Tanaloth: Guild Quarter

 2. Number 2 Riverside Walk and Dyer's Yard

This building fronts the line of provisioners and other stores along the waterfront. More importantly,however, the back looks onto Dyer's Yard (See 3 below). Here a number of doors lead into dyers shops and workshops, as well as stairs that lead up to a higher level walkway above the first set of workshops. On this upper level are the dyer's shops where people come to peruse the wares. The most significant shop here is run by Dyer's Guildmaster Ulfric Knappar (ST-13 DX-11 IQ-14 HT-10, Dyemaking-16, Merchant (Dyes)-17, Merchant (Cloth)-16, Fast-Talk-15), and he does most of the trade in his cavernous attic shop. There is also a front entrance to the shop on Riverside Walk, where the richer and more fashionable come.

3. Dyer's Yard

The Dyer's Yard is the center of Tanaloth's dye industry. The court is surrounded by the Dyer's workshops and, above them, the cloth and dye shops. A wall crosses the yard with a gate through it, that seperates the largest of the open air dye vats from the street. An open canal crosses the yard, supplying water to the workshops. Basement levels of all the buildings here house the cloth stores, where cloth from the Cloth Yard and outside the city is stored before dying. In the middle of the yard is the Dyer's Cross, a tall and weathered Cross-Star that has always been used as the bidding post for the Dyer's market. (See also 1, 2, 4, 5, 26)

4. Numbers 3-4 Riverside Walk, Dyer's Yard and Dyer's Row (Knappar's Land)

This is the largest building on Dyer's Yard, and home to the workshops of Ulfric Knappar (See 2 above). His shop extends into the attic of this building. There are also a set of small appartments for residents of the building, often known as Knappar's Land. Knappar's Land is hardly a prestigeous place, since the stench of the Dyer's Yard is very strong. Some of these families are owners of the small shops across the front of the building. Here carts are drawn up from the fields to sell fresh produce along the side of the river. This building also extends up the narrow Dyer's Row, well known as the home of flocks of starlings and crows, who take pickings from the carts. There is a bridge across the road to Number 5.

5. Dyer's Yard, Dyer's Row and Colourmaker's Court (Ansol's Mill)

Ansol's Mill is a large ramshackle building, its stonework showing its great age, especially in the upper storeys (3 and 4). Tall timbers bind the walls, where once they supported the framework of the millwheel when the building was a Millhouse. Originally built in the first ages of the city the Mill was rapidly surrounded by other buildings, ending up far from the water, but it was never knocked down, simply converted into a warehouse for the storage of cloth. On the southern side, however, there is a Colourmaker's workshop. There is a bridge across the road to Number 4.

6. Numbers 5-6 Riverside Walk and Colourmaker's Court

This building, with its small walled garden (containing the graves of some of the more worthy members of the colourmaker's guild) is home to the workshops and shops of the prestigeous colourmakers. It looks out onto Colourmaker's Court, where stalls are often set up for much of the year, so that the powders can be seen in daylight. A single passage runs through the heart of the building giving access to the various stores and also the colourmaker's homes above. The most significant store is run by Colourmaker's Guildmaster Harvas Anildson (ST-12 DX-12 IQ-13 HT-10, Colourmaking-16 Merchant (Colours)-18 Fast-Talk-16 Alchemy-12). The colourmaker's usually keep their stock inside to protect against rain, when it is put outside to be seen on the street they always have a boy or girl standing by to take them in at once should weather threaten.

7. Number 7 Riverside Walk, 1 Crown Market, Dyer's Row and Colourmaker's Court

This building stands 4 stories high, its front looking out onto Crown Market. Built for the now defunct Guild of Lesser Artisans it has a grand stone frontage, with carvings of eagles fighting over the front door. Unfortunatly the later addition of the extra story has rather ruined its grandeur. Inside the front door the stalls of the penmakers sell inlayed inkwells, coloured quill feathers, the finest stones brought from the island of Tulir for the grinding of ink powders, and more. Above are various small sets of family rooms, some for the artisans and other for sailors away from the dockside.

8. The Dyemaker's Arms

This large Inn opens onto Crown Market. The door leads into a comfortable common-room pannelled in dark woods, with small tables nesteld around two separate fires. The Inn is run by Gudrun Gansdaughter (ST-13 DX-10 IQ-11 HT-10, Innkeeping-14 Club-14 Merchant-13 Singing-15), a burly armed woman well known for keeping undesirables out of the tavern. She also has a reputation for singing the she-shanties that her father taught her, for which reason her tavern is frequented by a lot of older sailors as well as the richer dyemakers. Lodging at the inn is 3 pennies a night for a corner of the common room and 6 pennies for one of the upstairs rooms. Behind the Arms is a smaller building with a tall chimney, the Dyemaker's Guild drying house, where fine powders are made by slow drying.

