Three-Coin

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Three-Coin
Guilds-Gate to the River Kingdoms
Three-Coin-Arms.jpg
Population
5,000
Human 50% • Halfling 10% • Dwarf 30% • Other 10%
Government
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 (Masters Drinlea Farguard and Eldamar Slatebeard), one Spellwright (Master Dorvigost, a half-elf from Almanni), one Gemwright (Kaegele Mistsinger), and one Stonewright (Morgard Hammerfall).
Defense
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
Trade: Metals, Gems, Jewelry, Stone
Services: Masons, Mercenaries
Organizations
The Guilds: The only real organization of note here is the Guilds.
City Map
Three-Coin.jpg

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. On the levels above the ground floor are living quarters built into the very rock walls, often with elaborately-carved balconies.
  • The Wrightsvault: Another large open vaulted space, the Wrightsvault is the heart of the Guilds operation in Three-Coin. It is several stories high, and is where a great deal of the craftsmen of Three-Coin do their work out of. Generally speaking, the ground floor of a given space is dedicated to a shop open to the public, with workshop space above it, and living quarters on the third floor.
  • The Smelter: A smaller vault, the Smelter is an industrial center with a medium-scale smelter and metallurgy operation, as well as the direct opening into Three-Coin's nickle and copper mines (which also produce prodigious amounts of platinum and choice rubies).

Commerce

Three-Coin specializes in a handful of trades and services. There are no training commerces to be had here of note.

  • Metals & Gems (Trade): In the last forty years, Three-Coin's prospectors have discovered fine veins of nickle and copper with very high concentrations of platinum. As a result, its mines have boomed over the last few decades, producing not just plentiful quantities of nickle (used in myriad alloys, including steel and brass), copper, platinum, and even a fine selection of rubies of myriad hues.
  • Jewelry (Trade): The fine metals and gems of the Three-Coin mines have resulted in a population of finesmiths, who create beautiful jewelry from platinum and ruby.
  • Stone (Trade): One of Three-Coin's oldest trade goods is a fine grey-white stone from a set of nearby quarries, accessed via the Stoneways. Though the products of its mines have long since out-stripped what its quarries produce, the stone of Three-Coin still does a very lucrative trade.
  • Masons (Service): Along with the stone of Three-Coin, it is also home to a large population of stonemasons (though not many architects).
  • Mercenaries (Service): Though both Rudmar's Riders and Baruk Khibil are hired by Three-Coin proper for its defense, they also maintain extra numbers, to rent out small groups of defenders to caravans leaving Three-Coin via the above-ground roads.