Elder Scrolls DnD/Riften

=Riften= The city itself.
 * Each district needs a safehouse, run by an underboss associated with it.
 * Give several districts options in which to live, with varying prices.

Northgate
District immediately surrounding the North Gate, onto the road which leads north towards Shor's Stone and Eastmarch Hold beyond. Traders who can't afford to stable their wagons often camp outside the gates, and are vulnerable to predators and thieves alike.

The Snow Gate
The wood and iron gate barring the road north to Shor's Stone and Eastmarch hold beyond. A walking door is set into the larger double doors opened only for wagons coming through. A large guard post sits above the gate itself, providing the district's guardsmen a garrison.

Description=

The Hung Ogre
An inn along the road running from the city's North Gate, often sheltering travelers from Windhelm and the rest of Eastmarch. Has its own modest stable for travelers' horses and carts. Description= ''The Hung Ogre appears little more than a hole in the wall along the road to the north gate, a two-storey structure with a stable attached at the end of a block. Stepping through its paint-chipped door, however, the long, slender common room is warm and reasonably clean, lit by candles all around. A Nord man stands behind a joint desk and bar near the staircase in back, while a Dunmer woman weaves between the tables delivering drinks. It's usually quiet, but around mealtimes there's generally enough chatter to fill the room.'' NPCs= Adventure Hooks=
 * Kurtis Paulsen
 * A Nord man whose family has owned the inn for generations. Doesn't know what he'll do about the next generation not wanting to take it on, however.
 * Brelyna
 * Kurtis' wife, a Dunmer woman who came with the caravans fleeing Morrowind after the Red Year. Loves Kurtis, though she's decades his elder and wonders what she'll do after he's gone.
 * Aska
 * Their daughter. Hates needing to help her parents with cleaning the inn and mucking out the stables. Easily impressionable.
 * A pair of sad-eyed patrons wearing the untreated leather trousers and wool shirts of workmen seated at a corner table signal the barwoman for another round. They've clearly had a few already, and don't look like they plan on stopping anytime soon.
 * If pickpocketed, they'll yield 1d8 silver drakes each. Once a player is near, however, they hear: "Here's again to Bashuk, may whatever gods she had be kind to her." "Can't imagine a worse way to go. I'm not going back to work until something's done."
 * If spoken to, they'll explain they're loggers with Hasenfeld's Logging Company, and Bashuk was the third of their company to be killed by a bear near the camp. They mention Hasenfeld is looking to pay someone to deal with the problem. Wildlife Trouble
 * If asking for a meal, Brelyna or Kurtis will mention they haven't any bread to go with the stew or fish. If asked why, they reveal Skeevers have managed to tunnel into the basement lately, and they've grown aggressive enough to force them to bar the stairway down. They'd gladly offer a few free meals or nights' stays for clearing it out. Hung Ogre Basement

The Sluices
A slum inside the Northwest wall separating Northgate and the Waterfront. It's home to many poor fishermen and more than its share of crime than the Thieves Guild would like. Too many desperate, disorganized people. Other residents keep clear if they can.

The Street of Prayers
Along the Northeast of the Market District, from the edge of the Sluices to the corner of Eastgate, is a neighborhood called the Street of Prayers. Not really one street, it's a region in which temples to the various Divines have all been built, keeping a respectful distance from one another in between, and provides alms to the poor from the Sluices and a place for Eastgate residents to make a show of their generosity towards their Divines of choosing.


 * Guild Safehouse: Zenithar's Clocktower (Headquarters)
 * Underboss: Gislred

Zenithar's Clocktower
A wood-built temple to the god of trade, taken over decades ago as a front for the Thieves Guild.

Chapel= ''The chapel hall of this temple to the God of Commerce could be considered as being built the wrong way around; marvelous stained glass windows dominate the wall behind the altar dais all the way to the vaulted ceiling, forty feet above the floor, but that wall faces away from the path the sun takes through the sky ever day. Thus, the temple hall is always dark, lit only by a seemingly inexhaustible supply of wax candles the mounts of which have been encrusted by decades of use, and today look like the eaves of every structure in Riften when winter comes.''

''With ancient beams holding its wooden walls in place to every other side, patrons of the temple are encouraged to contemplate in silence from the pews filling the chapel floor, all of which are oriented towards a massive slab of iron dominating the raised dais at the fore. The church's altar is a massive, elongated anvil, made of solid iron and so wide either tip extends beyond the windows' backlighting and into shadow from the view of anyone in the pews.''

The Chapel is tended by Thieves Guild members (replacing candles, handling requests from patrons, collecting offerings), who are repaid with meals and decent lodgings in the cellar for their services.

Cellar= First room is a storage area for church supplies; provides a believable front for anyone snooping through the temple. Several smaller rooms branch off it and provide offices and private quarters for Guild underbosses like Darman Slyte.

Second room is a common room for Thieves Guild members staying for a while, either to wait for the Riften Guards' searches for them to die down, or because they're not very good thieves and need the Guild's hospitality. Privacy is at a minimum, but each member is issued a cot to use if they need.

