Dimshore

Lying in the shade of the towers of the central districts, Dimshore hosts the city's black markets, gambling halls, and other disreputable establishments. The region is appears somewhat small, with it's low buildings and empty lots, but in truth, it contains massive systems of underground tunnels and dug-in speakeasys; this factor makes it a favorite of dwarves, halflings, and kobolds. Infighting between the groups is common, and the territory is split between the Ironbroom, Leadfoot, and Tikarxi gangs which each represent one community. What peace exists is kept by the influence of the two broader thieves guilds, known as The Wind and The Profit. - Wardmaster: Brick Broadfeet (halfling) - Industries: Crime, Gambling, Sexwork

### Available items from shopping

* Liquors and Wine
* Recreational Drugs
* Mild poisons
	+ "The Dimshore Special" - 1 Gold - Poison - when consumed the target makes a DC 14 Con save or becomes poisoned for 24 hours
	+ "The Dimshore Surprise" - 5 Gold - Poison - when consumed, and then at the beggining of each subsequent hour until they fail, the target makes a DC 14 Con save or becomes poisoned for 24 hours
* Fish
* Exotic Aquatics
* Stolen Goods
* Criminal Toolkits

### Locations of Interest

The Negotiable Beau - Proprietor: Polonia Ironbroom (Dwarf) - With views over the bay and a well trained janitorial staff, this is the priciest brothel outside the Central City. It hosts citizens from across town with unfortunate mixtures of needs, tastes, and limited budgets, and Polonia keeps track of all of them. Beds have become harder to come by since the flooding of the Pan; rumors tell that the Beau plays headquarters for the Ironbroom clan. Supposedly dwarven tradition demands that the wealthiest elder available host the clan's meetings, so Polonia must take the role until Ronze can build a new headquarters.

Buoqet [sic] - Proprietor: Desmond Longstocking (Halfling) - The single story club that serves as both hat and doormat to the Buoqet will inform anyone looking for company that they're "standing on a deep hole fulla deep holes." The hedonistically dingy, cramped atmosphere and low editorial overhead allows this brothel to offer the best value deals in the city, and its patrons appreciate it, even if they don't appreciate all the stairs. A great place to catch a vinerial disease.

The Upstanding Citizen - Proprietor: Shezzik Tikarxi (Kobold) - The designs of the Citizen are a sight to behold: a massive circular tower, seven stories tall, built from pale white stone and topped a marble dome (and a fountain). Fortunately, only three stories of the tower have been finished so far, though Shezzik puts a little coin aside every day to add the next layer. The Citizen's business model is in specialty services, those not offered by other establishments; the less said about the neccessary inputs and waste products, the better. Shezzik takes a distanced and professional approach, and while most of the peripheral staff are also kobolds, both the clientelle and the primary contractors are primarily mammalian.

Willing Wages - Proprietor: Anthony Kozar (Human) - this broad pub serves booze and thieves in equal servings. Whichever one you come for, you're liable to have to fend off the other anyways. A great place to find pickpockets, lockbreakers, and thugs, or to catch an occasionaly trained representative brought in by The Wind.

Privateers Privacy - Proprietor: Thul Mubark (Orc) - dug into the first stretch of rock a sailor finds while stepping into the port, this humid tavern serves smugglers and pirates that would rather not be caught moving through the upper city. With a dozen trick doors and hatches into the sewers, the place can be empty of patrons by the time guards make it to the front desk, and often is. Here, those looking to move items into or out of town or to do a little violence out on the waves have their pick of a big, murderous litter.

The Pan - Proprietor: Ronze Ironbroom (Dwarf) - a broad underground complex, once the headquarters of the Ironbroom clan before a surprise earthquake sunk the place and the clans fortunes.

Piuqed Pecks - Proprietor: Franny Leadfoot (Halfling) - This fishy restaurant serves a catch of the day style menu, with renowned potato salads. After your meal, you can step through the kitchen and down some worryingly steep stairs to find an aquarium complex full of strange fish, poisonous anemones, and treasures from the distant deep.

The Dimshore alchemy - Proprietor: Dseydi (Kobold) - From the outside, this stretch of ground is distinguishable only from its stench and a strange outhouse with a long line and a secret staircase. Inside, this vast hallway of belching cauldrons and kobolds strains the senses and the pocketbook. Potions, poisons, and potent enhancements are the stock and trade here. Dseydi is a staple in the Kobold community, and one of its wealthiest leaders. The kobold underground weaves its way through much of Dimshore, and its mind is under the Gentleman's Alley, but it's heart is under the Alchemy.

Krang's Kraftwork - Proprietor: Krang Stelkiller (Dwarf) - The clattering chimneys of the Kraftwork spoil the other haunting mood of early morning in Dimshore, prattering along and reminding everyone else that someone has to make the things that they steal. Krang himself is an oddity and force of nature. He presents as female, with a shaved chin and nursing sling strapped around his chest (Even when his child, Krang junior, is sleeping in the other room), but threatens anyone that utters a feminine pronoun in his earshot with a shot right in the ear. If anything, His work breaks more boundaries, however; masterwork theives tools and disguise kits, tinkered blazepistols and bombs, and strange grusome bits of metal line his shelves.

The Gentleman's Alley - Proprietor (The Tikarxi Family) - A pleasant club that only grows richer in patronage and style as one descends down its many flights, each with dapper kobold attendants serving drinks and dutifully forgetting any tidbits they overhear, the Alley seems unusual to Dimshore until one hears what the kobolds are forgetting. This club caters to folk who need skilled services that are outside the law, services that most could not achieve even if they wanted to. Expert burglars, dedicated forgers, smooth tongued con artists, and even assassins can be found here, if only for the right price. The Alley also serves as the headquarters of the Tikarxi family.

Lighthouse Respite - Propietor: Amy Leadfoot - Quiet, comfortable, and private, this cozy tavern fills the hillside under the Lesser Capitolan Lighthouse. The atmosphere is kept quiet in part by the fact that Leadfoot bruisers stand at the doors, ready to disrobe, disembark, or disembowel anyone that disrupts the space. This is where the Leadfoot elders meet after all, and everyone knows halflings love a nice quiet meal.

The Lesser Dockyard Office - Proprietor: None - Strangely, everytime the mayor tries to set up an office to track traffic in and out of dimshore, it burns down. Funny that, must be bad luck.

Dimhall - Proprietor: Brick Broadfeet - This besieged house of government towers over most of Dimshore. A fortress of stone and hubris, Dimhall contains a courthouse, the Wardmaster's residence and office, and a variety of other ward functions. The designers, knowing the constraints, also built in heavy arcane defences and a solid gate. What it doesn't contain are any of the clerks, guardsmen, or lawyers one might expect; those that don't quit within one week simply stop showing, presumably waylaid by one of gangs on their way into or out of the Hall. Now Brick stands alone in the Wardhouse, eyes twitching from always having to keep an eye on the arcane defences. The Leadfoots say they'll offer him and his staff (if he can hire another) protection if he joins the clan and lets them into the hall, but so far he hasn't relented.