Dragon Rock Overview

Dragon Rock is an asteroid 10 miles long, shaped vaguely like a spear head. At its widest point it is over 2 miles wide. It is almost a mile thick at this point also. It has two distinct sides though it lacks cliff-side style edges in all but one area. Instead the edges come toward each other and meet gently enough that foot traffic can easily pass from one side of the gravity plane to the other. In a few places there are specially rigged ferris wheel style contraptions that allow goods to be moved from one side to another with a minimum of fuss. Each wheel has 10 or more enclosed platforms with weighted bottoms that spin to align with the gravity plane, all inside the enclosed box (this allows goods to remain generally "upright" while keeping anything from flying free during the sudden shift at the gravity plane). Each can hold 2 horses or a cart without problem. The usual fee to ride a wheel is 1 cp/person, 2 cp/animal (animals from the size of a goat to a horse), and 4 cp/cart.

At the center of the asteroid is a large lake that lies on the gravity plane. The lake is maintained at a constant volume by a minor gate to the elemental plane of water that only allows fresh water to flow through from the plane of water (nothing can pass the other way and no creatures, spirits, or objects can come through). The gate sits in a small, well guarded cave known as "the falls" due to the fact that the gate sits 20' above the water's surface against a stone wall and when its cap is removed the water that rushes out forms a waterfall. In order to keep the lake from rising another 20' the gate is covered by a hinged door of everbright steel that is held closed by a removable bolt. When shut the door prevents water from flowing through the gate.

The lake is in turn accessed by wells placed around the city. In two places actual fountains have been set up with water being magically drawn from the lake upwards to the surface. One of these fountains sits in front of the church of the elements (serving elemental powers of all sorts) for all to use and the other lies near the elven forest that houses the elven embassy.

Dragon Rock rotates slowly on its axis so that it has a 24 hour day. Night and day tend to end and begin rather starkly near the edges, however, due to the shape of the asteroid. Also its movement around Toril and placement within the Tears of Selûne cause other bodies to block its light at various times of the month so that any given area of Dragon Rock actually has more dark time than light throughout the month.

The asteroid has dozens of separate docks around it, each controlled by the city. One of these is reserved exclusively for city military vessels and official vessels of other powers. Rock of Bral vessels visit here frequently as do IEN ships. The IEN embassy on Dragon Rock also maintains 2 helmless flitters here at all times. Both sides of the asteroid are covered with habitations and warehouses, some even built outward so they form their own docks (allowing ships to dock directly with the warehouse or possibly even fly into it depending on the size of the warehouse and the ship). Of course these also have port authorities stationed there at all times to ensure the city gets its tax revenue. Dragon Rock is the most active asteroid in the Tears of Selûne, even more so than its famous rival the Rock of Bral (see F&A pg. 170 for references to the Rock of Bral being in the Tears of Selûne). As the Rock of Bral is a known pirate haven it attracts numerous adventurers and less than savory bands. Dragon Rock, however, has low fees and (relatively) well maintained law and order and so attracts the merchant class to a much greater extent.

Dragon Rock is owned by 12 merchants (LG g/d/he/h m/f) who have refused to sell any of the asteroid to others. They have arranged numerous long-term leases, however. The city itself has uncounted thousands of people of all species living here and trades in almost everything imaginable. The merchants that own Dragon Rock do not actually govern it, instead allowing a council of merchant houses, trade costers, guilds, faiths, and a select few other organizations to act as the government. They are absolutely trustworthy, however, and will step in to deal swiftly and harshly with any group or individual that damages the city's reputation in this regard (this has caused many to speculate that the merchants are simply fronts for the Arcane, even though the Arcane prefer to keep their nearest outpost on the Rock of Bral instead of on Dragon Rock). In order to encourage trade, the city (as dictated by the owning merchants) charges extremely low docking fees of only one silver piece per ton (and without nearly as much corruption in local officials that requires bribing as at most ports!). Additionally they started a service that is very popular and many others have followed them into by buying up goods from those that must move on for resale (and thus at a discount) or even selling such goods for a commission (which is slightly better for the merchant except that they run the risk that their goods won't sell at all and they will earn nothing-and still owe the merchants a slight storage fee). Some warehouses even exist that deal in special items such as foodstuffs that must be kept cold and the like. Naturally they charge higher prices for their specialized services. Almost any service known can be found on Dragon Rock.

Combined with the large population (both permanent and in terms of visitors) and low rental and construction costs, Dragon Rock has become very popular for organizations. As such it has an unusually large number of guilds, temples, merchant companies, and the like even for a city of its size and cosmopolitan atmosphere. Of course some of these groups seek recognition so they can hold seats on the ruling council but the large number of councilors actually means the council rarely manages any changes (which makes merchants even happier and promotes trade all the more).

History

The earliest records linked to Dragon Rock are Netherese in origin. They detail a large asteroid similar in shape and location to Dragon Rock's present shape and position. The records note that it already had an axial spin that gave it close to a 24 hour day and indicate that this spin may have been perfected by Netherese. Unfortunately the exact records that would definitively say so no longer exist in any known library. The asteroid of this time was noted as having a steamy atmosphere and jungle and forest covered almost the entire asteroid. It was a prime place for Netherese ships to stop as it had no intelligent life and there was excellent boar hunting. Other wildlife also flourished in limited quantities (due to the asteroid's size) on the asteroid.

After Netheril's fall there is a large blank spot in records detailing Dragon Rock though there are sketchy records dealing with other areas of the Tears of Selûne. Finally records begin again with a trader that stopped at the asteroid frequently to trade with the settlement of farmers that now inhabited it. Aside from a few small orchards of fruit bearing trees there is not indication that the asteroid had any large vegetation left. The settlement supplied passing ships and local mining operations in the Tears, including at least two dwarven citadels (it is unknown if either has any relation to the Whitestone Citadel referred to in Dungeon Adventures #28). The population included halflings and elves or half-elves and probably consisted of several races. Their main defense was a cabal of spellcasters dealing in air spells primarily though whether they were mages or priests is unknown. However, with the elven presence it is suspected that Aerdrie's church was part of this group.

Other records dating back to this period are none to exist though they begin at least two decades after the first trader's logs. As it so happens these latter records begin at the settlement's twilight as it was raided several times by slavers beginning less than 30 years after the first records of its existence are dated. Among the slavers were illithids, neogi, beholders, and more usual species. At least some of the slavers were noted as also being pirates though one of note, The Princess Dawn (a hammership), was supposedly a diplomatic vessel from Selûne (known as Liera to locals). Its fate is unrecorded and the ship could presumably still exist somewhere. The slaving raids took a heavy toll, heavy enough that the elven fleet stationed two men-o'-war at Dragon Rock for almost three years before pulling out. By this time most of the original populace had left and the settlement had grown into a wild frontier town. The town had little law and order with the departure of the IEN but it was most definitely opposed to slaving and piracy and many "free privateers" (privateers that drew up their own letters of marque or got them from unrecognized authorities such as merchant companies) operated out of it. It was at this time that Dragon rock first received its "Dragon" appellate. A combined force of 5 neogi deathspiders and 3 illithid nautiloids assaulted the asteroid, trying to end the menace of the free-wheeling adventurers and privateers based here. First they landed a large force of slaves and umberhulks at the far end of the asteroid (the "blunt" end as the town had sprung up on the "tip") with the intention of tunneling through to attack the town from below even as the ships assaulted the docks. The plan went awry, however, when the umberhulks tunneled into the cavern of the cloud dragon that inhabited the central, water-filled cavern at the heart of Dragon Rock and a second dragon, a polymorphed radiant dragon serving at the local shrine of Ptah and as the primary helmsman of the barge of Ptah based out of the settlement, turned out to be among the settlement's defenders. With ample warning of the attack due to the actions of the cloud dragon (who turned over the few attackers that surrendered to the settlement's priest of Akadi to deal with) the settlement put together an ambush that caught all eight attacking vessels and saw them destroyed with only 11 ships lost on the part of the privateers (most smaller ships such as dragonflies).

Dragon Rock continued on much as before, though the radiant dragon left after revealing itself and the cloud dragon sought another home after fending off a decade and a half of treasure seekers, gawkers, and the inquisitive once its presence had become known. Dragon Rock's ecology developed into what it is today at this time also. Small plants, fungi, mosses, and lichens are the major forms of plant life on the asteroid though now they are much more limited as the city covers most of the asteroid, not just the tip. Rats (normal, giant, and vapor-apparently left over from the cloud dragon's presence), bats (normal), chattur, wild dogs, wild cats, wrybacks, feesu, gullions, sleeks, insects, arachnids, and small snakes all dwell free on Dragon Rock (this should not be considered a comprehensive list). This is also the time when the first sewers were built on Dragon Rock. Sewers were only built for those that would pay, however, and even today the Dragon Rock sewer system is a hodge-podge dating from different times and is not complete. Some areas were professionally created, some magically, some are natural, and some were the work of amateurs or the foolish. All of which makes the city's sewers very interesting to navigate or clean.

