




City of Melkot Locations
by Denis Tetreault
Version 1.1
The City Gates
Main Gate - This is the gate that
all
normal traffic must use into and out of the city. It is heavily guarded
and serves as an inspection station. All people who pass must declare
all
gems and gemstones that they are carrying (including jewelry and
gem-encrusted
equipment or magic items, though the nature of such items is of no
concern
to the guards and inspectors). People, when declaring gems, must fill
out
appropriate forms at the inspection building just outside of the gate.
All gems leaving the city are taxed 5%, as assessed by highly skilled
inspectors,
unless they were brought into the city as personal property and are
accompanied
by the appropriate paperwork that was filled out at the time of entry.
To aid the guards in their inspection, the highest ranking officer
currently
on duty (a lieutenant, usually a 6th or 7th lvl fighter) carries a
special
item. "The Inspector" is an intelligent long sword +2, Int 13
Ego
6, Neutral Good, detects gems (kind and number) in a 20 ft radius and
detects
invisibility
within a 30 ft radius.
Miner's Gate - Only citizens
carrying
a miners' or millers' guild card, or special papers, are allowed to
pass
through this gate. The attached wall and gate extending to the east is
always closed except for the transportation of new mining equipment and
supplies. Only raw gem materials carried by special couriers are
allowed
into the city by way of this portal..
Castle Gate - The most boring station.
Since the abandonment of Melkotia Castle and the few buildings north of
the city, this gate has not used at all. Anyone using this gate is
automatically
suspected of attempting to visit the Castle, considered "suspicious",
and
a report will be filed.
Gate of the Dead - This is the most
feared
post to be stationed at. The guards will allow people throught the
gate,
either into the cemetary or back into the city, only if they are
accompanied
by a priest of WeeJas. Funeral processions are counted when they enter
the cemetary, and counted again before the gate is opened to allow them
back into the city. Any discrepancies are investigated with vigor. No
one
will under any circumstances be allowed through the gate after
nighfall.
Any sounds emanating from the cemetary will never be investigated,
though
they will be reported. No guards of less than 3rd level will be found
stationed
here.
The Walls - Unlike most cities, the
Melkot
city walls are not only patrolled, but the guards are vigilant. They
are
always on the lookout for individuals (mainly smugglers) that are
trying
to circumvent the Main Gate by either attempting to go around the city
and enter through another gate, or by going over the wall. Even the
short
stretch of free-standing wall projecting to the east of the city is
patrolled,
looking for individuals attempting to head south towards the mines.
The Dark City
The Dark City, a large block of buildings in the city's south west
corner,
is aptly named for several reasons. Not only because of the evil and
dangerous
atmosphere of the quarter, but because it really is... Dark. A glance
at
the map will reveal that much of the quarter is filled solid with
buildings,
and from the air one sees a sea of roofs. There are alleys (most of
which
are dead ends) all through the Dark City, however most buildings on
either
side of these alleys touch at their second floors, producing covered,
tunnel-like
paths that snake through the quarter in a dismal, sunless maze. All but
two of the streets that once led into the quarter have been sealed off
by the construction of newer buildings, and one of those
apparent
entrances (the western street) is in fact a dead end (ending at a Black
Guard post). The quarter truly functions as a separate entity of its
own,
segregating itself from the surrounding city of Melkot, which is just
fine
with all involved. Entering the Dark City from the west through the
alley
brings visitors past the Assassins' Guild and a Black Guard post, and
entering
from the east forces visitors past the Thieves' Guild and another Black
Guard post. The east and west doors into the Temple of Marchanter
(formerly
a temple to Heironeous) are sealed. The building can now only be
entered
from the north, and is truly the black heart of the Dark City. The
street
to the south can only be accessed through the Temple of Marchanter, and
all the buildings that line it are controlled by the cult.
There is also an extensive tunnel system below the Dark City, which
can be accessed through the Assassins' and Thieves' guildhalls and
safehouses,
through the cellars of most of the temples and taverns within the Dark
City, and through buildings marked with an "E" on the map. The primary
tunnels are as much a part of the Dark City infrastructure as the above
ground alleys and roads (though there are also many secret tunnels
known
to only a few), and are irregularly patrolled by the Black Guard. The
cellar
of the building marked "E" immediately north of the Temple of
Marchanter
contains a well that taps into the city's water supply system and
serves
as the public water supply for Dark City residents.

