Otha's Rest

Otha's Rest is the largest town in the East Ridings.

- Skytooth Circus. A travelling circus currently camped outside of the town.

Bolt Avenue

Clothing and fabric

Nak’s Wares

- Nak, a former travelling merchant who recently lost all his possessions to Gnolls, he has returned to Otha’s Rest in the hopes of starting over again fresh.

Guard House

- Ten-Isles; Lieutenant, the highest ranking guard officer and has a good relationship with the Guild, mostly because he knows they end up doing good in the end so will turn a blind eye to certain odd behaviours and thievery (so long as it’s stealing from the right people).

- Miles, guardsman.

- Helmut, recently appointed guardsman, he is still new to the role, but he’s settling in thanks to the help from his friends in the adventurers guild.

- Deekstra, a dwarven sergeant.

Jail house; adjoins to the Guard House

- Landor; ex-guardsman, conned a group of adventurers and fell in with a warlock for nefarious ends, now held by the guards in the jail.

- ‘Doctor’ Joreau, a self proclaimed genius and arcane scientist. Currently held by the Guard for crimes against nature due to his experiments

- The Goblin King, a human wizard who manipulated goblins to commit crimes on his behalf - currently held by the guards to face justice for his crimes.

- North Wind, a Tabaxi spy, part of the group trying to take the bounty on Downey Cumberband’s head. Really just wanted to run away and never come back again but her views might change now she’s meeting real criminals.

- Giorlomo, a wealthy merchant captured by the Guild for the crimes of tax avoidance and attempted (and possibly actual) murder.

- Unnamed Goblin who attacked the Guild near The Dig.

- Garret, a member of the Fist of Acheron mercenary company from the South Ridings.

- About 20 kobolds. Including Artix the ex-cleric.

- A goblin suffering withdrawal from fungus addiction.

- Dalfin Banks halfling con man hired by the druid to distract the guild.

Mansion District,

All have names the owners presumably thought were humorous at the time.

Bottoms Up

- Geoffrey Hinkinbottom, has a pretty nice house, mostly for tax reasons. Has not got a gambling problem, he’s just very good a losing!

Dun Minin’

- Gunder Grunderson - a wealthy merchant, who dabbles in the sale of rare magical artifacts. He is willing to procure certain “unique” items for you - for a price.

Legitimate Concern, Giorlomo’s mansion, now standing empty. It has been auctioned off to fund the city and a fraction went to the Guild Hall project. The new owner has yet to move in.

Mayoral apartments and government seat

- Mayor Crayn.

Other Merchants

Beanz’

A shop selling a new stimulant drink called “coffee”.

The Little Shop of Warriors and Potions, Potions, Potions.

A very small shop that purveys magical items. A different stock is available each time you visit. If you have a specific item in mind perhaps they can find it for you.

- Niles (an Aasimar) and Terrence (a Tiefling) manage the shop.

- Jaylene, she experimented with a fast action healing syringe which was, she said, very risky; it very nearly killed Rumour the Warlock. Perhaps with refinement she can make it safer. Quett has also tried and it worked a bit better.

Gregg's, a shop that sells biscuits and other baked goods.

- Gregg, the owner and savvy businessman who sold 30 biscuits for 10 gold. Has since gone underground and not seen since.

The Shambles

The main housing district of the city.

Stench Street

Fullers and tanners of leather

Harriet’s Habadashery (also including Diana’s home)

Harriet

Diana is an archaeologist who has been studying ruins and temples and the Old Ones and the Hunters.

Street of Steel

Axes Axes Axes and The Axe Hut; two adjoining shops. They sell axes mostly.

- Tubok, manager of both.

Fletchers

- Carrie Hope, excellent singer.

Breastplates and Things

- Rotdur, a skilled maker and repairer of armour, including full-plate.

The Mended Shield, does not buy magic items. pawn shop. Doesn’t sell anything worth buying for our adventurers but they are likely to handle stolen goods and may have connections with the seedy underbelly of Otha’s Rest.