Though Dragon Rock continued on it is believed that this period saw the abandonment of the illithids' base on what was to become the Rock of Bral. It also saw an increase in pirate and Chainmen activity in the Tears of Selûne and the rest of Realmspace as the groups that frequented Dragon Rock concentrated their efforts on the beholders, illithids, and neogi in the wake of the failed assault. Records indicate that several successful raids were made on the primary illithid Realmspace base, Glyth, during this time. These records have been conclusively dated to approximately 600 DR, giving some of the first reliable dates dealing with Dragon Rock since the early Netherese records. An elven priest of Corellon Larethian and his two female companions, a human mage and a halfling or gnomish thief (accounts vary, she seems to have been a master of disguise and always worn boots), brought an end to the Chainmen's era of prosperity when they revealed Chainmen activities in Dragon Town itself (as Dragon Rock was known at the time). A backlash of enraged adventurers met entrenched thieving and smuggling organizations and a [literally] underground slaving network in bloody struggles for almost a dozen years. The endless open clashes and battles just off Dragon Town's docks caused merchant vessels to avoid the area and those who could to flee. All that was left for at least half of this period were members of warring factions. A careful review of the records finds that even the slaves were no longer present, or at least that no evidence of them was found by the anti-slaving forces after the first three years of the war. Finally the war drew to a climax with the assassination of the priest of Corellon Larethian (records disagree on his name so much that there is no telling what it was) that had uncovered the slavers' presence and led most of the activity against them. In retaliation his two companions led a desperate and destructive battle that destroyed most of the remaining structures of Dragon Town and went deep into the depths, lasting for days without respite. Neither side could prove victorious though the slavers had lost all their strongholds and their enemies still held a relatively intact stone temple of Ptah. They also controlled the space around Dragon Rock with the barge of Ptah and two other ships (apparently the only ships that were at Dragon Town and survived the final battle to this point). This stalemate of a running, hunting, desperate battle ended with the timely arrival of a holy mission of Helm that had come to Dragon town to.establish a fortified mission. The Helmites quickly allied with the Ptahians and their allies and the last of the slavers and thieves were rounded and executed.

Dragon Town had ceased to exist in this conflict and the asteroid began to be referred to as Dragon Rock by merchants, travelers, and even residents. To the victorious few this name symbolized the strength of Dragon Rock but to most others it represented the barren place Dragon Rock had become. The period following the arrival of the Helmites saw the establishment of a fortress dedicated to Helm, the return of some merchants and other civilians and the rebuilding of a portion of the old Dragon town docks. From this period until nearly the present various groups, including both the churches of Helm and Ptah, tried their hands at ruling Dragon Rock at different times. Whether secular or sacred, however, no group seemed able to keep control of the asteroid for any lengthy period and slowly business and population drifted away. Around 1000 DR the temple of Helm was abandoned due to the rise of great evil in it (though Helmites still refuse to elaborate most historians and sages agree that an undead presence forced its evacuation and sealing). The clergy of Ptah also left, though their temple fell apart due to lack of funds rather than hostile forces and finally the last priest traveled to Selûne (or Leira as it is locally known) to take over a shrine there. Unlike his predecessors, the pirate Bral didn't have to worry about strong forces stationed on Dragon Rock opposing him when he made the asteroid that bears his name his base. He did, however, find a slowly (and finally) returning population attracted much trade to the area for him to prey upon. Bral founded his base in 1198 DR (this is based on Paul Westermeyer's excellent combined SJ timeline). At the same time the asteroid was slowly being bought up by several merchants, merchants that bought up not only the surface but also laid claim to the depths as well. By 1235 DR Dragon Rock was owned entirely (with one exception) by a group of 5 merchants (hm, hf, dm, gf, rastm) who finally established a governmental structure to rule the population that had once again grown on the asteroid. The government was largely ineffectual though many of the basic laws that govern commerce on Dragon Rock were established at this time (for instance the local slavery laws that allow slaves but forbid their being sold, traded, or given away were established due to the memory of Dragon Rock's previous devastating war). In 1260 DR, only a few years before the establishment of the Royal House of Bral by Cozar, Helmite clergy converged on Dragon Rock in force and began a campaign that took almost six months to reclaim, resanctify, and reconsecrate the aged but sturdy temple of Helm. Only when they were done was it revealed that they had been invited back with the agreement that they could hold their fortress free of rent as long as they served in Dragon Rock's watch, guard, and navy. This upset a number of members of Dragon Rock's council but there was little they could do about it as the Helmites' arrangement had been made directly with the owning merchants. It turned out that many of the local guilds were so upset because they had illicit trade arrangements that the Helmites proved quite capable of rooting out. To the clergy of Helm on Dragon Rock defense became and has ever since included the idea that corruption within must also be defended against. In 1270 DR the IEN returned to Dragon Rock and claimed the only area of the asteroid not owned by the merchants as their own. This plot of prime real estate contained the only notable grove of trees on the asteroid and was the burial place of the priest of Corellon Larethian that had freed Dragon Rock from slavers centuries before. There were some protests but the owning merchants and their Helmite allies honored the IEN's claim while the IEN forces dealt swiftly and harshly with those who dared to hinder their establishment of a formal embassy on Dragon Rock. Since this time Dragon Rock has not changed much except to grow in terms of population and commercial power. Trade flourishes here and Dragon rock even outshines the nearby Rock of Bral in terms of population, commercial power, and amount of trade. Dragon Rock dominates many of the nearby asteroids and has established itself as a regional power. It is still owned by the descendents of the original merchants that bought it up, currently numbering 12 in all.

Government

The earliest records linked to Dragon Rock are Netherese in origin. They detail a large asteroid similar in shape and location to Dragon Rock's present shape and position. The records note that it already had an axial spin that gave it close to a 24 hour day and indicate that this spin may have been perfected by Netherese. Unfortunately the exact records that would definitively say so no longer exist in any known library. The asteroid of this time was noted as having a steamy atmosphere and jungle and forest covered almost the entire asteroid. It was a prime place for Netherese ships to stop as it had no intelligent life and there was excellent boar hunting. Other wildlife also flourished in limited quantities (due to the asteroid's size) on the asteroid.

After Netheril's fall there is a large blank spot in records detailing Dragon Rock though there are sketchy records dealing with other areas of the Tears of Selûne. Finally records begin again with a trader that stopped at the asteroid frequently to trade with the settlement of farmers that now inhabited it. Aside from a few small orchards of fruit bearing trees there is not indication that the asteroid had any large vegetation left. The settlement supplied passing ships and local mining operations in the Tears, including at least two dwarven citadels (it is unknown if either has any relation to the Whitestone Citadel referred to in Dungeon Adventures #28). The population included halflings and elves or half-elves and probably consisted of several races. Their main defense was a cabal of spellcasters dealing in air spells primarily though whether they were mages or priests is unknown. However, with the elven presence it is suspected that Aerdrie's church was part of this group.

Other records dating back to this period are none to exist though they begin at least two decades after the first trader's logs. As it so happens these latter records begin at the settlement's twilight as it was raided several times by slavers beginning less than 30 years after the first records of its existence are dated. Among the slavers were illithids, neogi, beholders, and more usual species. At least some of the slavers were noted as also being pirates though one of note, The Princess Dawn (a hammership), was supposedly a diplomatic vessel from Selûne (known as Liera to locals). Its fate is unrecorded and the ship could presumably still exist somewhere. The slaving raids took a heavy toll, heavy enough that the elven fleet stationed two men-o'-war at Dragon Rock for almost three years before pulling out. By this time most of the original populace had left and the settlement had grown into a wild frontier town. The town had little law and order with the departure of the IEN but it was most definitely opposed to slaving and piracy and many "free privateers" (privateers that drew up their own letters of marque or got them from unrecognized authorities such as merchant companies) operated out of it. It was at this time that Dragon rock first received its "Dragon" appellate. A combined force of 5 neogi deathspiders and 3 illithid nautiloids assaulted the asteroid, trying to end the menace of the free-wheeling adventurers and privateers based here. First they landed a large force of slaves and umberhulks at the far end of the asteroid (the "blunt" end as the town had sprung up on the "tip") with the intention of tunneling through to attack the town from below even as the ships assaulted the docks. The plan went awry, however, when the umberhulks tunneled into the cavern of the cloud dragon that inhabited the central, water-filled cavern at the heart of Dragon Rock and a second dragon, a polymorphed radiant dragon serving at the local shrine of Ptah and as the primary helmsman of the barge of Ptah based out of the settlement, turned out to be among the settlement's defenders. With ample warning of the attack due to the actions of the cloud dragon (who turned over the few attackers that surrendered to the settlement's priest of Akadi to deal with) the settlement put together an ambush that caught all eight attacking vessels and saw them destroyed with only 11 ships lost on the part of the privateers (most smaller ships such as dragonflies).

Dragon Rock continued on much as before, though the radiant dragon left after revealing itself and the cloud dragon sought another home after fending off a decade and a half of treasure seekers, gawkers, and the inquisitive once its presence had become known. Dragon Rock's ecology developed into what it is today at this time also. Small plants, fungi, mosses, and lichens are the major forms of plant life on the asteroid though now they are much more limited as the city covers most of the asteroid, not just the tip. Rats (normal, giant, and vapor-apparently left over from the cloud dragon's presence), bats (normal), chattur, wild dogs, wild cats, wrybacks, feesu, gullions, sleeks, insects, arachnids, and small snakes all dwell free on Dragon Rock (this should not be considered a comprehensive list). This is also the time when the first sewers were built on Dragon Rock. Sewers were only built for those that would pay, however, and even today the Dragon Rock sewer system is a hodge-podge dating from different times and is not complete. Some areas were professionally created, some magically, some are natural, and some were the work of amateurs or the foolish. All of which makes the city's sewers very interesting to navigate or clean.

Though Dragon Rock continued on it is believed that this period saw the abandonment of the illithids' base on what was to become the Rock of Bral. It also saw an increase in pirate and Chainmen activity in the Tears of Selûne and the rest of Realmspace as the groups that frequented Dragon Rock concentrated their efforts on the beholders, illithids, and neogi in the wake of the failed assault. Records indicate that several successful raids were made on the primary illithid Realmspace base, Glyth, during this time. These records have been conclusively dated to approximately 600 DR, giving some of the first reliable dates dealing with Dragon Rock since the early Netherese records. An elven priest of Corellon Larethian and his two female companions, a human mage and a halfling or gnomish thief (accounts vary, she seems to have been a master of disguise and always worn boots), brought an end to the Chainmen's era of prosperity when they revealed Chainmen activities in Dragon Town itself (as Dragon Rock was known at the time). A backlash of enraged adventurers met entrenched thieving and smuggling organizations and a [literally] underground slaving network in bloody struggles for almost a dozen years. The endless open clashes and battles just off Dragon Town's docks caused merchant vessels to avoid the area and those who could to flee. All that was left for at least half of this period were members of warring factions. A careful review of the records finds that even the slaves were no longer present, or at least that no evidence of them was found by the anti-slaving forces after the first three years of the war. Finally the war drew to a climax with the assassination of the priest of Corellon Larethian (records disagree on his name so much that there is no telling what it was) that had uncovered the slavers' presence and led most of the activity against them. In retaliation his two companions led a desperate and destructive battle that destroyed most of the remaining structures of Dragon Town and went deep into the depths, lasting for days without respite. Neither side could prove victorious though the slavers had lost all their strongholds and their enemies still held a relatively intact stone temple of Ptah. They also controlled the space around Dragon Rock with the barge of Ptah and two other ships (apparently the only ships that were at Dragon Town and survived the final battle to this point). This stalemate of a running, hunting, desperate battle ended with the timely arrival of a holy mission of Helm that had come to Dragon town to.establish a fortified mission. The Helmites quickly allied with the Ptahians and their allies and the last of the slavers and thieves were rounded and executed.

