Dhr'mar Way: Heroes DistrictDescription: Lying near the edge of Heroes territory, Dhr'mar way is a single large and ornate road cutting through mostly neutral territory. The majority of the road is flanked by almost completely solid rows of stone buildings housing mostly blacksmiths, mercenary companies and other guilds. The Way itself was once of masterwork masonry, bricks flawlessly smoothed out the entire way, vivid banners of various Heroes factions lining the buildings, and many columns of marble spaced out along the road all leading to and emphasizing the main feature of the district, the Trial Grounds. However, over a long amount of time, the road has fallen into disrepair and the surrounding masonry has eroded a fair deal, losing its proud luster. Columns of smoke regularly rise from the less-kept portions of the road, with some shanty towns being erected in front of the building strips at its side.
The Way is a relatively safe portion of the city, if only because of the strength and cooperativeness of the local mercenaries and blacksmiths, with little practical help from the local 'guard' stemming from the Trial Grounds. The Way is surrounded by two large strips of buildings, with only a couple spacious alleyways leading out elsewhere. This gives thieves few exits to make a quick escape, frequently they are successfully chased down by vindictive locals.
In the center of the district, with the Way navigating its perimeter, is the Dhr'mar Trial Grounds. The Trial Grounds consist of a large arena-like enclosure dug into the ground relative to the road, its aesthetic almost like a grand Colosseum, with marble seating looking down onto the arena. Unlike the rest of the road, great pains are taken by the Heroes to maintain the opulence and significance of the Grounds. This is because they are generally seen as a more honorable and dignified arena for settling disputes honorably as opposed to the grittier and less organized arenas dotting the city.
Heroes factions very frequently hold skirmishes on the Grounds, some for mere sparring, others to settle matters of territory and others still for glory. The Grounds are almost never used for combat against monsters, purely warriors versus warriors. The repute of the Grounds also attracts many neutral fighters, and even those of other Gods frequently.
Theme: Itar's Ambition. Itar's agents very regularly involve themselves with the goings-on of the Trial Grounds, ensuring fair play at the surface at least. While Vikhar is the overseer of the grounds, he is only so in name. Itar's agents often secretly manipulate the outcomes when it suits their agenda.
Threat: Lately, there has been a dispute between a local Blacksmith and Mercenary Guild, Corheldan Arms, and one of the Heroes factions, their skirmishes have regularly been fought in the Grounds. However, lately a number of suspect poisonings have been reported, mostly in the section of the Way where the Corheldan Arms has taken residence, that has the local citizenry concerned.
Faces:- Harldan: A local scholar, blacksmith and current head of Corheldan Arms, generally seen as the face of the civilians in Dhr'mar Way. Foulmouthed but incredibly knowledgeable, actively trying to expose the local poisonings.
- Vikhar: Heroes Paladin and general overseer of the Dhr'mar Trial Grounds. Self appointed protector of Dhr'mar way, but sleazy and incompetent.