Locations
Industrial Market
A reopened marketplace in Kingdom Grand where the city's guilds set up permanent shops after the earthquakes. Home to Arhms and Armaments, the Registry's Index, the Cozy Nook, Brews & Potions, the Augment, and the hidden black market known as The Hideaway.
Items
- Arhms and ArmamentsA weapon and armor shop in the Industrial Market run by Arhm of the Industrialists. Offers a weapon enchantment transfer service and stocks pieces like the Clockwork Crossbow and the Rust-Biter Dagger. Robbed of a dangerous blade during a wave of Industrial Market thefts.
- Brews & PotionsA potion shop in the Industrial Market run by Lilly of The Unbound, offering healing and antidote services.
- The AugmentA fashion and enchantment tailor in the Industrial Market run by the shapeshifting merchant known only as The One. Offers a costly "Finishing Touch" cosmetic enchantment service.
- The Cozy NookA bookshop grown from living wood in the Industrial Market, run by Dewy of Nature's Pathway. Offers a scribing service and stocks the Tome of Self-Cultivation.
- The HideawayA secret black-market shop tucked behind a concealed alley door in the Industrial Market, run by Osborn Tallmen. He deals only with adventurers he trusts, chiefly members of the Adventurer's Guild.
- The Registry's IndexA magic shop in the Industrial Market run by Elise of the Arcane Registry, watched over by an invisible eye. Offers an item enchantment transfer service and stocks curiosities such as Sending Stones and a Bottomless Component Pouch.
Featured In Modules
This lore entry is featured in the following adventure modules:
- A Horse With No NameGuildmaster Thalin hand-picks a party and sends them west from Kingdom Grand to New Arcanum to investigate the caravan of strangely well-guarded stolen keepsakes tied to Cassius and, he suspects, to Biscuit's fate. Given a wagon, supplies, and an unnamed horse they are urged to name, the heroes must survive a week-long trek across the Western Wastes—rationing food and water, weathering a blinding sandstorm that forces desperate choices about what to save, and threading between unstable arcane crystals whose shattering warps magic and flesh. At a rare oasis they drive off a nest of burrowing Giant Scorpions besieging a merchant caravan, earning the gratitude of its leader Elanor Westwind, who escorts them the rest of the way in comfort. They arrive to be welcomed by Guildmaster Alyndor "Aly" Marvale, their business in the desert city still to come.
- All Sales FinalWith the Industrial Market sabotage traced to Biscuit, Master Thalin Fernstride grimly declares him a kill-on-sight fugitive and sends every guild party across Kingdom Grand to find him before the City Watch of Grand can. After a citywide search and a frantic chase through markets, alleys, and warehouses, the party corners Biscuit, where a brief moment of clarity reveals he is a thrall bound by a soul contract to Aurelian before he is forced to attack—and the heroes learn that ordinary magic cannot cure a soul contract. Thalin privately offers a way to spare him, subduing rather than killing him, so the guild can free him another way.
- Perfect ExecutionThe party travels several days outside Kingdom Grand with Biscuit to clear a young Roc's nest from the Fangridge foothills. Between skill-check travel and a fight against a brood of Baby Rocs, the party notices Biscuit never rests, never falters, and keeps fighting through wounds that should down anyone else. The trip ends with an ambush by the nest's Mother Roc on the road home.
- Retail TherapyMaster Thalin Fernstride hosts a bake sale as the Industrial Market reopens in Kingdom Grand, introducing six new shops: Arhm's Arhms and Armaments, Elise's Registry's Index, Dewy's Cozy Nook, Lilly's Brews & Potions, The One's Augment, and Osborn Tallmen's hidden The Hideaway. Between shopping trips the party chases down an escaped exotic cat and a pickpocket, while Biscuit is noted to be spending suspiciously well for a guild member.
- Terms and ConditionsA coordinated wave of sabotage and theft hits the Industrial Market, robbing Arhm's Arhms and Armaments and Elise's Registry's Index. Master Thalin Fernstride sends the party to investigate, and a tracking bead leads the trail back to the Adventurers Guild Hall itself. There, wounded guild members turn out to be Turncoats rigged with a Glyph of Warding, and every clue—footprints, ledgers, a witness's description—points toward Biscuit. The evidence reveals he is bound by a soul contract to the demigod Aurelian, the guild's first brush with the reality of thralldom.