Donith, a human who must have a bit of demonic blood in him somewhere, just look at those eyes! He doesn’t like handling stolen goods but that’s just part of the pawn business...right?

Taverns Junction Inn, home of the Adventurers’ Guild

- Jonathan; the innkeep

The Fractured Staff, a violent criminal sort of place

- Kirwood, a half-elf, the innkeep, he turns a blind-eye to a lot of criminal goings on, but never a deaf ear, if you catch my drift. Happy to help the Guild if he can see a profit in it or they do him a favour (like kill a bunch of people who never pay their bar tabs).

Chapel of the Gods

A small chapel dedicated to no God in particular, but with a number of shrines for those of various faiths to visit. Currently managed by Bok.

- Brunore, dwarf cleric in the Chapel of the Gods. He used to take care of various religious needs in the town but it turned out he was a demon in disguise. He was siphoning energy from the prayers and the deaths of the townsfolk. Bok killed him in the end.

- Vonrigg, a cleric from a nearby chapel, who was captured by Aubriella, and tortured for information on where her fallen brothers were buried. He was rescued by the guild during their attack against the bandits, and will spend some time in Otha’s Rest for a while working with Bok.

Library of Otha

- Fonkin, Gnome librarian (personal motto; “it’s definitely not a bookshop”)

The Sewers

Some bring fresh water in from upstream and others take...what’s left downstream. These are the upper levels of the tunnels and have been here since the town was founded.

- Louie, the gelatinous cube who keeps the sewers clean.

The Silent Hand hide-out, in one of the maintenance areas. This is now abandoned after the leader of this cell was captured and put in prison.

- Robbynn, now dead.

- Mary, new leader of this cell, whereabouts unknown.

The Underfoot Warrens

Below the sewer level is a dry level of catacombs which contain at least a few cranium rats and intellect devourers. Evidence of mind flayer activity. Nobody in recent memory has ever been down here.

Stables (selling, renting and boarding horses)

The Guild House

Just outside of town on its own section of land there stands a great building. The Goblin King’s gold has been put to good use and the new Guild House is a thing of beauty. There are rooms for all Guild members, a mess hall, smithies for weapon maintenance, studies for magic, preparation, and prayer, and a Hall of Remembrance with the names and plaques of the fallen members inlaid with beautiful quartz.

- Dave, the gnomish architect of the Guid House. He considers it his finest achievement.

The Hill

Just outside of the walls of Otha’s Rest is a hill with a partly ruined keep. It is a place of peace and order dedicated to The Soldier’s God. There is a small hamlet of a few dozen houses clustered around the base of the hill. Their mission is to provide order, justice and defense; while also training those that will in martial skills. This is the home of Tharg. Since the fall of Rhapsody it is now also the home of around 200 of the Wood Folk who have built themselves a community here under the watchful protection of Tharg and Father Daevid.

- Father Daevid, head of the community, once a soldier, now retired from that life.

- Gaelan, elf, Speaker of the Wood Folk. He gave up his position of leader after the Fall of Rhapsody but the people insisted he retain a title, so he is regarded instead as the Speaker and is the one who has dealings with outsiders on behalf of his people, though he makes no claim on leading them or making decisions for them.

- A single warforged servitor rescued by Tharg. Now mostly inert having been cut off from Rhapsody, but will follow simple commands as well as it can.

Otha’s Docks

To the east of the town where the two rivers meet is a dockside area with various fishing and transport industry. Multiple warehouses in the area are managed by the Silent Hand. The sewers beneath are extensive and connect to the sewers in Otha’s Rest

Morris, a dragonborn ship captain.

Sindri Half-Tongue, Morris’s first mate, a dwarf with a very hard head.

The Harper’s Thumb, a tavern.

King Leo the 13th, a tavern.

Ferryman’s Rest, a tavern.