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The Under-Market

The Under-Market

The Under-Market

Overview & Aesthetic

The Under-Market of Dal-Dur is a sprawling, chaotic subterranean bazaar that occupies several massive caverns beneath the city's residential wards. It is a place of intense sensory overload: the smell of exotic spices and roasted meats competes with the scent of coal smoke and machine oil; the sounds of a dozen languages being spoken simultaneously echo off the stone walls; and the dim light is provided by a patchwork of Aether-lamps, torches, and glowing mushrooms.

History & Lore

While the upper wards of Dal-Dur are strictly regulated by the High King's laws, the Under-Market exists in a state of "functional lawlessness." It is the only place in the mountain where the various races and factions can trade without the interference of the Mining Consortiums. It is a hub for smugglers, information brokers, and those looking for items that are considered "taboo" or "dangerous" by the dwarven authorities.

Points of Interest

  • Smuggler's Row: A series of hidden docks and tunnels that connect the market to the outside world and the deeper mines.
  • The Spice-Vaults: A section of the market dedicated to exotic goods from the surface, often guarded by mercenary muscle.
  • The Pit of Bargains: A central arena where disputes are settled through non-lethal combat or high-stakes gambling.
  • The Shroom-Gardens: A quiet corner of the market where deep-gnomes grow and sell rare, magical fungi.

Local Factions & NPCs

  • The Market-Masters: A loose council of the most powerful merchants who keep the peace (mostly to ensure trade continues).
  • The Obsidian Scale: A secretive cult that uses the market as a recruitment ground and a source of illegal materials.
  • "Shorty" Glimmer: A deep-gnome broker who can find anything for the right price, provided you don't ask where it came from.

Environmental Hazards / Mechanics

  • Chaotic Crowds: The market is always packed. Moving through the main thoroughfares is difficult terrain for anyone who doesn't succeed on a DC 10 Dexterity (Acrobatics) check.
  • Pickpockets: Any character who is not actively guarding their gold has a 10% chance per hour of losing 1d10 gp.
  • Acoustic Echoes: The cavern geometry makes it easy to eavesdrop. Intelligence (Investigation) checks to gather rumors have advantage, but Stealth checks to avoid being overheard have disadvantage.