Dragon Town had ceased to exist in this conflict and the asteroid began to be referred to as Dragon Rock by merchants, travelers, and even residents. To the victorious few this name symbolized the strength of Dragon Rock but to most others it represented the barren place Dragon Rock had become. The period following the arrival of the Helmites saw the establishment of a fortress dedicated to Helm, the return of some merchants and other civilians and the rebuilding of a portion of the old Dragon town docks. From this period until nearly the present various groups, including both the churches of Helm and Ptah, tried their hands at ruling Dragon Rock at different times. Whether secular or sacred, however, no group seemed able to keep control of the asteroid for any lengthy period and slowly business and population drifted away. Around 1000 DR the temple of Helm was abandoned due to the rise of great evil in it (though Helmites still refuse to elaborate most historians and sages agree that an undead presence forced its evacuation and sealing). The clergy of Ptah also left, though their temple fell apart due to lack of funds rather than hostile forces and finally the last priest traveled to Selûne (or Leira as it is locally known) to take over a shrine there. Unlike his predecessors, the pirate Bral didn't have to worry about strong forces stationed on Dragon Rock opposing him when he made the asteroid that bears his name his base. He did, however, find a slowly (and finally) returning population attracted much trade to the area for him to prey upon. Bral founded his base in 1198 DR (this is based on Paul Westermeyer's excellent combined SJ timeline). At the same time the asteroid was slowly being bought up by several merchants, merchants that bought up not only the surface but also laid claim to the depths as well. By 1235 DR Dragon Rock was owned entirely (with one exception) by a group of 5 merchants (hm, hf, dm, gf, rastm) who finally established a governmental structure to rule the population that had once again grown on the asteroid. The government was largely ineffectual though many of the basic laws that govern commerce on Dragon Rock were established at this time (for instance the local slavery laws that allow slaves but forbid their being sold, traded, or given away were established due to the memory of Dragon Rock's previous devastating war). In 1260 DR, only a few years before the establishment of the Royal House of Bral by Cozar, Helmite clergy converged on Dragon Rock in force and began a campaign that took almost six months to reclaim, resanctify, and reconsecrate the aged but sturdy temple of Helm. Only when they were done was it revealed that they had been invited back with the agreement that they could hold their fortress free of rent as long as they served in Dragon Rock's watch, guard, and navy. This upset a number of members of Dragon Rock's council but there was little they could do about it as the Helmites' arrangement had been made directly with the owning merchants. It turned out that many of the local guilds were so upset because they had illicit trade arrangements that the Helmites proved quite capable of rooting out. To the clergy of Helm on Dragon Rock defense became and has ever since included the idea that corruption within must also be defended against. In 1270 DR the IEN returned to Dragon Rock and claimed the only area of the asteroid not owned by the merchants as their own. This plot of prime real estate contained the only notable grove of trees on the asteroid and was the burial place of the priest of Corellon Larethian that had freed Dragon Rock from slavers centuries before. There were some protests but the owning merchants and their Helmite allies honored the IEN's claim while the IEN forces dealt swiftly and harshly with those who dared to hinder their establishment of a formal embassy on Dragon Rock. Since this time Dragon Rock has not changed much except to grow in terms of population and commercial power. Trade flourishes here and Dragon rock even outshines the nearby Rock of Bral in terms of population, commercial power, and amount of trade. Dragon Rock dominates many of the nearby asteroids and has established itself as a regional power. It is still owned by the descendents of the original merchants that bought it up, currently numbering 12 in all.

Dragon Rock Laws

Dragon Rock divides its laws fairly simply. Categories of crime are determined by the offense committed or intended (intended offenses carry the same penalties as committed offenses unless they are transgressions against property, in this case 10% of the attempt property value is assessed and paid to the city. The first category is transgressions against property. This is any crime that deprives a person of their property, whether through theft, destruction, or inaccessibility (such as it's now encased in a cube of magical force). Penalties for these crimes consist of paying for the original owner's loss or to regain their property along with possibly a fine (the magistrate finds that the city should be compensated for the hassle) or even a reduction (the victim provoked the incident or was at least partly responsible). In the case of multiple criminals the penalties are split as the magistrate sees fit (if one was drunk and the other sober the drunk might only have to pay 30% of the cost of the dispel magic that was required to remove the cube of force). Note that any crime against a slave falls into this category and the penalties are paid to the owner (some magistrates take a dim view of slavery and are lenient with those who tried to free or aid them while others are tired of PoTs and other vigilante activity and add heavy fines in such cases). Slaves also may not give evidence (unless they are showing off physical damage done to them) as they are not people (they are property). The same applies to intelligent magical items and items and animals questioned with spells such as speak with animals, speak with plants, and stone tell. Those unable to pay all of their fine are subject to being sent to a mining colony until they can do so or another pays for them. This has become a life sentence for many but for others it has allowed them to return to Dragon Rock as agents of some criminal that has money but is sentenced to a mining colony or even to becoming agents of a criminal organization when one of their members in the mining colony recruits them and arranges for the organizations to pay off their debts.

The second category is transgressions against the person. These are individual crimes such as assault, rape, murder, and the like that cause harm to someone's person rather than their property. This includes the use of spells like suggestion, charm person, and feeblemind though these spells might also end up in a transgression against property. Such instances would include charming a man into giving something away or cheaply selling it or even incapacitating a spell caster so they can't cast spells for hire to make a living. Magistrates have great freedom to deal as they see fit with such criminals though they are expected to take any recommendations the victim (or the victim's family if the victim is dead and it is appropriate-such as they didn't hire the murder) into account when deciding on the punishment. In practice many magistrates ignore this and expect some monetary compensation to keep from being unusually harsh (naturally they do the same when dealing with other cases also but these tend to be the types of cases that the most abuse occurs with since there is little victims can do about it-with property they can argue they weren't fully compensated and when crimes are committed against the city there is often public scrutiny, especially from higher ups). Sentences range from a few gold pieces as a minimum to death and destruction (burning or disintegration are the usual methods for the latter but at least three criminals in the past have been fed to spheres of annihilation after their executions). Those who are executed or given a life sentence to the mining colonies will have all their possessions confiscated by the city (note this can also be a separate punishment levied alone or in conjunction with some other lesser punishment-such as a fine which then naturally can't be paid so the criminal goes to the mining colonies until it is paid). Second category crimes outweigh first category crimes and their punishments are levied first (thus a killer that's also a thief might have all their goods confiscated and be given life on a mining colony before any additional penalties for his thefts). Attempting to enslave someone falls into this category (though press gangs are interpreted either as 1st or 2nd category transgressions depending on the magistrate, local politics at the time, and bribes paid).

The third category of crimes is transgressions against the city (also referred to as crimes against the populace in some circumstances). In these cases some crime has been committed against the city or its people themselves. Inciting a riot, casting a fireball in an area filled with buildings or stalls, sedition, treason, mutiny (of watch or naval personnel), bribery of an official (often ignored, especially if a larger bribe is paid), attempting to destroy or damage public property (note this includes all temples, libraries, guildhalls, and schools even though these are technically private property), fighting with officials, and similar acts are all considered transgressions against the city. Transgressions against the city require a minimum of a 500-1000 gp fine and full repayment of any repair costs required by the city (this could include such costs as the training a replacement mage if appropriate, for example) along with 15 years to life on a mining colony. These crimes may be combined with first and second category crimes that also occurred though third category crimes take precedence when punishments are handed down. Third category crimes include attempting to sell, trade, or buy a slave on Dragon Rock (since the return of such business might incite another war).

Fourth category crimes are transgressions against commerce. These include acts such as piracy, raiding (which may also fall under category 3), forgery, protection rackets, operating an unauthorized business (any business that does not follow the laws of the guild governing it-if there is one-also taverns, restaurants, festhalls, boarding houses, inns, and gambling halls must all be licensed), and so on. Basically these are any crimes that interfere with the proper and regulated flow of business on Dragon Rock. Again, these crimes may be combined with category 1, 2, and 3 crimes though it is up to a magistrate which takes precedence (in all cases, however, category 3 crimes have the most precedence).

The final category of laws are the civil laws. These laws are ones against littering, digging more than two levels deep into Dragon Rock, placing continual ligth spells or luminescent substances on your of, and similar acts that regulate common order but have little to do with actual crime (though it is, of course, a crime to violate these laws). One way streets, no carts allowed, no animals allowed, liquor licenses, docking fees (note there are no import or export taxes), air consumption taxes (only levied on businesses that use a lot of fresh air such as smelters and forges that require fires to operate-note fines are also levied on ships arriving in port with fouled or deadly air envelopes but this is rare as most ships simply drop into Toril's atmosphere to refresh their envelope if needed before stopping at Dragon Rock) and the like are all laws that fall into this category. Fines are all that may be levied for violations of these laws and can range from as low as one silver piece to as high as 2000 gp. If one is sent to the mines for failure to pay they are allowed to pay of their fines at the rate of one day = 1 sp of fine. Thus those that violate category five laws actually have a realistic opportunity to return to civilization even if they have to serve in the mines.

