Assorted places in Targrove:
The Flying Dog (tavern). The tavern of choice for city regulars who aren't looking for a fight. It's somewhat out of the way, and a bit hard to find if you don't already know where it is.
Located at the top edge of the market district.
The Leering Mermaid (tavern and whorehouse). Caters to nobles (who think that they're slumming), and wannabe nobles (who think that it's posh). Is also one of the few establishments in Targrove to make extensive use of slave labor.
Located near the bottom of the market district.
The Kraken-on-a-Spit (tavern). Somewhat similar to the mended drum of discworld fame. You could go there and have a peaceful drink... but why? Bar fights here are generally fairly cheerful affairs, and serious injuries are surprisingly uncommon.
Located a bit marketwards of the center of the docks.
The One-Eyed Fox (tavern). A hive of scum and villainy. Bar fights here are typically short, brutal, and (often) lethal. Not recommended for the faint of heart or the inexperienced. This is the standard meeting place of thieves, assassins, and smugglers. (While there are relatively few things that are actually illegal in Targrove, the city does have a thriving trade in stuff that's illegal elsewhere - so there's plenty of above-board work to be had for those specialized in evading the law at other ports.)
Located where the docks reaches the southern finger fort, beyond the edge of the dwarven district.
The Yellow Scale (tavern). The oldest operating tavern in the chromatikin district; this place is as much of a quiet social nexus as the flying dog, though it caters to a rather different crowd. It's also more or less ignored by most of the humans in Targrove; people who go there looking to pick a fight often just disappear. Besides, it's clearly not important.
Located roughly in the middle of the chromatikin district.
Stewart's Tower. Bunker might be a more accurate term; it looks like it was built to withstand attacks from siege weaponry. This building is also relatively small for a wizard's abode - a mere two stories tall and about thirty feet in diameter. Local rumor claims that the basements are quite extensive, though.
Located at the north west corner of the general district; adjacent to both chromatikin and elven districts.
The Coliseum. Most notable for its use of magic to grant participants limited regeneration; it is very difficult to actually kill someone in the arena (no matter how thoroughly you disembowel them) - and all methods capable of doing so are banned from use in normal combat. Hosts a variety of games ranging from simple "deathmatch" combat, to complex team-based blood sports. Also hosts the occasional public execution.
Temple of the Eternal Storm. The local temple to Avoden; a towerlike structure whose upper levels are wreathed in its own private storm cloud. (The cloud is real, though the thunder and lightning is largely illusory - due to complaints about fire hazards and noise pollution.) A popular temple among the sailors; most make small donations prior to heading back out to sea.
Located just about dead center in the Docks, on the edge of the water.
Temple of the Stricken Hart. The local temple to Artemis. It's relatively small and out of the way; a single story stone structure surrounded by trees. There's not much call for a goddess of the hunt in a major city. Oddly enough, the dwarves seem to show up here fairly regularly - perhaps they're just impressed by the stonework. While its construction looks crude at first glance, as if someone had simply tossed together a pile of whatever boulders were handy, careful examination reveals that it was merely crafted to resemble natural rock, and that most of the apparent holes have been filled in with transparent glass.
Located on the eastern edge of the elven district.
Temple of the Sun. The local temple to Marris, and the local headquarters for the order of paladins. Fairly standard cathedral style building, lots of sun motifs, stained glass windows, and glowing golden bits.
Located at the top of the trade district, poised at eastern edge to get the best possible view of the morning sun.
Temple of the Blazing Clarion. The local temple of the Harbingers of Light (aka the Shadowflame Cult). It's a bit on the small side; the locals mostly prefer other religions. Best known for an experimental war construct (the aforementioned "blazing clarion") that is often submitted for battle in the coliseum - where it's one of the favorite "bad guys".
Located on the eastern edge of the trade district, tucked in just under the cliff face, and only a few blocks south of the Temple of the Sun. The site is in shadow for most of the day, though the temple itself is well lit by magical flames.
There are a large number of other temples, as well. Most major religions have at least a small shrine somewhere in Targrove - though, as following any vile god or demon lord is illegal (punishable by death), any shrines to such dark powers are well hidden.
The Circle of Ash. When Malika first came to power and chose to enforce order on the streets of Targrove, several of the street gangs of the time banded together against her. The circle of ash is where she obliterated them. These days it is walled in on all sides, with no windows, and only a single narrow alleyway leading in. It is a forty foot diameter area of featureless grey ash. The air is still, and silent, and far too hot - typically hovering around 120 degrees Fahrenheit. Every step brings up puffs of ash that seem to swirl into screaming faces as it drifts slowly back towards the ground. Lingering in the area is said to cause people to go insane, or just plain disappear.
Located in the middle of the general district.
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