City Locations
1 Melkot Keep
Residence of the Lord Mayor, meeting place of the City Council,
headquarters
for the City Guard and City Constable. Built around SD 5450
2. City Barracks
3. Weaponcrafter
4. Garrison Ostler
5. Bonding House and Granaries
6. Bonding/Inspection Station and Guard House
All paperwork concerning the import and export of gems through the
city is performed here, as is the collection of all related taxes and
tariffs.
All single gems of 50 gp or over, and shipments over 100 gp total value
must be registered. See the description for the Main Gate above.
7. City Guard Post
7a. The cellar of this guard post building has a ladder used for
inspecting
a large underground water storage chamber, part of the city water
supply
system.
7b. This station, directly across from an entrance into the Dark City,
is the least-liked assignment within the city guard.
7c. Guards stationed here often visit the Scarlet Mushroom.
7d. This guard post is responsible for the Circle when the market is
open or the Games Arena is active.
8. Black Guard Post
9. Temple of Boccob
10. Temple of WeeJas
The priests of WeeJas are mainly responsible for the upkeep of the
cemetary (what little upkeep it gets) and are in charge of most
interment
ceremonies, though they allow other city priests to assist or perform
appropriate
ceremonies for those citizens that worshipped other gods.
11. Temple of Fharlanghn
12. Temple of Trithereon
13. Temple of Kord
14. Temple of Celestian
15. Temple of Phaulkon and Jascar
The clerics of Phaulkon are entrusted with policing the skies, and
are the only citizens who have been granted flying privileges over the
city. This is done to minimize the possibility of gem-smugglers
attempting
to circumvent the inspection station at the Main Gate.
16. Temple of Erythnul
This is a secret temple hidden within the Dark City quarter.
17. Temple of Incabulos
This is a secret temple hidden within the Dark City quarter.
18. Temple of Nerull
This is a secret temple hidden within the Dark City quarter.
19. Temple of Beltar
This is a secret temple hidden within the Dark City quarter.
20. Temple of Hextor
This is a secret temple hidden within the Dark City quarter.
21. Temple of Marchanter
The headquarters of the Sons of Marchanter
and the Black Guard in the heart of the Dark City occupies the
abandoned
Temple of Heironeous. Dark City dwellers also refer to it as "Melkotia
Hall".
22. Fighter's Guild
Most hiring for personal guards, caravan escorts, and mine guards are
normally done through the guild, but there are no laws mandating this.
23. The Games Arena
While during the Years of Dark Terror (Marchanter Melkotia's rule)
the Games Arena saw some less than enlightened exhibitions, today the
Arena
is used mainly for contests of skill and for city celebrations and
festivals.
Periodically monster kills do happen, however.
24. Mercantyler's Hall and Commodity Exchange
25. Miner's Guild
As a mining town, this guild is certainly one of the most important
in the city.
26. Kelbar Hall
The headquarters of the Melkot Merchant Guild. It was built with money
bequeathed by Danin Kelbar, a wealthy and prominent merchant (now
deceased).
See Location 39.
27. The Circle
Melkot's main market square almost completely surrounds the games
arena.
28. Gemcutter's and Jeweller's Guild
There is a gem vault in the cellar of the guildhall that was designed
by both dwarven engineers and high level members of the wizard's guild.
It has never been compromised.
29. Abandoned Psionicist's Guild
While once a quite prestigious school, the outer planar creatures and
psionically sensitive monsters attracted to the area during the Years
of
Dark Terror (probably due to experiments being performed by Marchanter)
made life almost unbearable for anyone using psionics. The Guildhall,
though
hidden, was easily found out by those entities. A truly massive
infestation
of cerebral parasites finally forced the closure of the Guild, and most
of its members moved on to other areas of the Flanaess. At the time,
some
expressed the belief that the parasite infestation was no accident. The
underground school (beneath the building visible on the map) has been
sealed
since 6061 SD.
