The eastern quintan is a working-class neighborhood, home to a number of craftsman's shops and row housing that caters to day laborers and the like. The various crossroads of this quintan are often frequented by men and women looking for simple labor, and are known as a place to get manual laborers for relatively cheaply. By night, however, they are frequented by those seeking "night labor" (as prostitution is often referred). The Workman's Quintan is also home to a great many of the Guilds Workhouses, where poor, indebted and planar refugees with no other options can go to be provided food, shelter and the possibility of menial labor to work off their debt.
Gates & Other Landmarks
- The Yokegate (G7): Gate into Accord.
- The Gate of Wayns (G11): Gate into the Market Quintan.
- The Gate of Hammers (G12): Gate into the Traveler's Quintan.
- The Firegate (G18): Gate into the Coalman's District.
- The Wretchgate (G19): Gate into the Warrens.
- The Blackgate (G20): Gate into the Blackstreets.
- Almath Square (W1): The largest open square in the quintan, the Almath sees a market several days out of the week, one which mostly supplies the cheap sorts of goods that the poor of this district can afford. It is also the place where the laborers - both day and night - are likeliest to gather. Of course, those who gather here are often required to pay a local gang called the Almath Knives for the privilege of loitering here to look for work.
- Lion's Crossing (W2): Named for the strange stone lion statues that surround the triangular market square, the Lion's Crossing is a bit shadier. This is where those who either can't or won't pay the Almath Knives come to look for work. Among the night laborers here are those who already have panders other than the Knives. As a result, a small gathering of those individuals, called the "Lion's Own" have formed to prevent the Almath Knives from pushing their racket in on the Crossing.
- The Midnight Crossing (W3): Located near both the Warrens and the Blackstreets, the Midnight Crossing is where the desperate and strange come to find work. It is made up of the truly poverty-stricken, the mad and those who come crawling out of the Warrens or Blackstreets with strangeness imbedded in their souls. Desperation is the scent of the Midnight Crossing, and many of those who take on work here disappear without a trace. The night laborers are a strange and deviant lot, the sort who unsettle even the hardened street folk of the other squares.
- The Raudlun Workhouse (W4): The largest of the Merchant Guilds workhouses in the Workman's District, the Raudlun has seperate housing for men and woman, and are very strident about keeping them apart - even if they are married. Children are sent to the Carenden Hall Workhouse. There are many dozens of folk in each of the buildings here, all of them desperate for the workhouse promise to find them good employment and a new start at life.
- The Two Suns Workhouse (W5): A womens' workhouse, Two Suns specializes in training pretty young women to be maids, cooks and other servants for noble houses and wealthy employers. Many claim that the proprietress of the Two Suns also runs it as a secret brothel to offset the costs of the training and upkeep, but multiple official inquiries have been made and found nothing.
- The Carenden Hall Workhouse (W6): This workhouse is for children - orphans, those whose parents are on the streets and unable to care for them, and even those whose parents are in one of the other workhouses of the district. The children are taught basic laborer's skills and manners befitting a good employee. Those who can be shipped off to cheap apprenticeships are the first out these doors. The local Watch frequently brings children who are running wild on the streets or clearly homeless and alone to the Carenden Hall.
- Ymelda Weaver's Loomcrafts (W7): A weaver woman who has long eschewed membership in the Most Nurturing Guild of Clothiers, Ymelda has long made inexpensive clothing and bolts of cloth from lesser materials that others simply won't use. Additionally, she employs quite a few women who are learning her craft; she is somewhat notorious for having chosen these women from among the night laborers of the district, hoping to give them other options in life. As a result, though the Merchant Guilds may disdain her, she is quite beloved of the people of the quintain, and sees plenty of business.
- The Rusted Anvil (W8): Something of a notorious drunkard, Morrys Smith's shop is where the locals go when they need pots repaired, work horses shoed and the like. He is usually late in accomplishing his tasks, and the work isn't up to the standards of the Ancient & Revered Order of Ironwrights, who have rejected his applications for membership many time over. On the other hand, he is often willing to accept clothing, home-brewed alcohol or a basket of food in exchange for his work.
- Raeterman's (W9): A pawn-broker, Elias Raeterman's shop is a favorite of the local children, who can often be found clustered outside his front window, peering in. Shelves rise tall above the floor, and they are filled to capacity, groaning under the weight of the strange and unusual things Raeterman has taken in. His shop guard is a former soldier of the Gruenmar Levy, an older human man badly acid-scarred after a battle with demons in the Warrens.
- Mother Hop's (W10): A brewer in good standing with the Eminent Sodality of Brewers & Vintners, Mother Hop is a rotund halfling woman who wears a wreath of dried hops blossoms all the time. She has taken as her specialty the various methods of brewing rotgut alcohols that have developed in urban centers. With her skill, she might be quite rich elsewhere, but she feels her preferred area of study - a study that has garnered her more than one invitation to speak at the Guilds Symposium - requires her to be among the poor and downtrodden, brewing cheap alcohol for their consumption, and she does so with gusto.
