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1. Garak's General Store and Tavern
These twin buildings serve as Store, Tavern and living quarters for the human Randal Garak and his family. Garak is of middle age, with a large paunch and little hair. His store sells general merchandise and the tavern next door is a frequent watering hole for the merchants of the area. Garak works both locations with the aid of his wife Kayla, their daughters Mindy and Mandy and their son Olaf. Olaf is only twelve years old and serves as buss-boy, waiter and bartender while the twin girls act as kitchen help, serving maids and waitresses. Both girls are in their early twenties and are lovely to look upon, much like their mother. Kayla manages the general store and helps out on occasion in the tavern. She too is lovely and, as it turns out, quite lonely. With Garak being so busy at his businesses, and not being the man he once was, Kayla has begun numerous affairs with prosperous merchants and Legion officers. Unfortunately, her daughters have inherited her promiscuity and are also "active" amongst the city's more eligible bachelors; and even a few who aren't bachelors. See this location on the map.

2. Gardan Stonechest's Smithy
Gardan Stonechest is a massively built dwarf who runs and operates this
smithy and armory. His name comes equally from his barrel chest and also from an incident wherein he was attacked by goblins while foraging outside the city. His companions saw him hit by no less than three goblin arrows, all striking him in the chest. All three...shattered. Gardan and his companions killed several goblins and forced the rest to flee. Now, his nickname is so common that no one remembers what his actual last name might be. Gardan is gruff and direct, like most of his kind, but his equipment and armor are of the finest quality. He works in the smithy, alone. See this location on the map.

3. Senator Edward Merik's Residence
This two-story home is the residence of Senator Edward Merik. Merik is a solidly built human of middle years who served with distinction in the Legion, rising to the rank of Primus Pilus and commanding the Praetorian Guard for a time. He is a capable soldier and a shrewd politician. Unlike some of his colleagues, Merik supports the idea of sending adventurers out into the world as scouts and emissaries. He knows that, while well-trained, the Legion is few and would be overwhelmed should it encounter a great force in the field. He wishes the adventurers to serve as "tripwires" to alert the city to any dangers massing beyond their borders. Merik lives alone, his family having died some years before from a disease which ravaged Il Senso De Acqua. The home is well cared for by several retainers. See this location on the map.

4. Lady Abernathy's Clothiers
Run by a human woman of small stature and questionable background, "Lady" Ruth Abernathy is a seamstress and gossip of some renown. Her clothes are well made and priced above average for their type, but in addition to the clothing one can receive information about the goings-on in the back rooms and bedrooms of the city with a profitable purchase. Her proximity to Garak's home has made Kayla Garak's indiscretions almost common knowledge with only poor Garak seemingly unaware. See this location on the map.

5. Home of General Longinus Merik
This two story wooden structure is the home of Il Senso De Acqua's military leader, General Longinus Merik. Merik, the younger brother of Senator Edward Merik, is strikingly handsome and well-muscled. A devote follower of Heironeous, Merik attempts to instill in his army the same fervor and dedication to duty that he possesses. He is a charismatic leader and one of the best warriors in the city. He has never taken a bride, a fact that renders both hope and distress to many single women in the city but is rumored to have had a torrid affair with Mandy Garak. Merik opposes the idea of adventuring parties leading the city's expansion, feeling his soldiers are more than able to the task. Merik allows some of his officers to live on his grounds in small huts, to afford them some measure of rank and privilege, rather than having them bunk with their men. See this location on the map.

6. Keen Edge Weapons
While hardly original in name, this shop boasts some of the finest weapons in the city. The smith, a gnomish man called "Hammer" appears as a dwarf with no hair. He is small, widely built and heavily muscled, quite unlike most of his kind. Rumor has it that there is in fact Dwarf blood in his veins. Hammer is jovial and pleasant and will often forsake work to sit, smoke and talk with customers or passersby. Thus, any custom work commissioned from him is usually overdue. Keen Edge offers a wide variety of weapons and almost anything desired by a soldier or warrior can be found here. See this location on the map.

7. Merchant Homes
These well-built single story buildings are home to several of the prosperous merchants in the district. Most employ at least one servant for housekeeping or meal preparation duties. See this location on the map.

8. Strange Home
This large, three story building is in need of repair. While not an eyesore, its walls are chipped and its roof shows many missing tiles. Several shutters lie half-off their hinges and the grounds are somewhat neglected. No one has seen the person who lives within. Her name is reputedly Sarafina Goldenrod; an elven woman who might possibly be the oldest resident of the city. Two small huts guard her front entrance, with two elven guards living in each. Each night they patrol the grounds and anyone foolish enough to attempt to gain entry to the home is given a sharp warning. Repeat offenders have, in the past, been killed. These guards never speak of their mistress, and some suspect a geas has been placed upon them never to reveal her secrets. The Emperor and Senate would like to do away with Sarafina, if she in fact lives there, but realize an open confrontation would rouse the ire of their Elvish inhabitants. So, Sarafina Goldenrod is permitted to exist in her self-imposed exile. See this location on the map.

