Kowal Library

The Kowal Library is a public library that allows any citizen access to books. They are always looking to purchase or find new or old books.

It is also home to the Society of Librarians.

The library of Kowal is many things to many people. It is a public repository of knowledge, free for citizens to peruse and read. It is the main printing press of the Eastlands, making books more readily available to all. And to a secret few, it is also a group that collects, catalogs, and experiments with magic.

The first floor of the Library hosts the public books, the printing press, and offices. The second floor holds the shelves of rare books and historical artifacts. Below that are the vaults and dormitories, their contents only known to the Society.

History

The Library of Kowal was formed by a group of monks who were once part of the Unelesia Church. As the church grew more rigid in their practices, the Library grew separated. As time went on, the Library became less and less involved in religious institutions.

Becoming a member

Becoming a member of the Library costs 10 gp and a signature. The new trustee will be issued a  bronze coin which will be imprinted with their fingerprint which they will also leave an impression for matching in the member’s book. This allows the member to check out a single printed book from the first floor, and to visit the top floor which holds rare and one of a kind tomes.

 

Gaming:

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Marn’s Refuge

In a city made unpleasant from ubiquitous dirt and toil, along with the ruling fist of the Zadeku family, a man named Marn Te’sterst, two generations ago, created an underground refuge for himself and his friends. At first, it was nothing more than a safe place to relax and enjoy themselves without having to worry about visiting tax collecting thugs—a place they could keep clean and stocked with spirits and games. Then, it became a place where a conspiracy was born to take down the Zadekus and other ruling elites, so that all of Kowal could be made more like the refuge…however, they never grew the courage to make a move. Now, two generations later, Marn’s grandson Jorl runs the refuge. To this day, they gather weekly to drink, play games, and talk of a revolution that never seems to get any closer to fruition.

Northguard Inn

The inn is tall for a two-story building. Its stone walls have aged from the weather. The two large metal doors open easily into a large common room. A quick look around shows an assortment of people, and all the tables and chairs are taken, save for a round table in the corner, near the hearth.

Innkeeper Baralt (Commoner 1): Owner of the tavern. He is pudgy and a big beard hangs below a smile that splits his face.

Menu:

  • Eggs, Jerky, and Potatoes  (5 cp)
  • Stewed Grouse and Turnip, Tankard of Mead (12 cp)
  • Millet Porridge, Mug of Ale (2 cp)
  • Stewed Sausage and Watercress, Tankard of Beer (12 cp)
  • Salted Crayfish and Barley Bread, Tankard of Ale (11 cp)
  • Pickled Mutton and Dried Lettuce, Tankard of Cider (7 cp)

Overnight prices:

  • Common room (3cp)
  • Bunk room with bed (1sp)
  • Bath (1sp)
  • Private room with 2 beds (3sp)

Piper’s Pub

Close to the Walled Keep and the Grand Circus, the Piper’s Pub is a well known tavern. It caters to all, though it’s menu prices are a bit steep. It has no sleeping quarters as no inns are allowed this close to the Duke’s Estate.

Sascha’s Storehouse

The Storehouse is the best place in Kowal to unload goods found in the ruins and wilds of Atheles. Its proprietor, Sascha, is well known to any adventurer in Kowal.

Sascha is an ex-adventurer, who settled Kowal from the far lands of northern Uthgard after meeting his wife. He doesn’t miss his adventuring days, “too much walking” he always says. But by running his “storehouse” he still gets to play with all the trinkets and toys the adventurers bring in to trade and sell.

He is very knowledgeable, but can be a little irritable, cursing at his patrons in the Uthgard language if they get out of hand or ask too much for a “bauble”.

He is a collector of games, loving to experience new ways to test his strategic mind.  The quickest way to this mans heart is a new game with good rules, and a glass of vanilla flavored liquor. Though watch out if the dice or games of chance are not going his way, prices may double on anything needed by those who best him in a game of chance.

Sascha owner of the Storehouse

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The Beaker

This musty shop is situated within an old worship hall dedicated to Mooruuk, the god of death. The purchase price was cheap, as many superstitious wouldn’t want to live inside such a morbid place. Simon saw an opportunity, and he has owned the building for almost a decade. Some locals refer to it as the “Death Shop,” which may be why his business has never taken off. It is a stone building with leaded windows and a ring of three gargoyles peering out from the broken tile roof.