9. The Bridge of Souls

The wide bridge of souls is the constant route of carts and pedestrians. Down both sides are a jumble of buildings that totally hide the river from those going over the bridge. At the east end of the bridge there is a tall tower, containing a bell and a large lantern that is almost constantly lit. The bell is rung on the hours of the day by lay priests, though a Priest is in charge of the bell itself, which is named The Silver Tongue, and was cast by the master bellmaker Ulias in the year 180.

10. The Crown Market

This marketplace is watched over by an impressive statue of Saint Akur, wearing his crown and holding a lawmaker's staff. It is said that his crown was once gilded, but this gilding is long gone. The market itself is only held twice a week, when cloth-sellers, farmers, and minor craftsmen gather to sell their eares, but the rest of time it is simply populated by street entertainers and tinkers offering their wares to the passerbys on the foot of the buildings here. Through the middle of the marketplace runs an open drain, known as Sina's drain. This issues from a public fountain in Guild Street.

11. Number 1 Guild Street - Tanner's Guild House

The Tanner's Guild House is a very large but somewhat ramshackle building, home of the Guildmaster of the Tanner's Guild, Hiras Tolias (ST-11 DX-12 IQ-13 HT-10, Merchant-15 Fast-Talk-16 Theology-14 Writing-14 Numismatics-15). Hiras has never been a Tanner, but the family of Tolias has always been very influential in the Guild's interests. The Guildhouse also has a common room for guild members, a meeting room for guild officials, and a large Guildhall, its vaulted ceiling in bad need of repair now.

12. Number 2 Guild Street - Dyer's Guild House

The Dyer's Guildhouse is one of the grandest buildings in Tanaloth, well known for its heavily carved rooms, panelled in expensive woods. In the center of the building is a private chapel for the Guildmaster and his aides, known as the Master's Chapel, which has a very high domed roof, painted by the master painter Father Angolo. The building also contains appartments for the senior guild officers, meeting rooms and the chambers of Ulfric Knappar (See Number 2), the Guildmaster. There is a bridge from here to Number 26.

13. Number 3 Guild Street - Butcher's Guild House

The Butcher's Guild House is large and quite high, because the first floor is a large indoor market for meats of all sorts. Above this area s the guildhouse proper, where the Guildmaster's chamber and meeting rooms are. Many of the butchers bring the larger of their cuts from their shops to the market, on the Monday of each week, when the central market is held. This is constantly a problem for people trying to use the surrounding streets, since the butchers block the thoroughfare with their carts and men, but the custom is traditional and will not easily be put aside. The Master of the Butcher's Guild is Alerik Sundor, (ST-13 DX-10 IQ-11 HT-10, Butchery-13 Fast-Talk-13 Merchant-15, Toughness-2 Bad-Tempered) who's appartments are in the upper floor of the Guild House.

14. Number 4 Guild Street - Cryer's Guild House

The Cryer's Guild house is much older than the grand Dyer's Guild next door, its fifth floor gable windows high above the street leading onto attic fronts. The main entrance of the Guild is on the second floor, and a raised stone platform runs along the long front of the building. It is here that the Cryer's sometimes make the first stop in their tours of announcements around the town. It is also sometimes the practicing place of apprentice children learning the art of the Cryer's cant. The Cryer's Guild House is connected at the back to Number 28 via a bridge. At either end of the Cryer's building is one of its best features, two small towers each with a cast itron weather vane connected to a dial to display the direction of the wind. These faces are of ancient painted wood, somewhat rundown but done in the most vibrant colours. They can only really be appreciated, however, from the top of the building itself. The Guildmaster of the Cryer's Guild is Erik Storrison (ST-10 DX-12 IQ-13 HT-11, Singing-14 Merchant-13 Hierartic-15 Writing-14, Literate, Voice), who lives with his family in the Guild Hall, as do many of the journeymen of the Guild. During the day, however, most of the Guild mambers can be found on the streets performing their duty.