City Sections (Districts)

Dragon Rock has several districts (also referred to as wards and by other titles) along with several nearby asteroids that fall under its control. As with most cities the districts are artificial delineations but also based to some extent on fact. Almost the entirety of Dragon Rock is covered by buildings of some sort or areas for traffic flow (streets and small squares). All races live on Dragon Rock and mix [basically] freely but there are race, class and other distinctions that can be easily determined in the city's layout. No population census of Dragon Rock has been taken but it is estimated that approximately 1/3 of the city's population is human (if the transient population is not included this estimate rises to 40-45%) and the rest are hadozee, elves, halflings, half-elves, gnomes, dwarves, grommam, rastipedes. dohwar, xixchil (after the thri-kreen incident described in SJA2 Skull and Crossbows there are also a few thri-kreen), lizard men, giff, hurwaet, and even a herd of dracon. There are also smattering of lesser numbers of other species (such as half-orcs, centaurs, wemics, and so on) among the populace. Only a few of Dragon Rock's many districts are described below.

The outer asteroids, also known as the asteroids, as the farms and the mines, and as the outer territories, are those asteroids controlled by Dragon Rock that aren't Dragon Rock itself. These asteroids are either farming asteroids, inhabited by civilians populations that conduct farming and herding of various sorts (for instance tree farms exist in some places just as grain and vegetable farms exist in others), or mining asteroids, most of which are operated by prisoners of the city. All the asteroids have docks of some sort, the more extensive docks being present on those asteroids that see more business. There is also a guard presence on each asteroid (guards units in these areas vary in size based on need and will conduct watch functions and have magistrates with them on civilian asteroids). Some asteroids also have fortifications with large weapons of some sort (this is a must on prison asteroids and the garrison is well armed and vigilant against prison riots and escape attempts originating "dirt-side" and "void ward".

The inner districts or simply districts (or wards) are the areas of the city that covers Dragon Rock itself. The most notable of these is the government district, which is also known as the Top of the hill, Government Top, or even just The Hill. This is because the district covers the top of Dragon Rock's highest point. This is the only walled district, with a 15' high stone wall pierced by 10' high gates in several places surrounding the entire area. Inside this compound is the council hall, the Admiral's Hold (a small keep that the navy and watch are based out of), two large barracks complexes, the Hall of Records (with numerous subterranean levels and more than a few magical wards), the Ambassador's Arms (a hotel/mansion for visiting dignitaries), the Dragon Rock mint, the Vaults (a squat stone building heavily guarded and fortified with numerous magical protections where the government stores money and state treasures), Armsman's Hall (a small building used for training warriors in the city's employ), the High Court (where large public trials are held and the magistrates are based out of, the magistrate presiding over the High Court also sits in judgment of nobles, councilors, clergy and others too important to allow the normal magistrates handle-its said this is because the bribes are worth so much more) and several lesser buildings wherein the daily business of the government is conducted. There are also a few warehouses where common government stores are kept. The wall surrounding the district also has 4 high towers, each mounting a heavy ballista and a light catapult along with the usual cross-letted arrow slits and crenelated battlements. This is the most open area of all of Dragon Rock with winding lanes and trees (even a small field of grapes and some of the trees are in groups, forming miniature orchards). Various innocuous animals and plants live here and are tended by numerous gardeners in the city's employ. No one without official business (and proof of it) is allowed into this district. However even a thief of little skill could easily slip over the walls between the infrequent patrols, especially during dark periods.

There is no dock ward, though this is most definitely a port town. Instead the odd configuration of Dragon Rock leads to small dock areas near the most frequent utilized city docks (private docks tend to be well guarded and don't attract the types and frequency of ships such areas develop to serve). In such a large, open city, however, the types of services one would most expect to find in such areas are not limited to them and can be found most anywhere (though some districts will obviously have more than others and even cater to different specifics in clientelle).

The Small Folk Quarter is formally known as the Golden Hill District after the Lords of the Golden Hills, the name of the gnomish pantheon. The Small Folk Quarter is primarily inhabited by halflings and gnomes and a lesser number of dwarves. The district lies on the hill opposite the Government District and many of its dwelling are actually cut into or built out of the hill. Though like the rest of the Dragon Rock the members of this community are limited to only two sublevels they have so cleverly constructed their homes in many cases that it is unclear what is a violation of the law and what isn't. Because of this they simply pay slightly higher rent to Dragon Rock's owners and do not tunnel deeper than 25' (if they make their homes more regular they are still held to Dragon Rock's laws so it's really a choice they have rather than a penalty). The Small Folk Quarter does not (and legally cannot) keep larger people out and even has some humans and elves dwelling among them but in general members of most taller races do not visit the area often. Those businesses that deal in goods commonly desired by other races are generally located near the edges of the district so that they are easily accessible by those races. Even the usually common watch patrols are much rarer here as the community tends to police itself and be low on crime. Members of the clergy of many of the locally worshipped gods provide more than adequate policing in a formal sense and the community almost exists as its own, separate city. This as caused inspectors and other governments officials to descend on it in droves whenever some councilor or another feels disturbed by this and wants to exert the government's power. The locals simply wait such harassment out, knowing the government's efforts will soon be directed elsewhere and they will once more be left in peace. Indeed, this has proven true every time so far, though the last time was more than a decade ago so many are beginning to worry they are due for another few weeks of harassment sometime soon.

Kara-town is a very unoriginally named district but unfortunately the name first given it by local street toughs and thugs has stuck until it is now common usage. This area of the asteroid includes the Shou Lung embassy and is mostly rented by Kara-turans. From the lowliest peasants through true Shou nobles related to the emperor himself, Kara-town is populated primarily by Kara-turans of all social levels, jobs, and skills. Korobokuru dwell here in some numbers as do hengeyokai. The rarest Kara-turan race found here commonly are the spirit folk. However at least one mated pair of ogre-magi also dwell openly here and it is rumored that snake men (yuan-ti) are hidden among the human portion of the population. Some observers have suggested that one or more Dragon Rock water spirits from below may have chosen to mate with members of the local populace as the number of river and stream spirit folk is not dwindling as it should. Architectural styles in this area consist of an odd mix of traditional Kara-turan styles and other, more common styles developed by other cultures. Typically it is the nobles and more well-to-do merchants that cling most tenaciously to their ancestors ways and styles though the entire community tends to be insular. If anything Dragon Rock watch patrols are more frequent here as some of the local nobles consider it their duty to patrol the area and the government doesn't want any trouble. The nations this community is descended from are a prime source of luxuries and smokepowder, after all. Kara-towners have introduced the idea of paper money to Dragon rock though it is not generally accpeted outside this district and is not taken by the government of Dragon Rock at all (nor its owners, incidentally). It is an idea that either has yet to catch on or is untenable (as most others contend).

The Old Slums is an area that was once known as the Downtown District. This was when Dragon Rock had a city only on one side and one end. The opposite side of the asteroid at that end (the "point of the spear-head") was known as "down under" or "downtown" because those that weren't wanted in the main town generally moved here and were not officially living in town (they were free of the law's interference but also its protection at that time). A shanty town developed and was an excellent source of slaves (and a good way to hide the slave trade and thieving) before the war ended all that (in fact the war has at times been called the Down Under War and variations thereof in older texts). The Old Slums is still just that: a slum. Rundown and ramshackle buildings exist here, some dating back to the war that ended so many centuries ago. The people that live here now are of all races, it is rumored even a few neogi haunt this area though watch patrols have conducted numerous sweeps of the area and never located any. Watch patrols are less frequent here than in many places on Dragon Rock but they are especially frequent in the areas immediately surrounding this district. These areas are also home to the poor and disadvantaged but they aren't nearly so downtrodden. Some people object to the so-called "cordoning off" of this area by the local authorities but that hasn't changed the way the watch operates in this area. In fact the only shrine in the entire district is the shrine of Ilmater, god of suffering and endurance. With no true temples, guilds or other influential groups located here there is no one sitting on the council with a stake in the area's rejuvenation.

The War Fields is a district of Dragon Rock where war materials are commonly manufactured. From simple forges to bombard and wheellock makers the entire district seems filled with businesses devoted to war. Naturally this is not quite the case but the number of smiths and other artisans whose jobs have something to do with the military trade in this area is truly astounding. The district's name is not a formal one but developed on these streets long ago and has held ever since. It would take a clerk at the official city archives or a sage to find out what the "official" name of this area is. The name is appropriate in other ways besides trade as it occupies the [naturally] flattest area of land on the asteroid. It is close to the ancient temple of Helm and the Tower of Flame (seat of the Shaper's Guild). The district is not entirely industrial and many of the shops here are also home to their owners. Dwarves and giff are a sizable portion of the local populace though hardly a majority. There are even a few militaristically minded tinker gnomes located in this district (for suggested devices they might invent DMs are referred to Aurora's Whole Realms Catalog, Dragonlance Adventures, and various SJ resources including the War Captain's Companion and SJR1 Lost Ships).

Guilds

It is not only no surprise that guilds would form in abundance in such a commercially minded city but Dragon Rock's form of government actively encourages their formation as it gives a seat on the ruling council. Not all guilds are officially recognized, however, nor are all organizations that apply for guild status accepted. Guilds are given broad powers to police their own and if a guild exists governing some trade or industry then all those that seek to practice must be members according tot he law. Guild laws generally fall into categories one and five of Dragon Rock's legal system but there are some that fall into category two or even three (for instance laws that deal with safe working conditions and seek to prevent fires from spreading out of a controlled environment). Following guild rules (as they generally have the force of law) is a good protection against legal action though at times they aren't (such as when public outcry demands action regardless of the good intentions and attempts to follow the law of the accused). Guilds may not limit who can be sold to, however, nor may they levy penalties against members that refuse to go along with guild officer "suggestions" of who to do business with and what rates to charge (violating this law has had more than one guildmaster found to be in violation of both categories one and four of the Dragon Rock legal code-of course guildmasters also have a lot of political clout as they are councilors so such convictions are rare, which allows for a modicum of careful control in such areas). Individual dealers can choose to sell their goods (or refuse to) at any price to anyone as they see fit (even if they are members of a guild since the guilds aren't allowed to regulate this). Below are listed a few of the more notable and interesting guilds of Dragon Rock. By no means is this an exhaustive list (nor is every business covered by one guild, a few-very few-even fall under more than one guild). Also note that recognized merchant companies based out of Dragon Rock generally do not have to have any guild affiliation. Some will, however, in order to increase their influence or simply as good business practice due to the business they're in.

