Three-Coin
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Guilds-Gate to the River Kingdoms
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Population
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5,000
Human 50% • Halfling 10% • Dwarf 30% • Other 10% |
Government
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• Council of Masters: Like most Guildstowns, Three-Coin is run by a council of all the Guilds Masters that call the settlement home. Three-Coin has five Masters on its council: two Mercantilists', one Spellwright, one Gemwrights, and one Stonewright.
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Defense
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• Rudmar's Riders: Three-Coin's outer defenses and caravan routes are defended by the light cavalry and horse-archers of Rudmar's Riders, a mercenary company.
• Baruk Khibil: The inner security of Three-Coin is maintained by the Silver Axes, a branch of the famous dwarven mercenary company. |
Commerce
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• Trade: Jewelry, Stone
• Services: Mercenaries, Spellwrights |
Organizations
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• The Guilds: The only real organization of note here is the Guilds.
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City Map
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After Three-Coin was rescued from the grip of a tribe of kobolds by the Company of the Rose & Thorn, it was quickly turned back into a major thoroughfare on the Stoneways for the Guilds. When Liminal fell, a great many of its Guilds refugees ended up here, and it quickly had to expand to accommodate them. In the fifty years since, it has been expanded into several additional chambers, and its Stonegate shifted to a deeper point of access.
Currency
Like most Guildstowns, Three-Coin uses Guildscoin exclusively.
Districts
- The Outpost: Once the sum total of Three-Coin, this very defensible spot has been turned into the holdings of the mercenary companies that defend Three-Coin, Rudmar's Riders and Baruk Khibil.
- The Great Market: The central vault of Three-Coin, the Great Market features several inns, a massive open-air market and the Stonegate. Arrivals coming in through the Stonegate have a ramp to climb to reach the market, and the sheer cliffs on either side of them as they climb are manned by crossbow-wielding Baruk Khibil mercenaries ready to not only rain quarrels down on foes, but to unleash controlled rockfalls on enemies.
- The Wrightsvault: Another large open area
Commerce
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