15. Number 5 Guild Street - Bellmaker's Guild House

The Bellmaker's Guild has always been one of the smaller but also prestigeous Guilds. Although the need for new bells for the churches is never great, their casting is an art only taught to members of the Guild itself. The Guild building is used for this task, having its own forges and casting chambers that are cut into the cliffside behind and under the main building. Behind this building is Bellmaker's Court, well known for an ancient carved fountain known as the Lion's Fount. This fountain helps prove part of the water supply for the forges. The square is also partly wooded, as the guild often needs fresh wood or charcoal. When the Guild is making or mending bells this square is full of smoke and sparks as they work. The Guild building itself centers around a very ornate meeting hall with high piers for the Masters and the Priests who often work here to belss the bells. Above this chamber is a cupola containing a Bell known as Saint Alice, one of the few bells alound to ring outside a Church, and the work of master bellsmith Turni the Red. The current Guildmaster is the ageing Turi Talason (ST-9 DX-9 IQ-14 HT-9, Blacksmith-16 Bellmaking-16 Artist-14, Lame, Blind), who lives here.

16. Number 6 Guild Street - Colourmaker's Guild House

The fine colourmaker's hall is a close rival to the Dyer's Guild House in beauty. Its front porch runs along to the one in front of the Cryer's Guild and is reached by a long flight of stairs. At the back of the building there are private stables and a small yard, while on the roof a private garden is open to Guildmaster's only. The inside of the building is also grandly decorated, full of fine furniture from the Cabinetmaker's guild. The Guildmaster is Harvas Anildson, who lives a little down the road near his shop.

17. Number 7 Guild Street - Cabinetmaker's Guild House

Much smaller than the surrounding Guilds the Cabinetmaker's Guild is the provice of artisans who mostly work in the west bank and seldom come here. Even the Guildmaster Eofric (ST-10 DX-11 IQ-13 HT-9, Carpentry-15 Cabinetmaking-15 Artist-14 Merchant (carpenty)-15) is seldom to be found here, leaving the building in the care of the vice-master Aris Seoldsdaughter (ST-10 DX-10 IQ-14 HT-10, Fast-Talk-16 Merchant-15) a quick tongued and quick-witted girl who is not so beloved of some older craftsmen since she is not so good a carpenter as she is a merchant.

18. Number 8 Guild Street - Spice-mixer's Guild House

Also called spice-mixers Hall, few people even know that this is a Guild House. Most of the building is one long interior hall, supported by squat stone pillars and small stairs to the upper floor. This space is the province of the spice merchants, so closely packed that no corner goes unused. Everywhere one looks cones of salt and sugar, ropes of garlic and herbs, pans of crushed rosemary, fennig, turac and seka herb, are crammed into small spaces. Alongside the spice merchants are often to be found sellers of baskets and hot food of all kinds. Fresh fish, sausages, and bread are for sale here, all cooked on the spot, which that fills the air with an almost choaking mixture of food smells and herb scent. Also sold here are all sorts of incenses and precious oils that are used day in and out in the temples of the city. Many an acolyte, illuminator or lay priest will travel first to the Colourmaker's Square to purchase the fiest mixtures, and then here to obtain the courser herbs that are often also used for dyes.

19. Number 9 Guild Street - Leatherworker's Guild House

Probably the smallest of the Guildhouses, the unassuming Leatherworker's house is a narrow building backing onto a row of small homes, many of which are used by leatherworkers. There is currently no Master of the Guild, the most recent, Igor Ulricsson, having recently died.

20. Number 10 Guild Street - The Golden Boy

This tavern is named after a beautiful statue of a Golden Boy that is once said to have stood on its roof. The statue was torn down during an early barbarian raid and now rests inside the Goldsmith's Hall. The Golden boy is well known for selling good wine and bad women, who can often be found here. As such it is often spoken of in scandelous tones, all the more so because it never seems to be censured by the priests, perhaps because it is frequented by influential guilders.

21. The Church of Our Lord in Exile

The Church of Our Lord in Exile looks out over the Crown Market, only a small rear door leading into Goldsmith's square. This church has an ornate front, while the interior is plain and dark. Unlike many curches it is almost always silent, for it is said that when first the Prophet came to Tanaloth he rested here, and the Lord spoke to him to climb the mountain. The church is left silent in case some echo of the Lord's voice remains. This Church houses a very sacred relic, the arm-bone of Saint Dumas the warrior, which rests in the crypt below the nave.