The Tower of Flame

The Tower of Flame is the name of the Shaper's Guild's headquarters and school of magic. The guildmaster of the Shaper's Guild is Guildmaster Kilathax "Firebolts" (N hm W(I)16 I18 W15 Cn17, uses war mage kit from CGR1 The Complete Spacefarer's Handbook). The guild is registered as Dragon Rock's local guild of invokers. The Shapers are most notable locally for having a contract with the city to train its watchmages and other city wizards. Due to this contract the guild trains not only the usual invokers but also some diviners and generalist mages also.

The Mages' Guild

This guild offers services for many mages but actually accepts very few mages into the guild itself. Instead they allow most mages (except those that choose to join the Shapers instead) to operate independently. While this gives mages the freedom they much desire it does limit them to many of the facilities they seek to enhance their magic. This policy serves to limit mages' power (at least somewhat, those with great personal resources or rich benefactors may be unaffected) but also helps their rivals, the Shapers, attract more invokers. In all this highly unusual policy is generally seen as a good thing by most of Dragon Rock's government (and even citizenry) as it makes more mages willing to work for those that can afford them and would like to hire them (the rich and powerful always like keeping key people dependent on them), limits the power of mages in general on Dragon Rock (no one wants too powerful of magic running around uncontrolled), and pushes the most destructive mages to an organization the city feels secure with (since the Shapers already contract to train the city's mages). The guild was founded and is still overseen by Guildmistress Shareena "Firelocks" Dresdana (CN hef W10/T12 I18 D18 Ch16, uses the imposter kit from CGR1). Shareena, and her guild's, secret is that she is actually running the most secretive and successful thieves guild on Dragon Rock under the guise of an elite mages' guild. So far no one suspects (or has reason to) and she is careful to keep it this way. The guild specializes exclusively in burglaries, including stealing cargoes and valuables right off docked ships.

The Tax Collectors Guild

This is a very unusual guild but one that was allowed to establish itself on the direct instructions of Dragon Rock's owners. The tax collectors guild includes the rent collectors that work for the asteroid's owners, rent collectors that work for some other groups that run boarding houses and such, the agents of loan agencies (both legitimate and "private"), and the city's own port authorities. The guild carefully regulates how much "persuasion" can be used, how often they can attempt to claim uncollected taxes, how much of a fee they can charge above the base rate as their personal cut (which is not legal for all members of the guild as many, such as the city's employees, receive a salary instead), and so on. Naturally this is open to abuse but somehow the guild has actually done a semi-fair job of keeping such abuse to a minimum and it has a reputation for dealing with its own that get out of line when doing business in a manner that is more effective than any court could ever be. Of course with a seat on the council this guild is able to help block a lot of interference they might otherwise have from government, too (the guild seems to be smart enough to know that they can only be successful as long as they-and their members-don't get too greedy and control themselves). The guild is currently led by Councilor Thaevin (LN hm F3 S16 W14, prefers title of "Councilor" to "Guildmaster").

The Street Sweepers Guild

Despite its name the Street Sweepers Guild actually deals with most of the cleaning jobs on Dragon Rock. From chimney sweeps to sewer rats (those who clean the sewers), the Street Sweepers Guild governs them all. Launderers do not fall under this guild (they have their own, closely allied with the textile guild) nor do they govern cleaning ship hulls (which the Shipwright's Guild does as part of ship maintenance). The Street Sweepers Guild is also an excellent source of information and lost items. They contain few true thieves such as pick pockets but any group in the city that wants to know what's going on either places some people in this guild or makes some contacts in the guild which they pay for bits of information. The Street Sweepers Guild has strong roots in the lower class communities and is firmly allied with the PoTs and certain other altruistic organizations (for instance it's known that anyone that tries to damage the shrine of Ilmater or injure its keeper will suddenly find there are quite a few guild members in the area and each is ready to kill to protect their friend-especially since it's easy for them to remove all evidence of a death before anyone knows of it). The guild has a much more strained relationship with the local thieves' guilds and the smuggler's guild since some guild members think these groups bring problems down on the poor. Of course others see those guilds as heroes and still other are only interested in money. No matter what, however, the guild definitely has some ties with the seedy side of life on Dragon Rock. The guild recently lost its old leader (he died of a heart attack though some suspect it was helped) and gained Guildmaster "Wormfingers" Erith (CN hem F2/T4 I17 D16, uses the spy kit PO:S&P). Erith is an unknown quantity in the Dragon Rock government and has only lived on Dragon Rock for two years. More than a few people think he's a pawn of one or more groups of thieves and the only leanings he has that is known so far is that he favors both the IEN and the PoTs in at least some matters.

The Shippers' Guild

The Shippers' Guild governs all commercial item packaging and transport from the unloading and loading of ships by dock workers to the carting of goods across town or even the delivery of a present from a secret admirer to his lady love. The guild is the natural place for others to look when trying to control smuggling and slavery that might occur on Dragon Rock which is also why it's one of the least corrupt groups on the asteroid. It's almost certainly the most legal. Of course the authorities and many of the commoners will never be convinced of that. The Shippers' Guild charges fair and reasonable rates for their services but has also shown they can easily shut down the city if the government tries to interfere with them over much. They are also one of the few guilds that has a true and complete monopoly. Most guilds find they have a few hold-outs that it's not worth their time to try to intimidate into entering the guild or ones that choose to find another guild (such as the Small Businessman's Guild) to join that is more to their liking. Of course there is no law against moving ones own goods and the Shippers' Guild is careful to make sure they don't interfere with those that choose to. Unless the amount of goods is relatively small or the destination extremely close by, however, few crews are willing to give up shore leave just so the owner can save a few gold. The Shippers' Guild is led by Dockmaster (all Shippers' Guild guildmaster's are known as dockmasters due to the guilds origins on the docks) Uraith Hornfist (LN (mt.)dm SP9 of Vergedain S17 W18 Cn 19, uses the merchant kit from PO:S&M), a tough, no nonsense dwarf that is willing take anyone on in a brawl, even in the middle of a council meeting.

The Small Businessman's Guild

This guild was originally formed soon after the establishment of Dragon Rock's government by merchants that didn't want to fall under any guild. Since they were going to be legally forced into it anyway they came together and formed a guild of their own that had no objective other than not interfering with their business. Some merchants even joined this guild and their own guild as a way to get more influence for themselves on the council. Since this guild is largely ineffective (and its frequently changing guildmaster knows it's supposed to be) this influence has been little and such merchants are currently few (usually ones leaving their current guild or joining the guild that governs their area of business now that they've established themselves). Despite the weakness of this guild, every time an attempt has been made to disband it its membership has suddenly become very vocal and very influential. At times they've even been militant. Also many small businesses unable to afford the dues of their "usual" guild start up under the Small Businessman's Guild and then transfer over so [some] other guildmasters do have some reluctance to close this guild down (by law all Dragon Rock guilds must charge at least 1 sp/year in dues, the law does not state whether this is per shop, per master, per apprentice, per member, or what, however, and various guilds have interpreted this in their own ways-for the Small Businessman's Guilds it's generally whatever way is most advantageous to that member). The guild's latest noteless leader is Guildmaster "Hairy Tenpennies" Sera (N hm F0 Cn 4, uses the merchant kit from PO:S&P).

The Glaziers' Guild

The Glaziers' Guild is run by Master Glassblower Hellinth Seabroom (NG hm W(I)3 I16 D17, uses the merchant kit from PO:S&M). The true power in the guild, however, is his niece, Elise Goldentree (CG hef W(D)8 I18 W17, uses the merchant kit from PO:S&P), who he allows to set policy and run the day-to-day guild affairs as he's much more interested in creating toys for children. She has been several times with Erith, the Streetsweepers' Guildmaster, during council breaks and lunches (she attends council meetings in her uncles stead frequently and when his presence is required she acts as his assistant) and rumors of a budding romance are beginning to make the local rounds. The guild has under it every kind of glassmaker in the city and collectively produces everything from stained glass windows, to tiny figurines, to fake gems of the highest quality. The guild has a strong affinity for magic, both in that it seems to attract a large number of elves, half-elves, and gnomes and because guild members are known to have produced exceptional works for enchanting for many local spell casters (both priests and mages). The best known is the all glass gargoyle that sits on the roof of the guildhall and animates to attack any that try to enter unlawfully. The gargoyle seems immune to most magic and able to repair itself from magical and mundane attacks that do affect it. Rumors say the Ptahians have already struck a bargain with the guild in case they ever acquire the barge of Ptah they want-the guild will provide everything necessary for the additional of one or more glass golem guardians. The guild has one more interesting secret, as man of its members know that some of their work is traded out for real jewels and gems by local thieves. These glaziers are even willing to specially fabricate duplicates based on actually seeing the item or sufficiently detailed mental, scryed, or dawn images.