9. Main Market

These shops and stores are the main market for the city. Hawkers and vendors via with each other for the scarce coins of the citizens. With all the competition, the prices are below average but a person must engage in modest haggling (often dragging other merchants into the fray) to gain a good bargain. See this location on the map.

10. Metal Incorporated
Formed by a small group of Halflings, Gnomes and humans, these buildings work together to compete with the far more ably manned and noteworthy smiths of Stonechest and Keen Edge. Providing arms and armor at low prices, these merchants have carved a niche for themselves with the lower ranking soldiers of the Legion, who cannot afford the higher quality arms provided by the other smiths. Their creations are decently crafted and their selection is second to none. Their skills are not exceptional, however, and custom work is usually beyond them. They would like nothing better than to hire or attract a smith who could produce items of the finest quality such as those sold down the road. See this location on the map.

11. Home of Senator Appolonia Carpathes
This modest two-story structure serves as home to Senator Appolonia Carpathes and her daughter Sirene. A small hut in the back of the property houses her manservant, Gilles. Appolonia is a statuesque and regal human woman of middle years. Her appearance belies her age, and many would take her for a woman half her age. She is a vicious and capable debater who believes (somewhat correctly) that a female is looked upon less seriously than a male in city politics. She knows what she wants and will attack relentlessly to gain it. When she stands to speak at Senate, the men cringe. Her daughter wants nothing to do with politics, a fact that causes many hard feelings between the two, and Sirene often runs away from home to escape her mother's frequent instructions on being "ladylike" and "proper". Sirene is 18 years old and strikingly beautiful, with a penchant for getting into trouble. The Legion always returns her home however, and anyone she has been caught in the company of is usually dealt with harshly. See this location on the map.

12. Slaughter Houses
These buildings, locatable by their smell long before they can be seen, are where the animals of the Agricultural district meet their fate. They are skinned,
and sectioned up into choice cuts of meat, then hauled down the road to the meat market. As with Senator Tarpas, Senator Carpathes despises the odors which waft their way to her door via the ocean breezes. Manned mostly by criminals and those with orcish blood, the work is brutal, dirty and difficult. Many violators of the law are sentenced to a term of labor here. The waters near the slaughter houses are now home to sharks, crocodiles and other aquatic horrors which come to feast on the cast off carcasses and unwanted flesh. See this location on the map.

13. Meat Market
These shops sell the meats brought over from the slaughter houses as well as fish and seafood dredged from the bay; though the latter is becoming increasingly scarce. Most of the meat is quite fresh, but the buyer should be wary that an unscrupulous merchant is not trying to extend his profits by passing off yesterday's leftovers. See this location on the map.

14. Legion Barracks
These slate buildings house a Century of Legion soldiers whose duty is to patrol and protect the Merchant District. Usually deployed in seven man patrols, led by an Optio, these men are tough and professional. Most merchants encourage them to pass their shops regularly by offering free food, drink or small items in tribute. Since crime in the city is rare, this practice seems to have become more ritualistic than practical. See this location on the map.

15. Public Baths
Located throughout the city, these bath houses serve as meeting houses and places where friends can congregate and socialize. The bath houses are enclosed and are actually made up of many small baths, separated by low dividing walls which, while blocking line of site, do nothing to block sound. The bath houses are segregated into a male and female side. Several small baths in each section are further separated to provide further privacy. A good deal of politics and planning goes on in these bath houses. Those with keep ears can learn much by spending time here. The cost of a bath is moderate and the bath houses are manned usually by Halflings who act as towel bearers and messengers. See this location on the map.

16. Gladiatorial Barracks
The arena is the heart of Il Senso De Acqua. And within these walls the blood of the heart is made. Athletes of all kinds come to live and train here under the none-to-gentle tutelage of Scipio, the headmaster. Scipio is a massive human male whose body is crossed by a myriad of scars. He wears only loose britches and carries a whip. While actual gladiatorial battles are rare, and never intentionally to the death, and the bulk of arena events are sports related, Scipio sees little difference in a runner or a gladiator. He treats each the same. What can be said for this rough training, however, is that those who graduate from Scipio's school are the better for it. See this location on the map.

17. Worker's Barracks
Those who work and serve in the area, as groundskeepers, beast handlers, food vendors or weapons caretakers, live here. Currently there are about forty individuals who occupy these two, single story buildings. Each buildings contains a common room with bunk beds, a small kitchen area and an indoor lavatory. See this location on the map.

18. The Arena
The Arena. All know of it and nearly all have been there. The massive building can seat nearly the entire population of Il Senso and its sandy floor can accommodate massive battle reenactments or chariot races. There are games held every month with a week long celebration taking place at harvest time. Most games are sports related; running, wrestling, jumping, the vaults etc. These are gladiatorial games as well, which are usually fought to first blood or with wooden weapons. Of course, there have been deaths. While the Emperor presides over the larger festival related games, usually one of the Senators will fill in as head of the games on a month to month basis. There are several small rooms under the arena where supplies and materials are kept, but no elevators or passages under the arena floor due to the high water table. See this location on the map.

19. Abercrombie Estate
This residence is home to the merchant Sinius Abercrombie. See this location on the map.