Malburg

Malburg is one of the oldest Marwhini settlements in Sankhar and one that is steeped in history. It was here that the great hero Bran was born and it was at the gates of this town that the great worm Uluk demanded fair maidens to eat. The settlement, it is claimed, was founded in -852 by Bran's grandfather, Buor, and a town quickly grew up around the original clanhold.

The division between clanhold and town is still visible today and the Thyn's who have ruled the town since those early days can all claim descent from Bran's equally famous sister Brana. The settlement itself is surprisingly small (Bran went on to make Buhr Fram his seat of power) consisting of no more than one hundred and eighty inhabitants. The architecture is also surprising as it a combination of early Reetish construction methods with more traditional Marwhini techniques.

The map is keyed as follows:-

  • Gate (1). A stout double gate is one of only two entrances through the town's defences (a 5' earth rampart topped by a 12' palisade).
  • Glassmaker's Yard (2).
  • Orchard Hall (3). A farmer based here manages the apple and cherry trees planted round the town.
  • Town Hall (4).
  • Market Green (5). Site of the monthly market. Otherwise used as a drill ground for the town guard and auxiliaries.
  • Sleeping Giant Inn (6). Several standards or accomodation are available including sleeping over the stable for those really short of coin.
  • Wainwright's Hall (7).
  • Guard Stations (8). The guard stations at the gates generally house two guards each.
  • Wagon Gate (9). The more southerly of the two entrances tends to be the busiest.
  • Stonemason's Halls (10, 11, 36). (10) and (11) are owned by two intermarried families. The owner of (36) trained at (10).
  • Grocer/Feed Shop (12).
  • Weaver's Hall (13).
  • Amphitheatre (14). Serves as a theatre but also a court and town meeting place. Use by wandering minstrels and other entertainers must be booked in advance. Bards unaware of this frequently don't realise that half their audience is there to see them arrested and dragged off by the Guard.
  • Farrier's Yard (15).
  • Beawyn's Hall (16). Beawyn is an aged seer. She is reputed to also know the language of the local birds.
  • Carpenter and Smith's Yard (17). The two brothers who work this yard are skilled at their trades. The smith makes good quality weaponary but also works in silver. Although the jewelry he makes can't compete with the intricate work of the Silverpit Dwarves his use of traditional Marwhini motifs means his work sells well locally.
  • Bakery (18).
  • Salt Merchant's Hall (19).
  • Merchant's Hall (20). One of the wealthier member's of the community the merchant is always looking at opportunities arising from trading with other settlements.
  • Shipwright's Yard (21).
  • Caskmaker's Yard (22).
  • Warehouses (23).
  • Dock (24).
  • Cobbler/Leatherworker (25).
  • Weaponsmith (26). The highly skilled female smith Feotlingas works here. Her husband is an armourer.
  • Horsetrainer's Hall (27).
  • Stable (28).
  • Clan Hall (29). The Thyn, his extended family, and many of his followers live in this large hall.
  • Dovecote (30).
  • Knight's Hall (31). Another large hall where the Thyn's brother and his family and retainers live.
  • Orchard (32). The private orchard of the Thyn's family. The chidren from (29) and (31) frequently use it as a playground.
  • Granary (33).
  • Potter's Home (34).
  • Seer's Hall (35). The seer has two apprentices.
  • Healer's Hall (37).
  • Coiner's's Hall (38). The home of the master jewelsmith Hilderine.
  • Clanhold Gate (37). Divides the old clanhold from the main town.

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