Location: City of Kokand
Primary Function: Residential/Adventurer
Primary Social Class: Low to Middle
MAPS TO MIDTOWN (map key at bottom)
PLACES OF NOTE
- The Bull and Bear Armory,
- Altive’s Emporium,
- The Red Veil,
- Tismath’s Oddities,
- Kelo’s Weapons,
- Posting Wall (no link yet)
Midtown is bounded by the King’s River on the north. But where the river dips south (at Carver Lane), the border veers north to Golden Elm Way to run along the Necropolis wall.
Farther east, Midtown continues right up to the Cliffs of Lost Wishes and the Warrens, and to the south the district ends at Iron Street. The boundary between Midtown and the South Market is rather vague—it amounts to a diagonal line drawn between the north end of Carriage Row and the ramp up to Oldtown. The western border then runs north up along Dalen’s Cliffs.
Midtown is actually twice as big as any other district of Kokand. Frequent motions have come before the City Council to subdivide it into two separate districts. Holding up the motion’s passage, however, is the furious debate among merchants, business owners, and city administrators as to exactly where the new border should go. If the parties ever manage to settle this issue, this division likely will happen.
Perhaps most significantly, Midtown is where the adventurers live, congregate, make their plans, and return with their treasures.
Comprising the square itself and the area surrounding it in about a five- or six-block radius, Shark’s Square lies near the center of Midtown, on Center Street between Tavern Row and Lower God Row. It serves as a central focus for adventurers who come to the city.
A fourteen-foot statue of the Savior of Kokand stands in the center of the square before a round fountain. Aside from hosting a number of businesses, most of which cater to adventurers, Shark’s Square also contains the main entrance to the Undercity Market: a wide staircase right behind the statue.
Businesses in the actual Shark’s Square (not the entire neighborhood) include The Bull and Bear Armory, Danbury’s, Altive’s Emporium, The Red Veil, Tismath’s Oddities, Kelo’s Weapons, and Amy’s Hostel (a low rent hostel, no specific entry).
Shark’s Square neighborhood includes the nearby infamous Tavern Row, a street of many bars, inns, and restaurants.
Probably the most important part of the district is the Posting Wall (no link yet), where postings of jobs are kept for adventurers.
Named for its greater than normal volume of trees, shrubbery, and grassy lawns, the Emerald Hill neighborhood is a favorite among the elves. It is generally considered one of the nicer, safer neighborhoods in Midtown, if not in all of Kokand. Unlike the rest of the city, here the buildings are almost all uniformly made only of wood (no stone). Most are built in the elven style, with sloping span roofs and an angular or curved rather than rectangular layout. Tree-lined boulevards are common in the area, as are small but verdant parks.
As the city has a total elf population of about seventy-five hundred, all local elves by no means live in this one neighborhood. That said, most of the thousand or so people who do live in Emerald Hill are elves and half-elves.
At the heart of Emerald Hill (at the literal top of the hill) lies a walled compound known as Iridithil’s Home. The compound has a small temple, a number of gardens, and other services, but it primarily offers elves an elaborate inn and restaurant. Here, some of the city’s more prominent and influential elves congregate in sur- roundings free of other races.
Once the Fairbriar neighborhood was a community devoted to gnomes and, to a lesser extent, halflings. In the last twenty years, however, enough humans and elves have moved into the neighborhood to change the tenor of the place. Now Fairbriar, located just south of Emerald Hill, is home to about two hundred- fifty gnomes, one hundred halflings, two hundred humans, and around one hundred elves.
About half the houses and tenements in this primarily residential area are sized for short folk: The doorways are only four to five feet high, and the windows stand only two feet from the floor.
Fairbriar gets its name for the street that runs through the neighborhood, known for a number of good restaurants and a handful of shops that cater to the needs of smaller folk (Small-size clothing, furniture, tools, and so on). Humans and elves have moved into the neighborhood in recent years because of the area’s proximity to an excellent school and a number of good eater- ies. Some of the finest musical instrument shops are found in Fairbriar.
A few thousand halflings reside all over Kokand. Of all the nonhuman races, halflings seem least interested in keeping to themselves. They enjoy mixing with other races—particularly elves and humans, whom they quite like. The more clannish halflings, however, live either in Fairbriar or Katterwood. Populated almost exclusively by halflings and humans, Katterwood is a friendly and welcoming place, often filled with music.
The central square of Katterwood, known as Jurrin’s Plaza, is filled with the traditional nomadic pony-wagons that halflings employ as they travel. Most are very old and haven’t moved in decades.
The southern strip of Midtown is named after the neighborhood’s longtime nickname. Mostly an extension of the Guildsman District, the Longbottom area is filled with a strange hodge- podge of warehouses and tenements, with a few private homes. In this rough neighborhood, many of the older buildings stand empty and aban- doned today.
Once a simple but large park not far from Emerald Hill, the Mane is now the primary domain of the Amarak Refugees. Standing in the Mane, which is filled with tents and small campsites complete with cookfires, does not feel like standing anywhere else in the city. You can almost forget you are in the middle of a large city.
The folk of the Mane have no sense of land ownership, adopting the more communal aspect of the tribes of the south. Thus, anyone—even a nonAmarak Refuge, in theory—can come to the Mane, pick a spot, and call it home. The nearby folk, if treated nicely, might even give the newcomer a bedroll and some food. Nevertheless, most obvious outsiders, specifically non-Amarak with no Amarak to vouch for them, may find only a reception of cold, intimidating stares and clear distrust. Not everyone can find a welcome home here.
The City Watch does not patrol the Mane—not out of fear of the place, but because there’s no need. The Amarak take care of their own, keeping the peace and maintaining order. They would not think of turning over a thief to the guards. They would deal with him on their own, and probably quite harshly. Despite the fact that most people avoid it, the Mane may be one of the safest places in the city for someone looking to avoid trouble and willing to show the other inhabitants some respect.
In the Orc tongue, the word for home is “narred.” The Orcs of Kokand are few in number, except when compared to other cities, and almost all seven hundred or so call this neighborhood home. Not surprisingly, most of the structures here are single story and, according to the Northern Orc Tribe tradition, long and narrow.
MAP KEY – Location # then Name
- 167. Passeon’s Meats
- 168. The Open Kitchen
- 169. Sadie’s Rest
- 170. Cloud Theater
- 171. Godam Martinelli
- 172. Vaetrus’ Wood
- 173. Iridithil’s Home
- 174. North Point Restaurant
- 175. Old Goose
- 176. Exotic Stables
- 177. Midtown Dance Hall
- 178. Tillie’s Furnishings
- 179. Shar’s Music
- 180. Norber’s House
- 181. Trumnaught’s Academy
- 182. Old Lady Coss’
- 183. Good Eats
- 184. Copper Kettle
- 185. Rat’s Nest
- 186. The Griffon
- 187. Shark’s Square (all stores above in visited link)
- 188. Nubble’s Music
- 189. The Goat
- 190. Black Swan
- 191. Row Bathhouse
- 192. Hell’s Door
- 193. Onyx Spider
- 194. Sallin’s Bakery
- 195. St. Gustav’s Chapel