30. Academy of Arcane Arts
The Melkot wizard's guild. While it had a very long history already,
it was greatly expanded during the reign of Lord Arabis Melkotia II.
Previous
to the building of Melkotia Castle, the Academy building served as the
home for the Melkotia family, but was then deeded to the guild.
31. Thieves' Guild
This is a secret location within the Dark City quarter. Buildings
marked
with a "T" are safehouses or armed posts maintained by the thieves'
guild
32. Assassin's Guild
This is a location hidden within the Dark City quarter. Buildings
marked
with an "A" are safehouses or armed posts maintained by the assassin's
guild
33. The Scarlet Mushroom
The largest and most famous brothel in Melkot. The best or the worst,
whatever you can afford. Anything goes if you can pay for it. The
madame
of the house is an enchanter wizard, specializing in charm magics.
34. Academy of the Deceptive Arts
The illusionist's guild hall. Some unknown conflict dating back at
least a century caused a split within the wizard's guild, and the
rivalry
has continued to this day.
35. Temple of Pholtus
36. Temple of Norebo
37. Temple of Fortubo
38. Temple of Lendore
39. Danin Kelbar's Estate
The estate has been abandoned for many years, as have most of the
buildings
in the vicinity. The Castle Gate now goes unused.
40. Inn - The Sword and Shield
This inn is frequented by Fighter's Guild members. A huge sword and
shield captured from a fire giant by the barkeep hang on the wall over
the fireplace. The tale the owner tells of the great adventure varies
from
telling to telling, and no one knows what the truth is anymore. But he does
tell a good story! While there are often hired swords between jobs
hanging
out here during the day, the place comes alive with raucous activity in
the evenings. Brawls are common. Prices are fairly low.
41. Inn - The Ivory Pentagram
This quiet inn is frequented by members of the wizard's guild. Just
inside the front door is an inlaid ivory pentagram in the floor of the
tavern composed mainly of baku tusk and other expensive components. It
is designed to prevent outer planar fiends from entering the building.
What only the higher level mages know is that an imperfection in the
diagram
allows baatezu through, though tanar'ri, yugoloths and gehreleths are
successfully
blocked. Only two years ago, several rather terrified apprentices
witnessed
the wrathful frustration of a babau who tried to enter the building
while
polymorphed. It left in a hurry when three high level wizards
immediately
began casting on it from their table. The babau's original intentions
are
unknown.
42. Inn - The Finished Stone
This inn is frequented by mining foremen, owners, gemcutters, and
others
of similar station. It tends to have a more subdued atmosphere and
prices
are fairly expensive.
43. Inn - The Copper Coin
This rather dangerous drinking establishment is a front for the
thieve's
guild. Located at one of the two entrances to the Dark City, newcomers
are as likely to loose their valuables as their health. If a visitor
can
bluff his way around, he may be able to pay for information or hire a
thug.
Prices are low.
44. Inn - The Last Flagon
The sign hanging over the door of this tavern is a painting of a
skeleton
sitting on a headstone, drinking ale, with the ale splashing out of its
ribcage. Being right next to the Gate of the Dead, and located at the
second
of two entrances into the Dark City, makes the name particularly
appropriate.
This is not exactly the busiest establishment in the city, and
strangers
are likely to loose their lives. The tavern is a front for the
assassin's
guild, and the regulars don't take too kindly to intruders. It doesn't
matter what prices are here. You won't be buying anything. ;-) For the
regulars, the prices are low.
45. Inn - The Horse and Cart
This inn, located just outside the city near where caravans usually
set up, is frequented by travellers, visiting traders and local
merchants
looking for good deals. A generally friendly environment. Prices are a
little above average.
46. Inn - The Eye of the Beholder
This inn is frequented by many merchants within the city, and has been
the site of many business deals. Prices are higher than average.
47. Inn - The Melkot Inn
This is the best and most expensive inn in the city. An extremely high
class establishment.
48. Inn - The Mithral Pick
This inn is the favorite of the lower class miners and prospectors.
Empty until the miners get off work in the mid-evening, it fills
quickly
and is always a fun place. Drunken dwarves are a common site. The
establishment
is run by a dwarf who "hit it big" while prospecting in the mountains
to
the west.
