Cetraiatex

**Cetraiatex**

TN Large city (South)

Corruption +1; Crime +3; Economy +4; Law +1; Lore -6; Society -3

Qualities no questions asked, notorious, prosperous, restrictive, tourist attraction

Danger 20; Disadvantages oppressed

***Demographics***

Government autocracy

Population 25,000 (20,000 humans, 3,000 ratfolk, 2,000 half-elves)

Notable NPCs

**Head of the Courts Xoviaa** (LN middle-aged male human aristocrat 14/bard 6)

**King of Thieves Zatook** (CE male human rogue (unchained) 8/fighter 4)

**High Demi-Priest Aligorai** (CG female celestial half-elf sorcerer (celestial bloodline) 6/oracle (heavens mystery) 3)

**Slumlord Ts'kuu** (CN male ratfolk alchemist 10)

***Marketplace***

Base Value 8,640 gp; Purchase Limit 100,000 gp; Spellcasting 7th

Minor Items 4d4; Medium 3d4; Major 1d4

Located in the drier parts of the Southern regions, near the Plains of Grandia, lies the large city known as **Cetraiatex**, often nicknamed the **City of Trades and Tricks**.
 A large and bustling city, it gets its name for being a hub of trade
from other parts of the world, with many foreigners moving here to make
better profit of of their goods; despite the wide cultural diversity,
the city is still primarily dominated by humans, with half elves and
ratfolk being the only other races living within the city walls. It was
thought that, during its beginnings, the city was welcome to other
races, but when cultural differences between other races clashed, all
who dared show racism were banished from the city. After this, the
autocratic council enlisted the "Trading Rights", a series of laws
regulating the rights and wrongs of the city's view of trading-with many
 of their laws centered around how one may not deny the rights to trade
for any reason that does not hamper profit; for instance, a boy wishing
to sell his old donkey to a farmer may not be denied profit due to
personal opinions of the boy or the donkey.

Despite this major trade, many who move into the city will quickly
learn that thieves lurk around the shadows, waiting for the perfect
moment to pickpocket an unsuspecting tourist. These thieves receive
little punishment however, usually a few days in the dungeon or put into
 labor work for a short amount of time; due to this, most thieves have
to gauge how much it is worth it to steal from a merchant. Yet the worst
 of the thieves in the cities are the "plagiarists"-thieves who steal
the items of others only to give them to other merchants for sale, often
 increasing the prices of such items for ridiculous amounts of gold. For
 instance, a normal shortsword will often be painted gold and sold as if
 it was an adamanite sword, or an animal will be sold with fake horns
and wings as if it was a "never before discovered familiar". Such
thieves are often executed, for one of the Trading Rights harp on how
"to steal from one and sell it as your property is worse than stealing
from one and keeping the item for yourself".

Religion wise, the autocratic council-ran by various politics with
one of its members voted to represent the head of the council every few
years-has no negative views on religion, as long as they do not hamper
or harm any form of trade. Thus, while Adankora may have a church focusing on gathering knowledge and experience, the worship of Chatru is forbidden, as her practice encourages fighting against ones allies
and kin. Deities that focus on community, partnership, and creativity
are often welcomed in the city, with many of its good-aligned deities
worshiped at the **Church of Many Wonders**, a huge cathedral ran
every 30 years by a head priest known as the High Demi-Priest;
currently, an eccentric and caring half-elf named **Aligorai** is the High Demi-Priest of the Church, and is open to those who travel for her services or to those who seek redemption.

Half-elves are normally the assistants or apprentices of various
human merchants, while a few sell their own resources, mainly in the
form of mounts, leather or clothing. Ratfolk are the primary merchants
who sell various alchemical and medical supplies, with each ratfolk
focusing on a different resource (e.g. one might sell alchemical
resources for crafting alchemist bombs, while another will sell various
anti-venom).