The Shipwrights' Guild

The Shipwrights' Guild is more of a single business than a traditional guild. Allied shipwrights, carpenters, riggers, and others skilled in building and repairing vessels produce, overhaul, maintain, and repair vessels that drop by Dragon Rock (and one of it's more populous asteroid colonies). The guild is headed by Master Shipwright (all guildmasters of the Shipwrights' Guild use the title Master Shipwright, even if they aren't one) "Horse Lungs" Havilar (NG dracon-m Shalla(C)5 W16, uses the medicus kit from CGR1), the first, and so far only, dracon member of the guild. Havilar is friendly with the Dragon Rock dracon herd but considers the guild his new family. He is not truly a master shipwright as he spends too much time being sociable to develop and learn the subtler points involved in being a shipwright. Despite this he is well loved by the members of his guild who value the fact that he is willing to take the burden (and waste of time as most see it) of attending council meetings off everyone else's hands. His ability to easily haul large quantities of materials and to heal even the most seriously injured members makes his presence on the docks equally valued. The Shipwrights' Guild has seen and done it all, from constructing secret rooms to creating camouflaged and unusual weapons ports. They have even built new ship designs for those willing to pay the necessary costs and who provide the designs. The guild includes two skilled (and secretive and expensive) elven trimmers (shipwrights specially trained in the maintenance of elven vessels) and a small cadre of dwarves and gnomes that are skilled in producing metal anything. This can be hull plating, a mast, even an entire ship. The guild has members that are familiar with maintaining most any common ship type of known space and are easily able to figure out new ones so they can repair them. Given more time they can even copy ship types and individual vessels perfectly.

The Jewelers' Guild

This guild consists of all the jewelers and gem cutters on Dragon Rock and has agents at each of the nearby mining colonies (even those not controlled by Dragon Rock) in order to buy for them at reduced cost. More than a few unscrupulous members of this guild will cut gems they know to be stolen or even produce less valuable fakes and replacements for valuable jeweled items. There are also a number of fences in the guild with links to more than one of the local thieves' guilds. Many members of the guild feel a powerful rivalry with the Glaziers' Guild, though only a few members of that organization reciprocate this feeling. Surprisingly this guild is almost entirely non-human with dwarves, gnomes, elves, and halflings making up a majority of its membership. In fact the guild hall is located in the Small Folk Quarter. Once per year the guild holds a contest to see who can produce the most spectacular work and the winner becomes the new guildmaster for the next year (this contest is mostly an excuse to put works by all members of the guild on display-under tight security, of course). For the last 15 years the guild's leadership has traded hands between Gillis "Honeypot" Stonebar (NG gm W(I)4/T2 I15 D18, uses the merchant kit from PO:S&P) and Aethlinir Sundew (CG (grey)em MU4/T6 D19 Ch 16, uses the merchant kit from PO:S&P). The two are good friends (though they'd never admit) and have a friendly rivalry (though this is very hard to tell during competition season). Neither has held the guildmaster's position for longer than 2 consecutive years since they both entered for the first time 15 years ago. While many members of the guild cheer one or the other on or envy them their talents and position, most dwarven members of the guild wonder why anyone would ever want to waste time on being guildmaster and the politics when they could be working and earning money (there has never been a dwarven guildmaster and every dwarf that has ever earned the position has always turned it down).

The Meat Packers' Guild

The Meat Packers' Guild is in charge of all businesses on Dragon Rock that prepare, store, slaughter, and otherwise deal with large animal carcasses and portions of meat. The guild is willing to purchase the corpses of legendary beasts as well as more common fair (such as sheep, cattle, and edible scavvers). They sell parts (and even entire bodies) to spell casters, churches, and others for a variety of purposes ranging from spell components and ingredients in mystical substances to meals and trophies. The DM should set prices for both buying and selling based on the rarity of the carcass, its condition, and the campaigns' economy. Prices can vary widely even from one sale to the next as creatures go out of fashion or season and local buyers become interested (especially true with beasts used for potion, spell, ink and other components). The guild has a dark secret that is also an interesting play on words, they pack live meat as well: slaves. Slavery on Dragon Rock is rare as is the slave trade but there is some. Additionally slaves pass through Dragon Rock legally in shipping but their transporters wish to keep their presence secret to avoid trouble. Services for all these are overseen on Dragon Rock by the Meat Packers' Guild. Their frozen warehouses are ideal areas for concealing hidden rooms for slaves (and even the occasional corpse thieves or assassins will hire them to dispose of) and their cargoes are ideal for concealing the deliveries of unconscious slaves to the ships that will take them away from Dragon Rock. The guildmaster, Terrance Rashilar Orvin (NE(L) hm F6 S16 Cn15, uses smuggler kit from PO:S&P) is both a member of the Chainmen and the local Tenth Pit contact on Dragon Rock. Openly, he avoids confrontations that might give away his sympathies but privately he has a great deal of contempt for most of his council seat colleagues. He is especially opposed to any attempt to put a more proactive or good clergy than Helm's in a central position of power in the city and is generally seen as a supporter of the status quo.

Thieves' Guilds

Dragon Rock is home to five thieves' guilds (including the Mages' Guild, see above) and an entirely separate smugglers' guild. In such a large city it is actually surprising there are not more illicit guilds. Numerous independent thieves and smugglers operate freely and without fear of the guilds on Dragon Rock (and especially on Dragon Rock's colony asteroids where none of these guilds holds sway and-so far-no other, similar guilds have grown up). Many of the guilds are aligned to some extent with the underground church of Mask and all play with the city's politics to an extent as well. It is actually surprising a fledgling assassins' guild has not grown up or even developed as a part of one of the other thieves 'guilds and assassins on Dragon Rock operate independently (though a least one ninja family is present). One of the local thieves' guilds started out as a yakuza clan but after a disastrous street war with another (now extinct) yakuza clan that brought much watch scrutiny down on them they have added many more traditional thieves to their numbers and are a heavy mix.

Faiths

Dragon Rock's low rent, large populace, and impressive number of visitors (it is the most active asteroid in the Tears of Selûne) has attracted a large number of faiths to the city. It's close proximity to Toril has allowed a number of Torilian faiths to join the more typical spelljamming faiths present in the city. Only those faiths that are particularly notable (and thus generally have a temple) are noted here and even that list is not all encompassing (for instance the Shou Embassy is said to have temples to the Celestial Bureaucracy and the Thousand Gods religions present on its grounds).

The Hand of the Guardian

Helm's faith is based out of the original stone temple-fortress it occupied so long ago. It is undoubtedly the most prominent faith on Dragon Rock due to the church's alliance with the city's government and position in providing priestly might to the city's watch and naval forces. The Helmites have cleared out their ancient fortress and fully repaired it and so possess possibly the most defensible structure on Dragon Rock. Looking very similar to a traditional groundling keep, the fortress sports several large weapons atop its towers and battlements that are kept in excellent shape. This allows the Helmites to fire on ships above and foes on the ground, though they haven't needed to in decades. The temple has and trains crusaders, monks, clerics, watchers (specialty priests), and even a few paladins. Most of these serve in Dragon Rock's forces for a time and it is believed the temple can call on thousands of clergy in time of need (more conservative and educated estimates usually disagree but public perception often counts more than reality). Additionally a large portion of Dragon Rock's law enforcement personnel also attend the church's services, ensuring the Helmites are a force feared in the city. The temple is headed by Gauntlet (high priest) Delrose (LN hm SP14 S16 W18 Ch17), the senior most Watcher of Helm at the temple (his predecessor and superior, Iron Gauntlet Altuul (LN hm C17 W19 Ch16) is aging and has given up the daily duties of running the faith on Dragon Rock, instead maintaining his seat on the council to relieve Delrose of this burden).

The Golden Market

Known as the Grand Market until a few years ago, Waukeen's temple is patronized by almost everyone in the city that has anything to do with business. Even if they don't worship Waukeen, most find it sensible to make an occasional offering to her to ask for her blessing. The temple is a large structure with a 15' high wall surrounding its large open courtyard in front. This courtyard is the most prominent open market on Dragon Rock and vendor space is always at a premium. The market spills out into the area in front of the temple and wraps around it, always trying to find more room to expand further into. The market (like most on Dragon Rock) operates around the clock and is heavily patrolled by Waukeen's clergy, keeping merchants and customers safe and honest. Waukeen's clergy will not allow watch patrols into the temple's courtyard due to the presence of Helm's clergy and this has caused quite a bit of friction between the two faiths. The council has ruled, however, that except under council order the patrols will not enter (this was done to prevent conflict) but that any business done inside is not under the watch's protection for this reason. Since the Waukeenar are much better at keeping merchants and customers honest (this is not the watch's job, after all) and the city's ruling has been interpreted as meaning city strictures on trade don't apply here, the courtyard has become one of the most notable spots on dragon Rock to do business. It is said even slaves can be bought and sold here, though there is no evidence this occurs (and undoubtedly the city does keep spies here). Many other smuggled goods are sold here, and fences deal openly (though not too openly, Waukeen doesn't support theft and thieves as it hurts merchants and business). Other's simply seek stall space here since they know so many people come here, just looking for unusual (and otherwise illegal) deals. As the most shopped market on Dragon Rock this has only driven competition for courtyard space up further. Naturally "Waukeen has asked" for larger "donations" for stall space here but it is said a merchant with a good product and good selling skills can earn enough to keep himself in business for more than a year in one day here. This has even proven true on occasion. The temple has both clerics and goldeneyes (specialty priests) and often sends some of them out to set up small shrines at other markets on Dragon Rock. Inside the temple rooms (from the size of ballrooms to tiny cubby holes barely large enough for two thin halflings) can be rented for private business meetings. Privacy here is guaranteed from eavesdroppers, magic, and even the authorities. Merchant houses often hold dinners and balls here as the richly furnished halls are perfect for this (and everyone wants the Merchants' Friend to smile upon them). Waukeen's faithful on Dragon Rock are led by Holycoin Sabu (N hf SP16 I17 W18 Ch16), an immigrant from Shou Lung. She is said to have at least 4 other members of her clergy capable of using the powerful spells wealthword and wealthtwist (7th level spells specific to Waukeen's faith from F&A). She rarely attends council meetings but always makes sure one of her lesser clergy members does instead, just to make sure the council doesn't try to interfere with trade. Given Dragon Rock's nature it is doubtful that she needs to worry about it and if they did try Dragon Rock's owners would undoubtedly overrule them.