22. Numbers 8-12 South Riverside Walk, Goldsmith's Hall

This building is known as Goldsmith's Hall, for it houses a fine room used as the meeting place for the Goldsmith's though it is not really a Guildhall. In this Hall sits the statue of the Golden Boy, in a small stone shrine. It is not known what this boy represents, and some priests have muttered that it is a heathen symbol, but it is the emblem of the goldsmith's and appears on the many signs marking Goldsmith's shops that surround the rest of the building. Most of these craftsmen live here in the Hall, or in Number 24, and errect their stalls in Goldsmith's Square.

23. Goldsmith's Square

This square is the home of the Goldsmith's and also the silversmiths. They set up their stalls here against the backs of the buildings, and also along the upper walkway that runs along the southern and western sides of the square. This small upper street is known as Smith's lane, and is reached by a number of small flights of steps. The square itself is commonly held to be be one of the most beautiful open places in the east bank. The walls of the surrounding buildings, especially Goldsmith's Hall and The Church of Our Lord in Exile, are decorated with fine woodwork and painted decoration. At the northen end of the square is a large statue of the Lord Atur, shown as an angel looking up to heaven. This statue is used as one of the Cryer's regular posts.

24. Numbers 13-15 South Riverside Walk, Snorri's Land

This long set of buildings were constructed by a former Heierach Snorri, and are the home to many families of craftsmen. Along the lower floor are the workshops of a number of Silversmith's, just as there are on the upper story where the small Smith's Lane runs.

25. Numbers 11 and 12 Guild Street and Goldsmith's Square

These buildings are ramshackle cottages that crowd together behind Goldsmith's square. They are the home to many families of labourers, craftsmen, servants and some fishermen. A narrow alley runs between the two rows of cottages, though the roof over it makes it more like a passage. This passage also gives access to the back of Snorri's Land.

26. Dyer's Yard and the Backs

This building lies on the east side of Dyer's Yard, and is used mainly for storage of the dye vats and the long stone slabs where the newly dyed cloth is pressed before it is hung. Underground low vaulted rooms give space for the slow drying of heavy woolen cloths. A read door gives access to the narrow land known as the backs, which runs down steeply from the north end, narrow steep stairs with small landings where doors go into the small houses higher up in the building. A brige crosses the mouth of the lane, where there is an iron gate, running to Number 12.

27. Three Sister's Close and the Three Sisters

The Three Sisters, named after its three towers, is perhaps the best known inn in the city. Sitting on an outcrop of rock, connected by one long flight of steps to the lane below and by another to the precincts of the Great Temple above, the Three Sisters is usually packed with both commoners and preists, and provides a convenient meeting place for the two. Acolytes from the temple are known to go there in their free time, when they have any, since it is only a short distance away. The four story building is home to a large common room, and many private rooms. The food is good, and ranges in price from the cheap (1 or 2 pennies) to the sumptions (2 Ata a head), similarly there is room for travellers on the common room floor, and for the richer in the private rooms above. The Inn is run by a man almost as famous as the place he runs, Ulfadder the Black (ST-13 DX-13 IQ-14 HT-11, Merchant (Innkeeping)-15, Singing-14, Fast-Talk-17, Sword-16, Shield-14, Fast-Draw (Sword)-15 etc.) a well known ex-adventurer about whom many stories are told. For example in the fisherman's quarter they say that he once sailed with a barbarian pirate till he betrayed and sank him, while the priests say that he once took holy orders and is secretly a Hierarch. The truth is something Ulfadder keeps to himself. The close below leads to the foot of the steps up and out to the northen end of Guild Street.

28. Dyer's Yard and the Backs, Archon Thomas' Land

This long building is typical of the run down condition of the Backs. The toppmost floor always looks as if it is ready to collapse, being apparently only held up by the surrounding buildings. Though a bridge runs from here to Number 14, it is little used, running as it does only to the narrow topmost passage of the land. Entry is gained from a number of small doors along the Backs, and also a flight of extrenal stairs leading to the third floor from the South end.

29. Colourmaker's Court

The Colourmaker's Court is where the craftsmen that prepare the fine inks and powders used in the production of illuminated mauscripts prepare their wares. In small workshops all round the court rocks are ground to powder, roots boiled for extracts, and fine powders produced for inks. Across the road in the crown market you can also buy pens and inkwells and other fine goods. Given the importance of the colours made here the court is always packed with priests and scribes, illuminators and monks, purchasing tiny quantities of the valuable preparations. The Guild also ensures that they have their own guards standing by to make sure there are no robberies. Much of the left overs from the colourmaker's work is cast into the river, often staining it with bright colours. (See also 5, 6, 7, 8)