49. Inn - The Hooded Lantern
This inn is owned by a retired merchant, and is frequented by other
merchants and tradesmen.
50. Inn - Marchanter's Staff
This is not a fun place. The only inn deep within the Dark City, it
is often frequented by off-duty Black Guard.
51. The Dice of Norebo
A gambling hall run by the clerics of Norebo outside the city walls.
Frequented by travellers and caravan members. What is not known is that
it is also being used as a front for smuggling things in and out of the
city, with traffic being contolled completely by the Sons of
Marchanter.
52. The Last Chance
A popular gambling hall within the city.
53. City Ostler
Horses are only allowed within the city walls on special permit, so
most visitors stable their mounts here for a small daily fee.
54. Retired Alchemist
The residence and former shop of Rathin, a retired grandmaster
alchemist.
Although he sometimes takes on rare jobs, any visits are by appointment
only
55. Locksmith
The owner is a retired master thief, and he is one of the best
locksmiths
in all of the Flanaess. He sometimes contracts the Academy of Arcane
Arts
to use magic in some special locks. He is also known to use poison.
56. Residence
Owner of Marchanter's Staff, Location 50.
57. Alchemist
Caters mainly to the Academy of the Deceptive Arts.
58. Alchemist
Good quality, above average prices. Has a contract with the Academy,
and members get a discount.
59. Estate of Herth Xyrin
Herth Xyrin is currently the wealthiest merchant in Melkot, and wields
a lot of influence at Kelbar Hall. Ironically, he was an intense rival
of Danin Kelbar, and would like nothing more than to rename the Hall
after
himself.
60. Warehouses for trading companies
Always hired guards on duty.
61. Embalmer
62. Scribe
Highest quality and fairly high prices.
63. Mapmaker
Will pay well for old, rare, or unusual maps.
64. Illuminator
Good quality, reasonable prices.
65. Book shop
66. Bookbinder
Good quality, reasonable prices.
67. Merchant
Blank books, some of high enough quality for spell books; scroll paper,
etc.
68. Merchant
Inks, special paper dyes, etc.
69. Scribe
Average work and average prices.
70. Master Gemcutter
Best in the city, above average fees, usually has a backlog of work
because he refuses to rush anything.
71. Gemcutter
Average skill, does not do large stones.
72. Jeweller
73. Jeweller
Specializes in gemstone rings and small brooches.
74. Jeweller
Gemstone necklaces and larger pieces. The highest quality and the
highest
prices. He has made several pieces now in royal treasures across the
Flanaess,
and is currently working on a new piece for the King of Keoland.
75. Jeweller
Repair and resale of used jewelry, resells older gems to other
jewellers
who may place them in new works. Also buys from the thieves guild, but
sends larger stones to be recut in another city.
76. Pawn Broker
Specializes in mounted gems and jewelry. Often ships outside of Melkot.
Buys from thee thieves' and assassin's guilds.
77. Weaponcrafter
Average work, no questions asked. Specializes in bladed weapons.
78. Weaponcrafter
Dosar specializes in bladed weapons. Good quality and high prices.
Often deals with the fighter's and wizards guilds.
79. Weaponcrafter
80. Armorer
Mainly a metalworker, but also sells on consignment leather and padded
armor made by others.
81. Apothecary
A minor alchemist/herbalist that mainly caters to the general public.
Average prices.
82. Fortuneteller
The real deal! Her predictions have an eerily high chance of coming
true. People rarely return, fearing what they might learn.
83. Fortuneteller
A fraud, albeit a very entertaining fraud... therefore, ironically,
alot of repeat business.
84. The Caged Butterfly
Brothel. Average for this sort of establishment.
85. The Succubi's Charms
Brothel, and a pretty low class one at that.
86. The Magician
The commercial branch of the Academy of Arcane Arts. For a fee, spells
are cast, objects identified. They also help the city guard in market
security
and take on escort contracts with caravans..
In the Future...
Details on several specific locations, such as the Academy of Arcane
Arts,
the Cemetary, the abandoned Psionicist's Guild, and more. Hopefully.
;-)
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This page last modified on December 20, 2004