Temple of Ptah

Ptah's faith in both space and on Dragon Rock goes far back into history. The faith is one of the most popular of space and so it sees a lot of visitors that come to Dragon Rock's temple to worship. The number of clergy at the temple is relatively small as the Ptahians are encouraged to spread their faith's word across the spheres. The temple is moderate size but well furnished and maintained, however, as Ptah receives a large amount of donations. Currently the Ptahians are saving their funds to built a barge of Ptah that would be based out of Dragon Rock's temple but travel Realmspace (and possibly beyond). The temple has clerics, specialty priests, and mystics. The temple's high priest recently disappeared and divinations have revealed he was murdered and then his body was thrown into space to be consumed by scavvers. The church doesn't know who did this or why (he stumbled on some illegal activity while walking the streets during a dark period) but is naturally quite concerned. They've also lost his phylactery of faithfulness and necklace of prayer beads, both of which were on him when he died (they are now sitting in a warded vault in the temple of Mask). The clergy have convinced a traveling evangelist of the faith, Daronok (N hem SP9 W18 Ch 16, uses evangelist kit from CGR1) to take over as head of the temple for now. Daranok feels Ptah's willingness to accept members of any race into his religion makes him an excellent prospect for most spacefarers and is trying to introduce a more conversion oriented zeal into his new subordinates. The temple has close ties to its sister temple on Bral and that temple may end up sending their permanent new high priest. They are also considering helping fund the new barge of Ptah and if it becomes a reality, Daranok is a prime candidate to be in charge of it.

The temple of Ptah also hosts a shrine to Thoth, whose local clergy are allied with the Ptahians. The Thothians are heavily involved with the Seekers and besides an acolyte the shrine is usually unattended. As they are not their own temple the Thothians do not have a council seat but their leader, the sage Thellendies (LN hm SP12 (P12/W12) I18 W18, uses scholar kit from CPHB, major field of study is the physical universe with minor fields in humankind and the supernatural and unusual), has a great deal of personal influence due to the knowledge he possesses. Scriveners are sometimes hired to help settle disputes and monitor business meetings due to their unusual skill at discovering the truth.

The Ptahian temple also hosts unattended shrines to Isis (who has several local mage followers) and Nephthys (who receives donations from local and traveling merchants as the goddess of wealth). Nephthys does have a cleric on Dragon Rock that's also a shopkeeper (Dalia Smallockes CG hf C5 W17 Ch15, uses merchant kit from PO:S&P) that the Ptahians will refer faithful to if asked. Isis shrine (and usual local point of contact) is maintained by the local wizard Hewbrand Firecloak (NG hm W4 I17, named for cloak he wears that gives him fire resistance and will generate a hot fire shield anytime he's physically attacked) who is not a member of her clergy, just a devoted lay worshipper.

Temple of Torm

Torm's temple on Dragon Rock is an open building, surrounded by graveled fields. Here clergy of Torm and warriors dedicated to his service practice their weapon skills and carry out their duties. The temple is well known for its feud with the local clergy of Helm. Tyr's local worship is based out of a shrine at the temple of Torm and the Tyrrans object to the fact that Helmites alone are part of the city's justice system, when Tyrrans are the obvious choice for this duty. Without Tyr's guidance it is generally felt no true justice can be had. The Helmites, however, have fought long and hard to ensure they maintain their exclusive position. The Tormish agree with their Tyrran brethren and support their struggles completely. Unfortunately, since the Tyrrans do not have their own temple, only the Tormish have a seat on the council to argue this position from. The temple of Torm is also a known meeting area for members of the Company of the Chalice and several of both Torm's and Tyr's followers are members of this group. The temple of Torm is headed by a relatively minor Tormtar, the cleric Ranth (LG hm C7 W18 Ch18, uses the prophet kit from CPHB but free proficiency is astrology rather than weather sense). Ranth was chosen by Torm in visions sent to several of the local clergy to act as the temple's spokesman and no Tormish would ever prevent him from doing his duty. Daily operations are led by a council of the most senior clergy of both Tyr and Torm (as the two groups operate as one).

Tyr's shrine is carefully maintained by the local Tyrrans, who regret not having their own temple. At the time the decision was made, however, the Tyrrans only had funding enough for one temple on either the Rock of Bral or Dragon Rock and as the Rock of Bral is a known pirate haven it was decided to construct he temple there. An arrangement was worked out with Torm's followers, however, so that they would construct a temple on Dragon rock that would also house the local shrine of Tyr. Both temples maintain close ties and the shrine on Dragon Rock cosponsors an order of spacefaring paladins along with their Tormish brethren. The Hammer of Justice is an order whose duty is to bring justice to the spheres. Crusaders, evangelists, paladins, and missionaries make up the order, though paladins are the most numerous. The Hammer of Justice is led by a paladin of Tyr, Lady Hammer Smithkin Foesmiter (LG hf Pal10 S20 (due to girdle of giant strength) W18 Ch18, uses true paladin kit from CPHB though required weapon is hammer and must have spacemanship rather than riding by 4th level). She wields her symbols of office (a hammer of thunderbolts and a girdle of stone giant strength) in her cause and has been known to personally lead assaults on enemy bases and vessels despite her position (or perhaps because of it her Tormish followers say).

Temple of Mask

The local temple of Mask is hidden in caves located at several old sewer junctions. Scars of the ancient battles against slavers are still visible on the walls though the regulars pay them no mind. Mask is not the only patron of thieves worshipped on Dragon rock but he's currently the most powerful. This is because the smugglers' guild and several of the local thieves' guilds are closely associated with his temple (note that the Mages' Guild has no such affiliation and instead has clergy of Erevan Ilesere and possibly other racial deities of thievery and mischief among its numbers). The Maskarrans dream of bringing all illicit activity on Dragon Rock under their control but have not tried to do so (though they haven't tried to stop inter-guild wars and reprisals against independent thieves, either) as they realize that such an attempt would be costly and would lead to an increased chance of their discovery by the authorities. The temple is headed by the fence Darian Onetooth (NE hm T16 I16 D18, uses the fence kit from the CTHB) though its most powerful priest is his half-brother, Brull (NE hem C10/T12 D17 W16).

The Path and the Way

The temple run by the path and the way is a very open affair, with lots of gardens and streams and small bridges. The entire area is a mixture of mostly Kara-Turan styles (particularly Shou and Kozakuran) but there are also occidental influences. The temple is actually more of a collection of shrines than a single, central worship area and it is a popular meeting and resting place. It is the only place on Dragon Rock open to all that is park-like (other such areas are restricted noble compounds, the closed government district, the elven embassy, the Shou embassy, and the like). The area is frequented by wu-jen, relaxing lovers, and those wishing to meet privately in a public place (such a thieves) in addition to its normal activities. There were always occasional murders and occurrences of violence on the open grounds but about a decade ago these activities suddenly surged to epidemic proportions. At that time the temple's shukenja hired a clan of ninja to secretly observe goings-on on the grounds and deal with any violence. They've also implemented more obvious sohei patrols (and increased the number of sohei at the temple) to add additional deterrence and no deaths have occurred since. Naturally the ninja clan has begun gathering a large amount of information from this deal also, however. The temple is not apparently headed by any particular priest and several highly respected shukenja take turns attending council meetings (it is recommended that OA be used in designing characters to populate the temple rather than 2nd Edition kits).

The Temple of Combined Elements

The Temple of the Combined elements is one complex that houses four major temples each dedicated to one of the four elements and several minor shrines for various quasi- and para- elements. Various gods and powers dealing with each element are welcome to give services here as long as they don't attempt any action against other faiths at the temple (other than trying to convert worshippers away from rivals through preaching, of course). Cathedral of the Winds: The Cathedral of Winds is a large, vaulted open room in which winds constantly blow (some of this is due to permanent gust of wind spells placed strategically though several permanent dust devils also reside here but will not harm those that aren't hostile and don't attempt to damage the cathedral). Pews and a central altar on a raised circular dias are all the room's decorations and large areas of the ceiling are open (since Dragon rock has no weather there is no need for windows). Regardless of the time of day the cathedral is always lit by a soft light that has no apparent source and does not detect as magic. Akadi, Yan-C-Bin, Anu, Quetzalcoatl, Fei Lien, Feng Po, Shang-Ti, Shu, Ukko, Zeus, Indra, Eenlil, Quorlinn, Syranita, and other powers have all been worshipped here. The cathedral is maintained by a small group of Akadi's clergy, of which the head, Silvana Brighteyes (N (high)ef SP10 W18, uses the astrologer kit from CGR1), fills the Cathedral of the Winds' seat on the council (the four elemental faiths are recognized as separate and full faiths unlike other co-located faiths). She has 3 kenku acolytes among her flock (flock being the appropriate term for an air power's faithful). Notably two half-elven priestesses of Aerdrie Faenya can also be found here, attempting to convert others to their faith (especially elves and half-elves). Most such worshippers choose to worship at Aerdrie Faenya's shrine in the elven embassy but some attend the Cathedral of the Winds instead. Of all the elemental cults and powers worshipped in space, those of air are traditionally the most popular (for obvious reasons) and on Dragon Rock this holds true. Neither Akadi's nor Aerdrie's faithful ever leave the Cathedral unmanned at any time as they try to aid worshippers and gain converts. The Cathedral is never empty of other worshippers either.

Chamber of Stone

The Chamber of Stone is a large underground complex of twisting passages, caves, and chambers. The central vault holds a plain stone altar though several of the other chambers do also. Around this altar are pews for the faithful and the area is lit by glowing, sparkling gems in the walls and ceiling. The rest of the Chamber of Stone (the temple is known as the Chamber of Stone despite the fact that it's not a single chamber) is unlit unless one brings their own light. A glowing heat line in the ceiling does provide illumination for those with infravision throughout the temple, however. This area is the perfect place for illicit activities including murder and hiding bodies. Additionally spiders and other dangerous creatures have made lairs in several place in the temple so those who come here not only bring their own illumination but also their own weapons (and armor). There is no map of the entire area though it is presumed the few clergy of Grumbar and Geb that oversee the temple know all its nooks and crannies. There are definitely rat tunnels connecting the temple to the sewers and there may be other connections as well. The temple was allowed to expand much further down than is usual by special permission from the council. As with the Cathedral of the Winds, any worshipper of any earth power is welcome in the Chamber of Stone and many such powers have been venerated here (Geb, Grumbar, Ogremoch, Nin-Hursag, and others). The gnomish and dwarven deities, however, have their own temples on Dragon Rock and their faithful do not come here (except those of Urdlen) which keeps the numbers of visitors low as they are the primary earth deities venerated in space.