The Guild's vault is a level below, and contains the sum of their treasury--which is quite large.

Clocktower= The top level is the office and residence of Guildmaster Silvi Darheel.

Adventure Hooks= If a player speaks with him, the Redguard reveals his name to be Rahud Pasha, the representative of a group of silk merchants who were invited here by Jarl Hosgunn to present their wares and perhaps secure a sizeable deal, but after striking a fabulous bargain with a group of boatmen to ferry them across Lake Honrich, realized the letters proving he was from the merchants and his ownership of the silk had been stolen. Worse, when he went to explain this to the Jarl, he was taken for a swindler and thrown out of the castle. If he returns to Hammerfell with such failure, he'll be ruined, and is praying for some means of the silk's return. The Guild would be most interested in this. They could play a quick con if they had the documents and swindle Hosgunn out of a lot of gold on a downpayment for more silk, or they could use Rahud as a way to plant someone in Hosgunn's court.
 * If a Player decides to volunteer to work in the chapel for a day:
 * You speak with a woman named Gislred, a senior member of the Guild whose job it is to maintain the day-to-day running of the Guild's front organization, and are given a set of plain priest's robes within the hour. It's a slow day for the temple, as are many this time of year, before the snows have completely melted from the pass and trade begins in earnest again. Your most common task is replacing the sticks of Dunmeri incense burning themselves out in their holders. Most of the visitors are shop owners and merchants who pay their handful of copper pennies for collection, then sit reading in quiet contemplation. As the afternoon stretches nearer to evening, however, the doors open for a Redguard man, swaddled in bright orange and purple silks from Hammerfell, who accepts a book of proverbs with a shaky hand and hurries to the front pew, muttering to himself. He reads aloud to himself, but the words sound scarcely even coherent.

Market District
The central area of the city surrounding the Skald-King's Market, connecting the goods coming from Skyrim through the Waterfront and Northgate with the traders of Morrowind through the Ash Gate. Even outside the market, the streets are filled with colorful stalls selling all manner of product and produce.

Alchemist's Shop
Alchemist to provide poisons and cure disease. Will be murdered by Skeevermen to prevent helping the plague to come, investigating her murder will lead into the Skeevermen questline.

The Skald-King's Market
Riften's beating heart, where merchants from as far east as Hammerfell meet to barter for goods sent by the Great Houses of Morrowind. This is where the players should go to offload most common items, where they can do so easily for decent coin. (Excellent excuse to casually use the Random Encounter List.) Description=

NPCs= Any number of traders.

Adventure Hooks=

Honrich Hill
South-east district, home to many noble houses and wealthy merchants, in addition to the Jarl's palace. On higher land than the rest of the city, it's generally warmer above the cold to sweep in from Lake Honrich. At the eastern foot of the hill is the East Gate, which welcomes merchant caravans from Morrowind.

Mistveil Keep
The castle of Hosgunn Crossed-Daggers, Jarl of Riften. It was paid for with heavy taxes imposed by Hosgunn, and constructed squarely on the road which came down from the pass over the Velothi Mountains and wound south along Lake Honrich, creating the need for a new gate to let the road wind through the city around the border of Honrich Hill. The taxation of merchants coming through has been quite profitable, but has started driving traders to look for new routes. The keep houses the central garrison of the Riften Guard, as well as the city jail.

Description=

NPCs= Adventure Hooks=
 * Jarl Hosgunn Crossed-Daggers
 * Lina Snow-Shod, Steward of Mistveil Keep
 * Sven Snow-Shod, Thane of Riften

West Gate
The new gate constructed after Mistveil Keep blocked the road.

Ash Gate
The old gate, through which caravans that met the boats from Lake Honrich used to use and bars the road East towards the pass over the Velothi mountains. Traffic has increased, but so has the grumbling about it.

Alehouse
Upscale establishment, party likely to get looks if they walk in wearing their armor. The hired guards of the merchants who frequent it generally stay out of the way.

Waterfront District
Western district stretched along where the city of Riften abuts Lake Honrich. Features include docks for fishing boats, shipping firms which take goods up the Treva River to Lake Geir and by land beyond, and a ferry to the other side of Lake Honrich.
 * Safehouse: Dennis' House
 * Underboss: Darman Slyte

The Lake Hag
A taproom straddling the shore and the docks over Lake Honrich. The place is filthy, and the food is terrible, but the drink is good. Anyone is welcome, but as a result, the undesirables come in and fights break out often.

Description=

NPCs=

Adventure Hooks=
 * As you're ____, the door clatters open and a pair of guards wearing the purple sashes of Jarl Hosgunn's guard step inside. The first crosses his arms, watching the bar's patrons through the slits in his helmet. The other steps around him and to the notice board hanging across one wall, a sheet of parchment in hand. The guard tacks it up, then returns to the door and the two step back outside, closing the door behind them. Wildlife Trouble

Spindlebriar Portage Company Warehouse
A warehouse belonging to a crooked riverboat shipping company. It was raided by the party to recover proofs of ownership for Pasha.