]], [[Solhaven]], [[South Haven]], Marshtown, and the [[Vornavis Caravansary]]. |
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==Shops== |
==Shops== |
Revision as of 11:14, 20 July 2024
For hunting areas near Marshtown, see Marshtown creatures.
Marshtown is a small hamlet built atop a marsh northwest to the port of Solhaven. Resting just outside and northwest of Solhaven, Marshtown is a conglomeration of boardwalks and barrel rafts. The land leading to the piers has been so softened by the nearby Cairnfang River that each step on the ground is a slippery and treacherous one. But that hasn't stopped enterprising townsfolk from building make shift paths and raft walkways to keep commerce flowing to and from the piers.
The Solhaven realm consists of several unique buroughs that over time have merged into a larger metropolis associated with the Barony of Vornavis and its capitol: Vornavis City, Solhaven, South Haven, Marshtown, and the Vornavis Caravansary.
Shops
- Main article: Category:Marshtown shops
Shop Name | Realm | Type | Inventory Sold | Shop Specialty |
---|---|---|---|---|
Aunt Marnie's Solace | Solhaven | eatery | beverages | |
Dead Babs' Pub & Regurgitorium | Solhaven | eatery | food | unusual cuisine |
Delta Desiccation and Rendering | Solhaven | shop | apparel, general goods | jerky, pelts, and hide garments |
Marshtown Chandler | Solhaven | shop | general goods | containers |
Marshtown Eatery | Solhaven | eatery | food | swamp food |
Marshtown Metalworkers | Solhaven | shop | forging materials | |
Slim Jyhm's, Picks 'n Such | Solhaven | shop | locksmith supplies |
Non-Player Characters (NPCs)
- a portly portmaster - Dylid the portmaster, on Fewr's Pier
- a burly dockworker - Thenle the dockmaster, on Glok's Pier
Public Gathering Places
Room Name | Node Type | Room ID | Lich Room # | Shattered |
---|---|---|---|---|
Marshtown Shoreline | Super node | 4744012 | 5732 | 5732 |
Fat Jahck's (Locksmith Pool) | Super node | 4740306 | 28719 | 20965 |
Other Places of Interest
- Between the Haycribs - near the Marshtown Chandler
- Fewr's Pier - portmaster to other ports
- Glok's Pier - passage to River's Rest via the Live Bait
- Penitentiary - three hots and a cot
General Information
Connected to Solhaven via the Market Bridge, Marshtown developed on stilts, barrel rafts, and boardwalks. It is the location of many of the port's docks, and was the resting place of the armored galleon that belonged to Sankir the Bloodfist.
It contains a variety of town services, including a locksmith, furrier, jail, general store, and a well-stocked forge. There are several dining options in the town offering unique and local fare.
Two Premium home neighborhoods are located in town. Cypress Walk is a rural middle class neighborhood built above the marshes and is accessed via a wrought iron gate at the north end of Jag Hill. It features a cafe, a small graveyard, and a chapel within the heart of the neighborhood. Kwagmire Kourt, a rural lower class neighborhood, is built in the swamps just below and is accessed via a rickety wooden gate on Jag Hill, just past the entry to Cypress Walk. A very large alligator serves as a live attraction within the neighborhood where the swamp converges into a large mud pit.
North of Marshtown is an old broken tower which serves a safe resting spot for adventurers. The road to the west leads to North Beach, Foggy Valley, and Bonespear Tower.
Transportation to River's Rest is found on the Live Bait, which routinely moors to one of Glok's Pier. Dockworker Thenle stands watch on the pier and can be asked for more information.
Portmaster Dylid is located on Fewr's Pier at the west end of the Marshtown Shoreline. Dylid can provide passage by sea to other towns and cities with a portmaster.
Sailors here claim that the marsh hides marsh monsters that come out at night to steal your thoughts. Most of the locals claim that it's the ale that dulls their minds and not marsh monsters.