Interestingly the Queen of Air and Darkness has at least one follower that visits Dragon Rock on occasion and that follower chooses to worship in one of the Chamber's small caves. Violence is prohibited between rivals (and rival faiths) but in the Chamber of Stone this is impossible to enforce. The two permanent local clergies, those of Geb and Grumbar, do observe this rule unless assaulted (in which case they defend themselves), however. The local clergy of Grumbar and Geb have a feud going as each feels it should represent the temple of earth on the council. Currently the head of Grumbar's more numerous clergy, Keystone of Grumbar Dalton Rockshaker (N hm SP7 W16, uses evangelist kit from CGR1 and is named for his "earthshakingly" loud speeches), sits on the council as the temple's representative even though Geb's head priest, Lord High Sapper Langeb (N hm SP11 S17 W18), is much more powerful and better liked (Dalton tends to turn political speeches into prostheletyzing for his god).

Pools of the Deep

The Pools of the Deep is a small pond enclosed in an open room, or so it appears from the surface. Visitors are few as water is a little worshipped element in space though locals do come to show their children what a natural pond looks like (of course, it's not really natural). Sometimes they also throw in a coin due to superstitions about throwing coins into wells and other bodies of water and making a wish (sages have traced this superstition back to an enterprising early priest of Istishia on Dragon Rock that spread rumors so he could collect the funds-unfortunately he later drowned). The pool (there is only one, despite the name) is extremely deep, however, and contains submerged rooms and caves and impossible amounts of aquatic life. The water is fresh but it supports both fresh and salt water lifeforms equally well. There are even chambers below the water line that are air filled (used to help rescue an air breather that falls in and can swim and so sinks and to allow faithful to be closer to the submerged ceremonies). Any deity of water is supposedly welcome to be worshipped here and several are or have been (Istishia, Olhydra, Deep Sashelas, Trishina, Ahto, Shekinester in her Empowerer aspect, and others) but due to the nature of the primary inhabitants of the temple some aren't welcome. A few members of Istishia's faith are believed by most to be the only permanent clergy at the temple and their leader, True Grand Oracle Ellifina (N hf SP9 W18 Cn17, married to one of the lesser priests of Deep Sashelas), holds temple's seat on the council. In actually a community of almost 40 aquatic elves that worship Deep Sashelas dwell in the pool along with several dolphins (that surface in air pockets below surface level when they need air) and a group of about a dozen nixies. Many other types of aquatic plants and animals fill the depths (though none are actively hostile to the elves, nixies, dolphins, and humans) and make it a living, vibrant place. The city council (long ago in a now forgotten but recorded decision) allowed the temple to expand beyond the usual maximum depth but they have not allowed the temple to join its pool with Dragon Rock's central reservoir. The pool has no other accesses than the mouth that opens into the room above (no sewer connections or the like).

The Realms of Flame

This area consists of connected room, each separated by fire lizard skins that cover doorways to hold in the heat. As one enters the temple area and then travels deeper within it they entering increasingly hotter rooms. Each room contains several (usually 4) braziers containing magical fire that never dies. The rooms work their way inward in a long circle until they finally reach the central chamber, in which there are no pews but rather the floor consists of grates over open beds of coals and magically heated rocks. This concentric design serves to further insulate the central chamber and, though it is not noticeable, the ring slopes slowly downward so this area is also sunken into the ground. The central chamber is not hot enough to cause damage to normal humans though nothing heavier than light clothing can be worn here and strenuous physical exertion could quickly kill. The central chamber has a raised altar at its far end made of basalt. All deities of fire may be worshipped here and many are or have been (Imix, Kossuth, Hastsezini, Girru, Brigit, Huhueteotl, Agni, Loki, and others) but fire is not a popular faith among spacefarers (it consumes air, damages ships, blows powder magazines, and so on). Besides some mages and warriors the main fire worshippers are smiths, glaziers, and other artisans that use fire in their work. The only permanent clergy at the temple are the a few followers of Kossuth, including two fire elementalist war mages that are willing to train apprentices. The temple is represented on the council by Eternal Flame Danacia Sunfire (N hf SP10 W18 Cn17).

The Temple of the Dead

The Temple of the Dead operates in similar fashion to the Temple of the Combined Elements, allowing worshippers of any god of death to worship here. There is even a separate section for gods of undeath. The temple has permanent clergies of Myrkul, Osiris, and Hel in attendance at it and will refer worshippers of Nephthys to the temple of Ptah. The clergies get along poorly and have occasionally violated the stricture against violence between worshipers and faiths at the temple. The three rival clergies are mediated between by a priest of Jergal, Narv (LN hm SP12 W20 I17, uses scholar kit from CPHB, has been here since the temple was first built and doesn't seem to age), that serves each as asked but refuses to take sides except to enforce the temple's laws. Any power of death may be worshipped here and many are or have been (Myrkul, Jergal, Osiris, Hel, Anubis, Nephthys, Arawn, Mictlantecuhtli, Yen-Wang-Yeh, Surma, Dudra, Yama, and others). Currently the head Myrkulite, Deathbringer Lina (NE hf SP12 S15 W18 I16), holds the temples seat on the council though the new head of Osiris's faithful, Lord High Magistrate Hodkamos (LG hm SP10 W18 Ch16), suspects his master's death was no accidental mugging (he's right). Hel has only two clerics at the temple and so has little chance of taking the council seat.

The Shrine of Undeath sees visits by a few local necromancers and has only a few clerics and deathmasters (detailed in Dragon #76) of Orcus here permanently. Here Chemosh, Velsharoon, Kyuss, Kanchelsis, Mellifleur, Orcus and other powers of undeath have been or are worshipped. The shrine has no seat on the council and most (including those clergy that oversee the rest of the temple of death) avoid it. Some do come here however, especially as they grow older, in hopes of achieving eternal life (or undeath).

Other Organizations and Places of Note

Dragon Rock has far too many notable locations to detail or even list them all here but a few important city centers are touched on below as they deserve some mention.

The Seekers' Library

The Seekers operate a library that is open to all on Dragon Rock. Here they conduct research and archive information. Many people visit the library in hopes of discovering information or even simply to have their records kept by the library. The library hosts numerous sages and is allied with several local clergies that also work here (in particular Oghma's, Savras's, Thoth's, Dungmaren Brightmantle's, and Nebulun's-the gnomish deity Nebulun and not Gond masquerading as this power). The most famous figure at the library is the sage and chronologian Halaster "Greenstars" Twostalk (CG hem SP16 W18 I18, uses scholar kit from CPHB, major field of study is demi-humankind with specializations in elves, history, magic, and invention/engineering and minor fields of study in humankind and supernatural and unusual). As a priest of Labelas Enoreth he will undoubtedly be here for a very long time and he has [limited] access to elven records that would otherwise be inaccessible. He is well known for his knowledge of history among those who wish to know and is constantly pestered by explorers, adventurers, nobles, merchants, and others with a desire or need for some of his knowledge. The library shares living space in its dormitories with the nearby Temple of Oghma and the Shrine of Savras. The Seekers are led by sage and Diviner Harnas Spellsinger (N(G) hem W(D)13 I18 W17 D15, uses academician kit from CWHB, sage specialty is human and demi-human spelljamming and magical history) who is also the local head of Savras's clergy. Harnas has no time to attend council meetings and so sends others in his stead whenever possible. The Seekers operate the third and final official age school on Dragon Rock out of their library, mostly training diviners and a few generalist mages.

The Elven Embassy

The Elven Embassy occupies a fortified woods much like it does on the Rock of Bral, though it does not occupy as large an area locally. The embassy is surrounded by a 12' high wall of solid red stone (it looks like brick only it is all one piece, not separate pieces put together with mortar) pierced only by 3 gates. The gates will only open to a hadozee, half-elf (not of drow descent), or elf (again, not a drow) and are of undamagable brass (guards will open the gates to permit visitors of other races to enter if they are to be allowed access). Each gate is filled with loops and curls in the bars that make no obvious pattern but are quite pretty. The canopy of the trees reaches down to the wall tops, forming a roof for the area when viewed by any vessel passing overhead. Elves can see well enough out of the canopy to note all passersby and their activities but those outside cannot look in. The entire area is covered in a mythal-like ward that has protected it from several attempts by local Xenos youths to damage the forest through the use of flaming oil (these youths all disappeared within days of their attempted arson and no sign has been found of them, questions to the elven embassy have met with stony silence and suggestions that local officials should worry about preventing crimes rather than tracking down missing criminals they don't intend to punish). The other effects of this protection are unknown to those who are not part of the embassy but detect magic reveals the entire area (including wall and gates-which never seem to show age or damage) to be covered by a highly magical field of indeterminate sort. The elves have an alliance with Dragon Rock similar to their alliance with the Rock of Bral and are on friendly terms with almost every local church. Many of the merchant and noble houses of Dragon Rock are elven or half-elven and the embassy deals with these groups frequently, being closely allied with most. Within the embassy compound is located the local worship sites for the various powers of the Seldarine. The embassy (like any elven outpost) trains its own people as necessary but they also train local elves, half-elves, and hadozee that desire it. The embassy is headed by Ambassador Yulanda Greensprig (CG (moon)ef F12/W12 I18 W16 D18 Ch18 (due to ring of human influence, actual Ch unknown but high), uses bladesinger kit-longsword).

Bibliography

As established in F&A on page 170 and in P&P on page 182, this article assumes the Rock of Bral is located in the Tears of Selûne just as Dragon Rock is. However references to the Rock of Bral have been designed in such a way that moving it further afield (or even removing the references altogether) should not be a problem.