Fine Silks and Lace to Go

The Textile District is a symphony of sound and color, where the clatter of looms and sewing machines mingles with the scent of herbs, oils, and dyes. Elegant white-stone buildings line the narrow streets, their carved façades adorned with patterns as intricate as the fabrics within. This is the beating heart of Aranthaes’ fashion and cloth trade, where raw material becomes artistry – and artistry becomes wealth.

Carts rumble along cobbled lanes piled with bales of silk, cotton, and linen, while apprentices rush between artisan mills carrying baskets of thread and dyes. The hum of spinning wheels and the rattle of weaving frames fill the air, giving the district a restless energy that never seems to fade.
 

Industry and Mills

Small-batch artisan textile mills and dye works dominate the eastern lanes, their chimneys trailing fragrant smoke from exotic herbs and mordants. Within, spinners, weavers, and dyers labor tirelessly to meet the demands of nobles and merchants. Mills run by guild families control much of the trade, with fierce rivalries bubbling beneath their polished façades.
 

Artisans and Boutiques

Between the mills stand boutiques and workshops where master tailors and seamstresses display their craft. Windows overflow with bolts of silk, spools of golden thread, and delicate lace trimmings that catch the light. These shops offer both ready-made finery and bespoke garments, their clientele often including visiting dignitaries or the city’s own elite.
 

The House of D’Artois

The district’s crown jewel is the House of D’Artois, the famed establishment overseen by Orilia Thorne. Its luxurious silks and lace are woven in workshops that combine artistry with near-mythical skill. The grand white-stone building features a carved façade and a broad courtyard, with frescoes and gilded ceilings within. Garments bearing the D’Artois mark are instantly recognized across the realm as a sign of wealth and taste.
 

Atmosphere

The Textile District is both industrious and refined. While artisans strive to outdo one another in artistry, rivalry between guilds and houses runs deep, and theft of designs or dyes is not unheard of. For adventurers, it is a place of dazzling color and ambition, where opportunity may come as easily through back-room deals as through legitimate commissions.
 

Encounters

Among bolts of cloth and crowded mills, tensions and rivalries abound. Roll d10 for possible encounters…

  1. A cart piled high with bales of fabric overturns, spilling silk and cotton across the street, creating chaos as apprentices scramble to gather it.
    Hazard: DC 12 Dexterity save to avoid being entangled.
  2. A pair of rival dyers shout accusations of recipe theft, drawing a crowd of curious onlookers.
    Dyers (2): AC 11, HP 9, knives (1d4), aprons stained with dye.
  3. An artisan offers to sell the adventurers a bolt of “exclusive” cloth – but its authenticity is questionable.
    Artisan: AC 11, HP 10, dagger (1d4), cloak.
  4. A group of apprentices rushes by carrying steaming vats of dye, splashing dangerously close to passersby.
    Hazard: DC 13 Dexterity save or take 1d4 acid damage.
  5. A tailor pauses the adventurers, begging them to deliver a commission to a noble’s household before the deadline.
    Tailor: AC 11, HP 9, shears (1d4), fine robes.
  6. A thief tries to cut a swatch of expensive silk from a stall display, attempting to vanish into the crowd.
    Thief: AC 12, HP 8, shortsword (1d6), cloak.
  7. A guild collector demands dues from a small shopkeeper, their heated argument threatening to boil over.
    Collector: AC 12, HP 12, club (1d6), leather vest.
  8. A wealthy noble strides through the street with attendants, loudly demanding priority at every stall.
    Noble: AC 12, HP 12, rapier (1d8); Attendants (1d4): AC 11, HP 9, daggers (1d4).
  9. An apprentice reveals a bolt of strange shimmering cloth that seems faintly magical, offering it for a fraction of its worth.
    Hazard: May be genuine or cursed – DM’s choice.
  10. A fire sparks inside a dye-house chimney, sending smoke billowing into the street and threatening to spread if not contained.
    Hazard: DC 14 Strength save to break barrels and smother flames; 1d6 fire damage per round if unchecked.