The Broken Chip

The Broken Chip is a small gambling den on the edges of Dwarf Town.

The Den

The Den is the nickname for the Wanderers Hall in Kowal. The guildmaster in Kowal is Martyn Czemiel, a charismatic, if flamboyant man. His lieutenant is Garric Loshuul a quiet but friendly man. Both have retired from “the road” and happily help others find their calling in the wilds.

The Den is a welcoming place, everything inside made of old polished wood, and the fire is always burning. If you have a Wanderers Coin, then you are always welcome, and there is plenty of space in the common room or the upstairs to pass the cold Kowal nights.

Some say that there are a couple of secret passages in the den that lead not just into the sewers of Kowal, but deeper, into the darker underpass of Atheles. Of course, Martyn and Garric just laugh when anyone asks about them.

The Den - First Floor

The Den – First Floor

The Squats

Small square buildings on the Kowal’s edge were once the grand idea of the city to house newcomers as they settled in the city for jobs. Once they had earned some cash, these newcomers would move to another ward. As the city declined, this section of town became neglected and forgotten. The Duke in the Walled Tower never taxed these dwellings, so they grew and became a ward in their own right. Now people live here to avoid the taxes and oversight of the other wards.

Places of Interest

  1. Alley Cat
  2. Squat Lock
  3. Filch’s Place
  4. Slop Shoppe
  5. Dragonbreath Smithy
  6. Vork’s Trinkets
  7. Church of Lunare
  8. Tannery Row
  9. Fish Smokeries
  10. Charcoal Factory
  11. The Anvil
  12. The Ward House
  13. Wat’s House
  14. Nella’s Foodmart
  15. Rindle’s House
  16. The Blocks
  17. Green Park
  18. Rustgate
  19. Talbert’s Cloudy Flask
  20. Vindus’ Attic

Squat Lock

This shop specializes in locks and Storage, catering to those living in the Squats

Occupying one of the bigger buildings in the Squats, Squat lock is a warehouse full of rentable locked chests to store anything that won’t fit in a Squatter’s house. Additionally, Squat lock sells locks for those that do have items they want kept secure. Squat Lock has a do not ask policy, however they are not liable for any damages to your objects. Any damage caused by your objects will be billed to you.

Location: The Squats

NPCs:

Pigeon


Talbert’s Cloudy Flask

Talbert sells alchemical goods for a reasonable price. 

A small building is squashed between two hulking group residences. The wood the building is made from is falling to dust as you watch, but the many balconies and walkways from the neighboring building make you think the sun or rain may never even touch this small shack. A solid door is in the center of the shop, flanked by two cloudy windows. There is no sign other than a large flask hanging from a gnarled rafter above the door.

Location:

The Squats – Kowal

NPCs: Talbert

Buy/Sell Percentage: Buy Standard 50%, Sell Standard 100%


Vindus’ Loft

The home of Vindus, a low level factor in the Squats.

A small alcove three stories above the streets is the home, office, and lounge for Vindus, a dworven fixer. It is cozy if a little damp. The only access to it is to follow a set of rickity outdoor stairs that leads to a ramshackle wooden bridge across half street.

Location:

The Squats – Kowal; Half Street

NPCs: Vindus

Buy/Sell Percentage: Buy Standard 50%, Sell Standard 100%

Orum’s Shrine

The Shrine of Orum rests in a narrow recess along Thorn Alley, where the Squats sag into old foundations forgotten by the rest of Kowal. A worn spiral of river stones marks the threshold, each placed by generations of hands, a quiet testament to moments the poor refuse to lose. Melted candles, bits of broken tools, and children’s pebbles clutter the base of the alcove, small offerings to the god who watches the turning of ages. The hourglass sigil above the shrine creaks softly whenever the wind shifts, even on windless days, and locals claim it is Orum’s breath passing through the city, reminding them that every beginning is only part of a larger cycle.

Location:

The Squats – Kowal; Thorn Alley near Wallside

NPCs: Uhmar “Old Dust” Vellin

Buy/Sell Percentage: N/A

People of Interest

  1. Mistress Brovoski
  2. Vess
  3. Filch
  4. Bren
  5. Simon
  6. Vaskin and Belle
  7. Sundaiya Kotas