- Sign of the Black Rose (W11): The proprietor of the Black Rose is Marish'kal Anet, a talented shadar-kai herbalist. Her knowledge of medicinal plants is extraordinary, and though her herbal preparations are not cheap, she does not charge to diagnose the ailments that those who come to her suffer from, a boon to the district's poor. She is also rumored to be a purveyor of poisons to unscrupulous individuals, but this has never been proven. Her personal specialty is infusing wines of various kinds with herbs to create a new and exciting taste.
Government & Nobility
- Elk Hall (W12): This estate is owned by House Naiall, one of the Great Houses of Liminal. The barbarian nobles seem to take comfort in the fallen grandeur of the old manor-house. The gates of Elk Hall are well known in the district, for the massive painted skull of some kind of massive-antlered elk-like beast that hangs above the gates proper.
Taverns & Inns
- Table of the Three Crows (Inn) (W13): Known for its sign - a table top with three intricately-carved knotwork crows - the Three Crows is a favorite of the Almath Knives. Indeed, it is something of a headquarters for them. The proprietress, Mother Crow, is said to have been the finest of the Knives' night laborers in her day. It is also said that half the rooms of the Three Crows are inhabited by young men and women being taught the skills of Mother Crow's former profession.
- The Iron Keg (Inn) (W14): The Iron Keg is a dwarven inn, built to resemble the splendor of the old dwarven citadels, going so far as to paint plaster walls to resemble the ancient marble fortifications of old. Though non-dwarves are served here, they are clearly not favored. The Iron Keg is favored by many of the shorter travelers to Liminal, for its furnishings and design are of a more reasonable size for them.
- The Brazen Vine (Tavern) (W15): More of an eatery than a tavern, the Brazen Vine specializes in cooking kebabs, pasties and other similar worker's foods, usually made in some way with the sour wine and very hot spices that the Vine favors. This should come as no surprise, considering the tavern's proximity to the Coalman's District.
- The Sign of the Comb (Tavern) (W16): Known for their honeycomb-like sign, complete with a large wooden bee, the Sign of the Comb makes and serves some of the finest meads in Liminal. It is said that its owner, Kulman Randers - a member in good standing of the Eminent Sodality of Brewers & Vintners - knows strange recipes gained by hook or crook from the shifter tribes of the Delannwood, and the barbarians of the Wastelands.
- The Spark and Hammer (Tavern) (W17): A worker's tavern, the denizens of the Spark and Hammer are no-nonsense laborers without much patience for those who put on airs. Its proprietor Danzyl and his wife Narice are simple folk well-loved by the workers who patronize their tavern.
- The Yokeman's Rest (Tavern, Guild Hall) (W24): This tavern - a simple rustic affair - is also extremely exclusive. It is only open to members of the Steady & Sinewed Guild of Teamsters, and those who have business with the guild.
Mages & the Arcane
- Rueda Mardra's Salle (W18): The famed swordmage Rueda Mardra set up her salle in this quintan, where she practices her art and teaches a rare few apprentices. No one is entirely certain why she has chosen this district, but the locals give her a wide berth.
- The Wayfarer's Domicile (W19): A wizard known only as the Wayfarer dwells here - although infrequently at best. No one truly knows what he looks
Temples & Monasteries
- The Arudan Hall (W20): Also called the "Worker's Temple," the Arudan Hall is a temple dedicated to Aevo primarily, depicted as a great craftsman, the sweat of whose brow created the world. But in a small antechamber, there is also a dedicated shrine to the Talion gods Augdos (who is sometimes beseeched for greater profit in business) and Makoryn (often prayed to for surcease from unkind employers).
- The Fane of the Two Mothers (W21): This temple to Edyma and Ulandira exalts the two Mother Goddesses in their aspects as creators of industry and the work of the hands. There are no high-minded homilies or philosophical theology spouted from the pulpits here; only sermons regarding the spiritual rewards of hard work and the virtues of industriousness and self-sufficiency find audiences in these halls.
Military & Mercenaries
- Tarson's Spears (W22): Tarson's Spears are a band of middle-of-the-road mercenaries. They are skilled enough to have their own compound in the great city of Liminal, but they are hardly the finest of hired swords. Still, they are inexpensive enough that their faults as mercenaries are usually easily overlooked.
- The Fire Hawks (W23): A small elite force of light horse archers and cavalry, the Fire Hawks are led by a trio of former janissaries of one of the ifriti lords of Brazenvale, given their freedom for years of faithful service. Though they will work for just about anyone, the Fire Hawks are often found in the service of other ifriti and influential individuals of Brazenvale.
The Crossroads City